Film / Grave Encounters 2
Grave Encounters 2
, the sequel to Grave Encounters
, takes place 9 years after the last film. Alex, a young film student who believes the first movie was real, goes to investigate the hospital where Lance and his crew were attacked. In tow is his friends, Jennifer, Trevor, Tessa, and Jared. Unfortunately, just like Lance's crew before them, Alex and his friends become victims to the horrid frights of those whom still inhabit the hospital...
The movie provides examples of:
- Abandoned Hospital: Since it's set in the same location as the previous film, this is to be expected.
- Action Survivor: Lance; surviving nine years in the hospital takes a toll on the sanity, but is impressive nonetheless.
- Alien Geometries: The sequel amps this Up to Eleven, and it's explained that the hospital is bigger than a city, and changes in complicated patterns that can be discerned if you're there long enough. There's a few of the same geometric oddities from the first film plus a hole in a wall breaking into the ceiling of a hallway, a door blatantly opened and closed to reveal that the destination changes, and a seemingly-successful escape which ends in a hotel elevator (miles away from the hospital) opening into the underground tunnels. Holy hell.
- Air-Vent Passageway: Lance reveals to the crew a vent shaft that can be opened. The crew use it to make it to his hidden room. Luckily for Trevor he dodged the ghost inside...
- Attack of the Monster Appendage: Like the previous film, there's a sequence where a monster grapples Trevor when they open a window. This time, however, the example is Type 2 as the beast climbs in through the window and chases them.
- Bad "Bad Acting": Oh boy... the clip from Slash n Burn, the slasher film Alex is working on towards the beginning, has impressively bad writing and acting.
- Be Careful What You Wish For: Alex wanted to prove what happened to Lance was real. By hell did he prove it.
- Body Horror: Like the previous films, monsters are gangly, contort their faces and have odd body setups. One sequence in a vent-shaft has a ghostly girl twist her head sideways and bend her arms in locations where there should be no joints.
- Camp Unsafe Isn't Safe Anymore: The crew follows the insanity of the previous crew by entering a building that was clearly haunted. If Alex truly did believe the building was haunted and Grave Encounters was real, then he really should have known better.
- Conspicuous CGI: The first film avoids this - what little CGI is used looks pretty convincing. Grave Encounters 2, though, does have a few instances of this trope during the second half, namely the first floating camera making an almost cartoonish bulge as it falls back into the bag (the floating cameras in general might be this trope, as well), and the portal breaking though the wall at the very end.
- Corrupt Executive Producer: The Producer that released the original film admits to Alex that he originally was scared to death of the footage from the original, but decided to release the film and pay off the families of Lance and his crew because he needed money and was nearly bankrupt. He had a bunch of interns claim to be the actors, and only told Alex this because he knows Alex has no proof. He also willingly releases the second film, this time stating it is fake and pretending none of it happened in reality.
- Downer Ending: Alex survives and is set free, but his friends have all been killed (his girlfriend by his own hand), and he finishes his film and puts out a huge piece of Shmuck Bait to get other people to go to the hospital to ensure that there will be more victims. Why? Because he'd be yanked straight back into the Dark World if he didn't do it.
- Electric Torture: The Security Guard who watches the place goes missing when he investigates the upper floor. When he is later found, he has been strapped to an electroshock therapy machine and painfully but non-fatally electrocuted for quite a long time, so much so he's been foaming at the mouth and over half of his head is horribly burned from the electricity. The crew tries to save him, but the machine overloads and violently electrocutes the guard so badly that he catches fire from the intense current.
- For the Evulz: The sequel implies that their entire motivation is out of pure sadism and a love of inflicting pain on others.
- Genius Loci: In the first film it's up in the air as to whether the ghosts are causing the Alien Geometries, or if the building itself is responsible. The sequel all but confirms it to be the latter, as it's the result of the spirit and living realms being smashed together in one spot, and Lance/Sean may actually be talking to the building itself at certain times. And it turns out it likes having visitors.
- Ghostly Goals: It turns out that it's both Type A and Type B. The hospital wants publicity, so that it can get more victims to torture.
- Hope Spot: Heading towards the exit sign results in the front door being replaced with a wall.
- A very brutal one happens towards the end of the film. The new group actually gets out of the hospital and makes it back to their hotel (minus two friends), and after gathering their stuff rides the hotel elevator down to the lobby... only for elevator to bring them right back to the hospital.
- A brutal one happens to Sean when he thinks he finally got his way out. A free-standing red door apparently is the exit, and it's been chained up as long as Sean can remember. When he finally does get it open and walks through... nothing happens, which leads Sean to start screaming at the hospital and calling it a liar. When Alex goes through it later, it works, apparently only allowing him to leave if he publicly releases his film, so Sean would have likely been not allowed to leave even if he had opened it years before.
- Infant Immortality: Averted in the scene where an infant is shown being sacrificed by the doctor's ritual.
- The crew of the sequel also stumble across a children's' room in the hospital... which is occupied by the ghost of a young girl.
- Moving the Goalposts: In the sequel, the hospital itself changes the requirements for leaving alive.
- Psycho Party Member Lance at first seems to be helpful, what with being in the hospital for almost nine years, but quickly changes his tune when he manages to obtain the bolt cutters and runs off to open a red door (which turns out to be fruitless) and later attempts to kill the new crew (as he was directed by the hospital).
- Reduced to Ratburgers: Catching and eating raw rats is how Lance has apparently survived inside the hospital for so long.
- Room Full of Crazy: The walls of the room where Lance has been living are etched with countless written words, phrases, and drawings, which the new arrivals deduce he's been carving for years in his madness. Subverted: some, if not all, of the writing is actual messages from the hospital itself, "talking" to Lance.
- Sanity Slippage: Lance has pretty much totally lost it in nine years.
- Shmuck Bait: Invoked in the sequel. it turns out that the hospital wants more victims, and will only let one person go so that they can lure others back. Alex ensures his freedom by assuring viewers that the film is fake, but that you still shouldn't try to find the place.
- Sixth Ranger Traitor: Lance in the sequel. His appearance is a Hope Spot, as he's an Action Survivor and knows more about the hospital than anyone else. Then it turns out he's not only insane, but directly taking orders from the hospital to get rid of the others.
- Stage Names: Lance Preston apparently isn't his real name; it was a stage name he told everyone was his real name and his real name is Sean Rogerson (the actor who plays him). So we have a fun in-universe example of a stage name where an actor is playing himself who is playing a different character.
- Sympathetic Murderer: Lance in the sequel. He's just so desperate to get out of the hospital, and killing is the only way out. Unfortunately for him, he didn't know that he had to kill more than one person.
- The End... Or Is It?: Alex has escaped and completed his film, but now there's reason for other folks to get curious and seek out the hospital.
- Too Dumb to Live: At the end of the second film, Jennifer is beaten to death by Alex. The reason this is Too Dumb to Live is that she's clearly afraid of him at this point, and he's blatantly saying that only one of them can leave while advancing on her.
- The entire premise of the film is this, as it's predicated on Alex sincerely believing that Grave Encounters showed real events - meaning the hospital really is haunted, dangerous, and responsible for the deaths of the previous crew. His response to this is to go there. Into the building that he believes kills people. Though it is subverted, as he is the Sole Survivor.
- Trail Of Breadcrumbs: The film students propose to leave a trail of glowsticks behind them as a safety precaution against getting lost. Needless to say, this trail becomes useless once the Alien Geometries kick in.
- Walking Shirtless Scene: Lance when he first shows up in the sequel. He dons his old t-shirt towards the end.
- Year Inside, Hour Outside: Possibly the case for Lance, who insists it's only nine months he's been trapped in the hospital.
- You Can't Go Home Again: Sean has been in the hospital for almost nine years and has never found a way out, and if the lack of the first crew and the second movie are any indication between each other; once you go in, the hospital will only let you leave if it wants you to, and it likely will not.
- There's a rather heartbreaking scene where Trevor is in a bathroom stall and starts recording a last will and testament, only to break down and realize this. Sadly, moments later, he's killed by Sean.
Trevor: (while crying) I keep waking up and I'm here. I'm recording a fucking will. I'm fucking 21 years old I don't wanna fucking die. I just wanna go home.
- Sean also says this at one point.
Sean: Do you realize what nine years in here can do to a person?! I just want to go home.