#260 Making an Exit
While it is highly valuable, and some might argue absolutely crucial, for a superhero to make as grand of a spectacle as possibly possible anytime they enter a room, the same does not necessarily hold true for leaving a room or scene. While exits can sometimes be grand, more often than not a great deal more finesse is required when a superhero needs to extract themselves from a situation.Â
The first thing you need to consider when thinking about the best form of exit a given situation requires is, obviously, why youâre leaving. If its a simple matter of just being like âhey I donât live here so eventually I will leave this placeâ then quite honestly the world is your oyster. If thereâs no pressing or specific reason for you to take leave other than the fact that all of your stuff and your bed and your dog are elsewhere, then you can leave any which way you want. It is simply a matter of taste.Â
Sometimes, however, you need to make an escape because, hey, everything you do ever is actually a crime, so the police are always trying to arrest and capture you. Very rude. What we recommend in this scenario is to just run away. But like really fast. So fast that the police are just like âwell heâs gone I guess we should just retire.â Thatâs your ideal sweet spot. Other times your goal is to dazzle and astonish. In which case you want to try disappearing in a cloud of smoke or flying straight up into space and then coming back down to Earth somewhere else. Exits can be as varied and grand as superheroes themselves, none of them are more right than others, and yet one seems to be the most common go to for heroes: The classic superhero Irish goodbye.Â
The classic superhero Irish goodbye, popularized by heroes like Hatman or Rudeman. This technique goes a little something like this: You are engaged in pleasant conversation with another party. They could be a fellow superhero, a beleaguered police commissioner, a waiter who for some reason is not at all fazed by your ridiculous getup and the dried blood on your gloves, itâs not super important. At some point in the conversation the other person will break eye contact or look off into the distance or something and that is your cue to get the hell out of there. Or at least, to get out of their field of vision so that when they turn back they assume youâre gone. If pulled off properly this type of exit creates an aura of mystery around you. People will always wonder, âWow, how do they leave places???â and âWow how badly do they hate saying goodbye that they think this is an easier way to take leave of someone???â Mysteeerious. Of course, this is also one of the most difficult exits to pull off perfectly. There are so many factors that need to go your way. For starters, the person needs to look away. This is not guaranteed to happen. Most people tend to maintain eye contact while talking to others. Plus, if youâre a superhero, bedecked in gaudy colors with the cape and the mask and the chest cannon and all that jazz, youâre probably the most eye-catching thing in the room. Thatâs not even taking into account that once you gain a reputation for doing these secret sneak outs, people are going to keep an eye on you to make sure you donât do it and say goodbye like a proper person. To get around this I recommend randomly pointing at various things mid-conversation, then as soon as your conversational companion turns to see what youâre pointing at, you get out of there.
Of course, youâre then left with the question of where exactly to go. If you can teleport, fly, move at super speeds, or turn invisible then this isnât issue. Likewise If youâre meeting outside, on the ground, then youâre also good to go. You just run behind something. A nearby tree or building should be fine. But, if youâre literally anywhere else and you donât have any abilities that would be useful in this situation, then you run into trouble. Letâs say youâre on a rooftop. Youâre doing a secret rooftop meeting with a contact. (Or youâre stargazing. {Or, if you live in a big city, smog gazing.}) The person youâre talking to turns around. This is your moment. You can just abandon them on the rooftop feeling like an idiot because you left with no warning. But where do you go? Do you just dive over the side of the roof and hope for the best? Thatâs fine if you can fly, but what if you canât? Unless you live in Bounce Town, the town with all of the soft, bouncy surfaces, youâre not gonna survive that fall! So your other options are to find somewhere on the roof to hide until your friend just leaves, possibly moving around as your friend frantically looks for you. Or you can stash a flying carpet or a single person plane right over the side of the roof that you can hop into and use to fly away. But what if youâre inside. When youâre trying to do a superhero Irish goodbye inside, doors are going to be your greatest enemy. You canât open or close a door while someone is momentarily distracted by something. Theyâre going to notice that. So the trick here is to get rid of the door before you need to beat a hasty exit. This requires a delicate touch. You might be in someone elseâs home, or a police station, or really just any building that you donât own. You canât just be going around removing peopleâs doors. Thatâs really more of a supervillain thing. (Specifically, the Privateer, who seeks to destroy all notions of privacy while also owning and operating their own vessel during maritime war.) So you need to come up with some sort of reason for you be doing away with all these doors. For justice! Presumably. Your options include: Claiming that the door is an evil shapeshifter in disguise. Infesting the door with robot termites and then destroying the door in order to save everyone from the robot termites. Citing a prophecy you received in which you learned that this specific door will one day be responsible for the fall of the human race if it is not stopped now. Let your imagination guide you here. Then with the door disposed of, youâre good to go as soon as the opportunity presents itself.
One last risk inherent to this kind of exit is that you can never be totally sure that youâve chosen the correct time to leave. Since this kind of exit does not allow for a natural or organic end to the conversation, you canât be certain that the other person has covered everything they planned to during this conversation. This can be potentially catastrophic. What if they were building up to telling about some new criminal who is afoot in your city. Or they were summoning up the courage to finally tell you that they love you. If you leave just whenever thereâs a good chance youâre not going to get everything out of that conversation that you could have. The solution here is obviously to make the person think that theyâre still talking to you. That you havenât even left. The perfect cool exit. To pull this off youâre going to need a high-definition hologram projector and a small, wireless transmitting, recording device. I think you can probably see where Iâm going here. As you leave you activate your hologram projector, placing a prerecorded image of yourself in the room. Then you stash the recording device somewhere and walk out the empty doorframe. This way youâve made your cool superhero exit, but you still get all the info you need from the conversation. This is a perfect and foolproof solution to the plan.Â
Superheroes often need to extract themselves from situations. You canât just live in one situation for all your life. So, as a community, theyâve devised a number of quick and easy tricks to just go about leaving places, without doing it like a normal, non-heroic, non-powered person. So whether or not your move is to just sprint away from crime scenes or hurl yourself off of a skyscraper when no one is looking, be the best hero you can be. And get the hell out of here!
















