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UER Forum > Archived UE Tutorials, Lessons, and Useful Info > Sebastian Melmoth's UE whitepaper (Viewed 244 times)
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Location: SF, CA
Gender: Male


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Sebastian Melmoth's UE whitepaper
< on 3/29/2008 12:24 AM >
Posted on Forum: UER Forum
 
This essential whitepaper on urban exploration was written years ago by Sebastian Melmoth, seminal member of the SF Suicide Club and the Cacophony Society, and a luminary of the Bay Area's UE scene. This guide is drawn from his extensive experience in the field and is so full of excellent practical advice and overall philosophy that I thought it was worth making available here. Reproduced here with his permission.


URBAN EXPLORATION

Tactics, etiquette, ethics

Exploring and adventuring in a used up and forgotten world can provide a portal to vistas of the imagination unattainable through more prosaic means. Many places in the existing urban landscape are negative spaces that often exist below and out of sight of societies collective conciouseness. Dishonored and forgotten by our supercharged society,these often ethereal environments are waking dreamscapes waiting for modern Randolph Carters to discover. The spectral impressions left by persons and activities long dead are lingering there to be savored.

Wandering amid the enigmatic debris of an earlier age is a pastime not meant for everyone. Looming implements, perilous edifices and decayed engines of technologies past pose very real dangers to the casual and ill-informed visitor. However, the rewards of such travel can be grand and inspiring to those willing to accept the risk.

For me, the visions induced by hundreds of journeys into these places has, to some degree motivated my every creative impulse for over 25 years. My career as an Urban Explorer/Adventurer was inspired by the weird fiction I began reading as a child. The gray hued streets of a decaying and unknowable London as described by Arthur Machen, R.L. Stevenson and Charles Dickens informed my waking hours as though I were gliding through a fever-dream. A poignant and thoroughly dead world, so beautifully rendered by M.P. Shiel in the peerless novel, "The Purple Cloud" proved to be a template for future worlds I would conjure in my mind and attempt to replicate with my associates in any number of events. The vast and terrifying expanse of Castle Gormenghasts' endless garroted rooftop proved to be a fruitful metaphor for my own game creations and ramblings about the rooftops of China Town as well as the various dead hospitals and institutions I became acquainted with in my travels. The abandoned storefronts and gothic homes of Innsmouth; the hoary cloisters of Miskatonic University at Arkham; "The Strange High House in the Mist"; these and all the other painfully beautiful creations of H.P. Lovecraft have beckoned me out of the mundane workaday world ever since I could read.

My miraculous good fortune at stumbling into the San Francisco Suicide Club at the formative age of eighteen proved to be my salvation and escape from a life of normal pursuits and prosaic daily exercises. This singular and extremely adventurous club proved to be the perfect catalyst for melding the fantastic world of the imagination and the real world of places and things. I found that, using the magnificent images and textures I had discovered through my love of weird fiction I could reinvent real, existing environments in a synasthesia effected by conjoining these literary impressions with the fantastic, long disused physical environments of post-industrial San Francisco and other cities.

At the time I could never have imagined a dearth of places to explore and occupy in my adopted city. Many of these places are now gone, either torn down and replaced by dismal commercial developments or renovated and given a temporary, new life and lease to the living. A nostalgia for vanished edifices, decayed and abandoned during the time I new them, is no doubt a bizarre emotion, and one that is not named (as far as I know) in our language. It is however an emotion I live with daily. If you understand this feeling then the following "primer" may be of use to you.

Here are a few suggestions that may be helpful in safely and successfully pursuing the art of Urban Adventuring. I hope they may be of use to those of you who are involved in, or who wish to be involved in such pastimes. I have had a good success rate over the course of a very active 24 years of Urban Exploration by paying attention to my surroundings, by concentrating on personal and group safety, and by respecting the integrity of the various environments I found myself in. (I also made every damn mistake imaginable - nearly loosing my life and the lives of others on more than one occasion.)

I realize that different individuals and groups might have different motives for penetrating these off limit environments. Your motives and goals being your own, you will have to decide what, if any of these pointers will be of use. Some of the following tips are simple common sense. Others are predicated upon a philosophical view that I and others have come to hold after years of urban exploration and would be of only partial use to those not similarly inclined.

I (generally) adhere to a low or no impact policy regarding the worlds I visit. I go to great pains to never break into buildings, tunnels or bridges and rarely remove anything from these places. Almost any abandoned edifice has a point of entry that does not require breaking a window, cutting a lock or breaching a sealed door. Often, others have established an entry point prior to your probing (If this is the case it's a good thing to be able to prove others breached the physical barriers to entry.).

Many working bridges and tunnels can also be entered without resorting to crude criminal methods. Aside from being simple good manners, these habits can be very rewarding to you in any number of situations (as illustrated later in this essay).

If your goals in these environments include: smashing things (a theatrical must in some settings!), tagging/painting the environments or liberating equipment ("Obtanium" is the 137th element; discovered by Mark Pauline in 1979), then some of my suggestions will be of little or no use to you in case of apprehension.

However if you are merely exploring an old building or even orchestrating an event with dozens of participants then you may find this essay useful. All of the theories, pointers and tips noted here are of course just suggestions and should be used or discarded as you choose. I have no doubt left out many good points and fine strategies. Feel free to make suggestions (if, of course, you know how to contact me). Those consumed by a life of exploration and adventure will always make their own way and sure as hell won't listen to me unless they happen to already agree.

Some of the categories of Urban Adventuring might be:
- Simple exploration
- Urban climbing/spelunking
- Theater for a clandestine audience
- Games
- Architectural/historic survey
- Photo/Film/Video shoots

I've attempted to address all of these categories in this essay.

Research Your Objective:
- Always find out as much as you can about an environment or edifice prior to entering it.
- How tough is the neighborhood?
- Are there gangs?
- How serious are they?
- What is their territory?
- What is the police response time for a call? Someone might call them because they saw you or you might call them to save your ass because you're in the wrong place with your back to the wall.
- How long has the building been abandoned? The longer the time, the more likely floors could collapse or walls or cornices could fall because of water and/or fire damage.
- Who's around the site? Are there homes close by? Businesses?
- At what times are people around where they might see you?
- What are the site lines to your point of entry?
- What kind of obstacles might you come in contact with during your expedition?

Here is a partial list of awful compounds, chemicals and various other impedimenta you might ingest or run into during your explorations.

PCB's
Found in almost any power plant, refinery, electrical room for any large industry, dam, older factory tunnel and or military installation. PCB's are typically contained in the oil-based fluids and/or solids found in almost any transformers large or small made prior to the 70's. If there is black goo on the ground, try not to get it on you (Duh).

Asbestos
Any building built prior to the early 70's has it. Asbestos needs to be aerated in order for you to ingest it. It can be found in ceiling tiles, insulation, wallboard and many other building materials. (again-70's or earlier). Try not to kick up dust while trudging through those abandoned 30's insane asylums. Asbestos affects your lungs and can cause cancer in even small amounts.

Lead, Mercury, Arsenic, Cyanide, Strychnine etc.
These wonderful minerals and compounds can be found in many refineries, mining or minerals related buildings, hat and clothing factories, etc. Arsenic and Strychnine were often used as pest killers in large factories.

Methane Gas
If you go in real sewers you are in very real danger of being overwhelmed and killed by methane gas. We recommend that you stick to Storm Tunnels (street runoff, stream courses, and un-activated or dormant runoff conduit) as opposed to actual sewer tunnels.

Guard Dogs
Many abandoned sites, particularly if there is anything left of value, will employ guard dog(s). Almost no dogs we've run into are professional "trained killer" type dogs. These are rarely put into low value abandoned sites, as they are extremely expensive and hard to maintain. You will usually find big ugly, mongrel types or occasionally untrained pure breds. If the site is one you wish to return to often, guard dogs can be a real plus. If you are pure of heart and truly believe that what you are doing is not BAD, the dog(s) will sense this. One dog is easier to recruit than several. One person should start the indoctrination. Approach the fence line and talk to the dog. One person, or two at most (man/woman is best) can, if determined enough turn the most surly of canines into a fast friend. As with police/security you should show no fear and as open faced-bland friendliness as you can muster. Bring meat. You will be surprised to find that most "guard" dogs, rather than hurtling themselves at the fence, trying to get at you, will, upon discovering that you are not afraid of them run back into the yard & hide behind something. Not feeling fear during these initial encounters is crucial. After befriending the dog(s), tour the site with them in a group no larger than three. Do this several times before bringing in a larger group. Keep in mind that these poor dogs are cut loose in a foreboding unpleasant environment with no companionship. They are lonely and afraid.

Rabies
If a dog/rat/possum bites you, go to a doctor.

Live Circuitry
Some recently (and not so recently) decommissioned buildings actually still have live power panels and hot circuits throughout the wings. Electrocution is possible. Of course, you could have just found a great practice studio for your lame punk band!

Junkys/Crackheads/Tweakers/Satanists/Serial Killers
Varying degrees of likelihood of running into these types but worth watching out for. The more of you there are the less chance that they will bother with you. Junkies and the average unfortunate homeless are not that likely to be a problem. Sincere offerings of food, beer and cigarettes are sometimes a good idea. However these denizens often appreciate visitor/tourists just giving them a wide berth.

Gangs
The best reason to always move very quietly through abandoned places in the inner city is the possibility of encountering gangs. If you hear them first, you can hide out or quietly make your escape. If they catch you on what they consider to be their turf, you could be in desperate trouble. Hope you out number them, be polite, get away.

Property owner/security/police
I'll deal with this issue at a later point.

Entering a site:Things to look for.

With almost any large building or other structure there are usually many, not readily visible methods of entry. It's usual a good idea to find one that does not require breaking in. If the obvious methods of entry (open ground floor window, seem barred:

Fence line
Always survey the entire fence line of a compound. Often there are well beaten tracks or more obscure but nonetheless easy routes through holes made long ago in some corner of the fence.

Postings
Avoid them when ever possible. If there is a way to enter your objective with out passing in site of a no-trespassing sign, use it. On occaision these signs mysteriously disappear or have preternatural plant growth around them just prior to expeditions. If those in your party, when asked if they saw a sign prior to entry can honestly and compellingly claim they have not, this will increase your chances of smaller repercussions in the event of capture.

Locks
Sometimes they are not locked or the fence is wired shut. Check the locks against your keys. As remote as the chance is, you might get a fit. Master pad locks (the most common of all) use a relatively small number of pin variations, hence one key might open several random locks. It's worth a try. I've hit it four or five times over the years. Some old entry gates have a "necklace of locks": several differently keyed locks (some legit, some probably not. Under these circum- stances, you could add your own with small chance of repercussion. More on this later.

Street/sidewalk grates-plates & manhole covers
Big complexes always have many tunnels and underground chambers often with sidewalk or street entryways. Try lifting the square diamond-plate panels you find close to the complex. Look down into any street gratings along side the building.

Fire escapes
Many fire escapes have counter balanced stairways that a climber can get up to with a boost. Check where the counterweight is secured. Sometimes they are tied or locked in place. Be very careful because if the stair has been rusting away for decades it will surprise you when it cuts loose and drops to the ground. Other fire escapes might have a straight metal ladder with a release latch or ratcheting hand crank.

Be very cautious around all of these devices. If someone is below you when they drop, they could easily be killed.

Rooftops
Once on a fire escape, you may have access to the magical land of the rooftop. You should check all of the doors and windows on the way up the fire escape, of course. However once you're on the roof there will almost always be some type of clean access to the interior.

If a portion of the fire escape has been cut away or if the building is low enough (two stories or so) a grappling hook may come in handy. There are some small light weight magnesium hooks made for climbers although they aren't that common. Obviously, some actual climbing experience will be required. I'll delve into mechanical assist climbing and hardware later in the essay.

One on the rooftop look for open skylights, doors, ventilator shafts and/or other fire escapes that might lead down to openings, etc. Enjoy the view.

Climbing/mechanical assist for entry.

Many buildings and bridges that do not immediately reveal easy entry methods can be mastered by some fairly simple climbing techniques.

Free climbing
Some buildings feature relatively easy climbing routes. Old structures are often in an advanced state of decay. Water and electrical pipes can pull loose, Cornices can collapse and fall and parapet walls can buckle. Even seemingly bomb proof, heavy metal features can be structurally compromised by rust or partial disassembly and can collapse beneath or above you. Always approach these climbs as you would rock climbing on crumbly degraded rock.

Ropework
Entry through rooftops can sometimes be accomplished by rappelling in through skylights or down the fascia and in an opening. Bridges and buildings can provide excellent places to practice and play with climbing technique.

Always be aware of visibility to the public and authorities while recreating. When dropping a line for descent always use bombproof anchor points with back ups. Be especially careful to pad all edges. There are many more points on structures where your rope can be cut or abraded than on the typical rock wall.

Security

Entering abandoned buildings is usually illegal. Often these places are a low priority for police and owners because of the generally valueless nature of the facilities. Consequently security measures taken are often lax or non-existent.

Working bridges, buildings and tunnels should all be taken on a case by case basis as most have some type of security and/or patrol pattern? Owners and their agents are primarily interested in protection from liability.

Lookouts
when taking a group into a site, lookouts are often a good idea. Radio contact is advised if you have the means. Depending upon the site and time of entry, stealthy and furtive actions by the group is to be avoided. Walk/climb in (briskly) as though you own the place.

Apparel
if you dress like a ninja, you will be treated like one when apprehended and the casual observer will be positive that you are up to something. This can often mean the difference between Joe Public using his cell phone or not. Casual hiking clothes and lots of cameras are recommended.

Public Outreach
If you are observed, sometimes it can help to speak to the observer. Approach carefully; they will probably be afraid of you and may be armed (God Bless America!) In the case of impoverished security guards, money sometimes works. Obviously if you are spotted and cannot make a good assessment of the potential for being ratted out you should have a plan to abort. Do not split up and run unless you have a pre-arrainged plan. It looks really bad and will only make things worse if you are caught. Stick together (more on this later).

Physical Plant
Brief your group on the physical dangers of the environment you are entering. Obvious things like 3rd rails, gapping holes, collapsing floors, low hanging pipes/beams etc, may not be so obvious to a new explorer. Scope the location ahead of time.

Safety/Others
If you are entering a "working environment" ie: an occupied building, in use bridge, live subway tunnel, etc., always leave things as you find them. If you leave a hatchway in a bulkhead open when the bridge worker that uses that entry each day at work expects it to be closed, he will at least notice the discrepency and at the worst will un-wittingly step through and fall to his death. Natural Selection not-withstanding, you could be blamed. You are borrowing these places, have some courtesy.

Police/Private Security/Property Owner (Agents)

Police
There are different types of exploration/ infiltration exercises. For those with a military bent; where players are in it for the thrill of foiling detection and ninja style assaults my best recommendation is to not be caught. The more trappings of stealth and subterfuge you employ, the more likely you are to be dealt with as a criminal if caught.

Appearing harmless (and foolish) can be a big plus in dealing (on site) with inquisitors. Casually dressed mixed groups or couples are less threatening to authorities than, say, eight big guys wearing cammos and face paint. Police on a call to a creepy abandoned place all have one thing in common. They are scared to death. Law Enforcement is a field that (whether deserved or not) constantly brings scorn and focused animosity on it's practicioners. They are always expecting to be killed. This feeling is exacerbated in an abandoned building, a place that affords limitless dark niches for harboring a potential assassin. Quick moves, furtive gestures, running away (you could be escaping one officer by accidently slamming headfirst into his partner) are not good ideas. You could die. Always do exactly what they say.

First Impressions
This is the single most important factor in establishing good relations with your captors. If you see them coming before they see you in a situation where you know you'll be apprehended, try to gather your group together in one open space beforehand. Have 2 people (event organizers) slightly separate from the group as the liasons. These two should do all the explaining. Everyone else should shut up unless directly asked a question. As noted before, mixed groups are better in such circumstances. Police are generally less threatened by women. Use this fact.

Truth/Fear/Information
Never lie to a cop unless you have absolutely no alternative. If possible show no fear and at the least show no aggression to them.

Cops are trained to detect fear and lying. The best cops are masters at this; the worst cops still have some of the instincts.

Never, never offer unsolicited information about the mechanics of your operation. Be open and friendly and answer all of their questions as truthfully (though as vauguely) as possible. It is possible to lead the interogation/conversation in the direction you wish to. Once the cops fully realize that you are not a physical danger to them and that you are not vandals, junkies or communists they will relax considerably. This is when you want to tell them what they need to know in order to initiate your speedy release.

What you say and how you say it can mean the difference between going to jail and going home with a scolding. I reiterate DO NOT OFFER UNSOLICITED INFORMATION ABOUT YOUR OPERATION! ----

Unless, of course said details are part of your strategy. If you have photographers (videographers /audio techs) and recording your experience is truly part of your agenda, you should emphacize this fact (unless you're on a military base, nuke plant, etc). Do not attempt to record the encounter (unless it is very clandestine: ie a tape recorder left on in your bag) or if the authorities allow it (yes, this has actually happened to me more than once).

The more you know about the architecture and history of the location the better. Passionate poetic descriptions of the minutia of your building/bridge/tunnel are excellent conversation icebreakers (the more passionate, the better, until of course they can't take it anymore!).

Assuming a child like sensibility can work if it's not too affected. The more (well behaved) people you have, the greater your chance of being sent off with a warning.

Police really hate doing reams of paper work for a bust involving a huge (or even a small) group that they KNOW is going to be thrown out by a judge. They WILL do it anyway if you piss them off enough; just to teach you a lesson.

Private Security
They can go either way. You might run into a Rambo who will insist on acting roughly and unprofessionally with you for any number of reasons. If armed, this type is much more likely to shoot you than a cop. Tough it out, do what they say and hope the real cops show up.

The scared/bored/don't give too much of a shit type of security guard is more common in my experience. These guys are worried about loosing their job if they do the wrong thing. They usually could care less about whatever they are guarding. If you can convince them you are leaving and will cause them no trouble they will let you go.

Depending on the location and the level of oversite the guard is under, it's possible he might let you stay and play. Feel them out and (if they've already declared that they are going to let you go) it can't hurt to ask. Try offering money. Every Pinkerton has his price! Use charm, sex and humor.

Owner
If they'll let you, just leave. Their fears around liability almost assure their denying you further access to their property. Try the techniques noted in the Police section.

Exceptions
If following a police order is more dangerous than not, then you have to make a decision on how to move with the least annoyance to the cops.

An example would be: you are rapalling and an officer insists you come to the ground immediately; only your rope only goes to the parapet wall two floors above the ground. At the right moment, explain this fact and propose a course of action that will fulfill the officers request without killing you!

Games/Costumed Events/Bands, Raves etc.
A huge group of well-behaved tuxedo and evening gown clad revellors wandering about an abandoned blast furnace can be whimsically disorienting to the police. Use this to your advantage in negotiations. Handled properly by skirting certain issues in the ensuing interview this tableau could even result in your being allowed to stay.

Band parties and raves in illegal locales are more difficult to defend because the police immediately understand what's going on and have a standard operating procedure to deal with such activities. If you can't control your crowd and have made a mess they will be inclined to arrest some one. Their best weapon after arrest in such a situation is property confiscation. If there is a sound system, equipment van, generator, etc. they can take them.

If the group is big enough and well briefed, and you're not worried about equipment confiscation, there is another tack you can take. In a large party situation at a low security level site the police will be interested in speaking to "the organizer(s)". I don't recommend this but it is a tactic that I've known to work in the past. If no one admits to being the organizer it is much harder for the cops to nail any individual. If they perceive the event to be of minor importance they might just go away or give you a long time to pack it up and leave. If you are playing an elaborate (preferably costumed) game take the time to explain the game tactics/history/aesthetics in the most minuet of detail.

Say Goodnite
I strongly suggest that you leave these environments (particularly pristine ones) un changed when you go home. If you leave calling cards about: (beer cans, tags, open doors and hatchways) the chances are they'll increase the security and the severity of response if they catch you. Be aware of damage done by others and be able to point out this damage was not inflicted by you. Many of these environments are singular, ghostly and not long for the world. Treat them like the wonderlands they are and you and your friends will be able to enjoy visiting them for as long as they exist.

Sebastian Melmoth




UER Forum > Archived UE Tutorials, Lessons, and Useful Info > Sebastian Melmoth's UE whitepaper (Viewed 244 times)



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