Thursday, August 7, 2014

The Jungel White Water Expadition

The queue and station are themed as the headquarters and boathouse of a River Expedition Company, located in a Brithish Colony of the 1930s. The queuing area is cluttered with appropriate props, such as pinned insects, caged anatroinc birds, vintage photographs, tribal masks and an old radio on top of a bookshelf. Big band music from the 1940s plays overhead, punctuated by jungle-related news bulletins, helping to reinforce the setting and threading together the show scenes and boat.


Once aboard the boats, guests will travel to an up hill ramp. The first rivers simulated are the Irrawaddy and Mekong rivers, representing tropical Southeast Asia. enter the Sacred Indian Elephant Bathing Pool. Here a large herd of Indian elephants frolic and squirt water at the passing vessels.

 The boats sail through a dense rainforest inhabited by large butterflies and a pair of toucans and then glide precariously under the first of a pair of stone arches severely damaged by an earthquake centuries ago. These are part of the ruins of an ancient Cambodian city where just a crumbling temple and shrine to the Hindu  monkey deity Hanuman have managed to avoid tumbling into the river. Here passengers see a Bengal Tiger, king cobras and mugger crocodiles. 
The theme transitions to the rivers of Africa, and riders see a family of baboons, and a base camp that has been overrun by family of curious gorillas.
The boats narrowly avoid the dramatic waterfall, Schweitzer Falls which riders are told is named after Dr. Albert Falls.


 Ominous sounds drums and chanting are heard as the boats come to headhunter country. The vehicles pass a native village before sailing into an ambush by natives wielding spears.
The boat then encounters a pool of crocodiles, who are about to charge the boat.

The baot then enter the Amaon River. Passing a giant python Skeletal animal remains and warning signs featuring pictures of dagger-toothed fish forewarn the next show scene, where the boats encounter a swarm of leaping piranhas . 
They enter an aztec temple which has been destroyed by an earthquake. Inside, a large stone idol deity sits. His eye's start to glown with life as the baot begens to spin around, and then finale into a 50ft drop. Just before returning to the dock.

Thursday, July 17, 2014

HHN: Tales of Terror reboot


Icon: The Storyteller
Elisa Strict, The Teller of Stories weaves a collection of frighten folklore, urban legends and terrifying literature. Bringing to life a dark and forbidding world of myths and mayhem. Once you have become a part of the stories, their will be no happy ending for you.



Houses
Step into the Evil Queen's magic mirror and your eyes shall see a landscape home to cherished fairy tales, as you never seen them before. In this new chapter of terror, you will learn the truth behind these classic tales, where princess don't get saved, children don't find their way out of the woods, and evil conquers over good.  

Ever wonder where the traditions of Halloween comes from? Legend has it, that when the veail between  the mortal and spirit worlds are lifted, the souls traped within the Halloween Tree wait patiently to be released. The spirit of Halloween lives on in the roots. For if you journey deep The Hollow and beyond, you learn that Halloween is'nt all fun and games.

You think you known the story of a mad scientis created monster terrorizing the villagers. Now get ready for a shocking reboot, as Victor Frankenstien toils though his life create the perfect being only in resulting in an abomination. The Creature swears vengence on his maker for the rejections and suffering he has endure. And will destory every one that Victor loves. 

It is said that truth can frighteng than fiction. In Carey Ohio, The Hartford Mansion is rumored to be the most haunted house in the states, after the ocupants suffered a series of countless horrific acts of murders, suicides and other atrosites have ocured in that old dark house. A group of ghosts hunters investigate the strang hapening within the walls of the house. As the spirits of the dead call to the answer and deeper into its disturbing past. 

Known as the weeping woman. Her story is of lost, tradedy and death. Doomed to walk the earth for eternity to find her children, after drowning them in a river and herself, as her mounful cries echo through the night sky. Those who have hear her cries, are marked for death. 

Hades bids you welcome to the Underworld. Make your way through this labryinth of chaos and torment, and come face to face with the most terrifying creartures and aicent gods of legend. 

  Step into the pages of Edgar Allen Poe's pomes and stories, as they come to life. For each turn of the page takes you closer to the mouth of madness.  


Scare Zones 
Rember those bed time fairy tales you were told when you were young, those wernt stories they were warings. Enter your favorie fairy tales and find out what happens when everything has gone Grimm. Look closely and you will discover the terrible truths behind rhymes and legends of these classic tales in this grimm reality. 

Step into the looking glass and find your self in the depths of Wonderland, the nightmare world that Alice couldnt escape. 

For centuries, history has been filled with dark deeds of criminals, tyrants and canibals. Step inside The Walk of Infamy with exibits of killers and madmen of the past. Look closer as these historical horrors take a life of their own, waiting to claim a new victim. 

The Coven of the Raven Goddess has settled with the outskirts of Raven's Hollow. It's the Season of the Witch, and they are look for a chose one, who will join them in their clan of darkness. For those who are not worthy are condemned to death. Beware of their spell, as you creep past the obelisks.  

The Town of Innsmouth has been known for its shady past of human sacrificial cults to a race of fish-frog men known as the Deep Ones in exchange for prosperity. Now, the town’s population bears an amphibious look and don’t take kindly to strangers who venture in.


Take a trip back in time and explore the remains of this settlement where you’ll get a history lesson you’ll never forget. The inhabitants of this lost Virginia colony have resorted to cannibalism to survive. The cannibalistic colonists will attack any fresh meat that stumbles near them. 

Thursday, July 10, 2014

The Dragon's Keep

To the left side of Fantasy Land in Neo Diseyland. Just beyond the Mother Goose's Cottage, a giftshop, and the Three Bill Goats Gruff Pub is a large crumbling structure that of a dilapidated medieval castle, with evidence of past battles with the dragon, like burn marks and pieces of battered, melted and twisted knight's armor and weaponry here and there. The large top tower itself is crooked and leaning, but in an unnatural way, as if some terrible evil magical force has distorted it long ago, or imploded inside of it. The exterior enclosed queue area is themed as part of the castle courtyard, with stone walls, covered with a huge canvas that was strangely assembled of pieces of different fabrics salvaged from within the castle. It's a nice shady holding area. Strange medieval music plays softly. 


Que 
The entrance to the interior is through a large wooden door that were bursted opened. Painting and tapistries line both sides of the wall, all burned and destoryed.  Illumination comes from lit toruches. Here and there you hear whispered conversations coming from above and around corners. The voices are from the ghosts of the people who one live in this castle, that was until a dragon came flying by, killed everyone and took the treasure for himeslef. Many spirits have tried to steal the treasure unsuccessfully many times before. But this time, they are going to enlist the help of the guests in the castle (you!), and they have been making some elaborate plans.

Pre Show
You snake your way through these dark areas and see all kinds of old castle supplies like barrels, boxes, weaponry and other things, all covered with cobwebs and dust. Further in this area, the ghosts are revealed in several little vignettes that you walk past by. Two ghostsly men in armour are practacing their sword fights. Once guests have asemble in small area, the ghost of a comander all dressed in armour welcomes guests and gives a little background to the castle. A big map of the castle on the wall with a big red X over the dragon chamber, talking about the strategy for the attack. 

Boarding Area 
After leaving these small rooms, you walk through several larger rooms representing the main rooms of the castle and then into the throne room which is the load and unload area. Suspended coaster type vehicles are themed to look like half-melted iron cauldrons with other bits of weaponry tied on here and there. The vehicles are attached in groups of four, five, or six, like coaster trains. The track enters the center of the room from a big hole in the wall on the left, and exits through another broken wall on the right.

Ride
You board the cauldrons and take off to the right, into an upward series of dark cavernous halls. All the while, pesant ghosts are cheering you on and getting ready for the battle and telling you to grab as much treasure as you can. A the spirit of a young lady whises you well, while waving her hankerchif at you. 
Making a couple of wrong turns, you enter the grand banquet hall. Minstrals play a rather errie yet catching tune, the jester dose some cartwheels on the table, which upsets the feasting nobles of the intrusion of mortals. 
  Coming up is a large train of spirit warriors marching for the battel. 
Finale the cauldrons level off and enter the giant dragon treasure chamber. The dragon's front half is in the chamber coming through a big broken wall with his back half unseen. The front half is huge, perhaps 30 feet long! He is a monserous thing, asleep and snoring away. He has a big creepy head and has decorated himself with all kinds of treasure, like big golden shields for earrings and other bits of treasure hanging all over his body. The room is covered with piles of all kinds of sparkly golden treasure and jewels, some just out of reach.

As the cauldrons enter, one the ghost's voices from above yell a battle cry. The dragon wakes up, of course and spots the cauldrons. He rears up and blasts a ball of real fire toward the vehicles.
The cauldrons pick up tremendous speed to narrowly escape the fireball. They rush out of the room and start a quick downward spiral out of the castle (this is the main drop), through an exterior area that runs through a wooded area and a series of big architectural ruins and some teetering and crooked columns. Their is a finale sceen in which the ghosts are trying to fight the dragon, but burns them and run away screaming. The dragon noctices you, and just when he is about roast you alive. The cealing starts crumbling and crushes the dragon flat. At the end of this, the cauldrons lose speed and re-enter the thone room where you unload. You exit through a dank corridor where the voices of the ghosts can be heard from above, thanking you for helping them.

Monday, June 23, 2014

Journey to the Center of the Earth at Neo Disneyland


Within the bowels of Mt. Prometheus in Discovery Island, is the star attraction of Neo Disneyland, Journey to the Center of the Earth. 
Visitors enter the queue from caverns within the volcano. 
While in line guests are guided past smoking fissures of lava, intricate reproductions of Victorian scientific labs and eventually to a bank of elevators designed to bring visitors even deeper in to the planets center.
 The walls are a mix of hardened magma and porous volcanic rock. Water drips from make shift duct work and electrical lines run through out the space, connecting the caged lights which illuminate your way. Some lava still glows a faint red, oozing down the rocky walls. 



A drilling machine can still be seen poking through a section of the caves ceiling allowing a hint of daylight to filter through. Another detailed diagram shows your position at the Earth's surface and your eventual goal at the base camp hundreds of feet below you. The scope of the Victorian age technology seen through out the attraction is typical of a lush movie set. It seems that the crew members are on tea break.

Along the way you pass by several beautiful pieces of artwork, Victorian age sketches of the various explored areas of the caverns. It is here that you get a glimpse of things to come, etchings of crystal mines, looming mushrooms as tall as trees and unearthly creatures. 
After winding through the queue, down a few flights of stairs and into an elevator, we reach the boarding station. 
This area is darker, more foreboding and physically hotter than on the surface, an amazing continuation of the queue. The electrical lines can still be seen strung from the ceiling - follow them and you will see them terminate into a giant generator, sparking and whirling as it powers the place. Fog pours from an opening at the far end of the queue as you continue, descending on ramps. Past some more machinery and then over rocky riverbeds you finally get a glimpse of the load area and the vehicles. 

Each car which will carry you on your adventure, seats six passengers in three rows of two. On the front is a large earth moving shovel, you'll also see that the wheels are guarded by steel plates and there is a safety cage surrounding the occupants. 
We start off cruising past the crystal caverns we had seen in the sketches. Glowing pods of giant crystal rods surround us. luminescent spires of pulsating color and light, the crystals are just the first of many exciting things to come. 
We now enter the mushroom forest. Here we pass giant mushrooms ranging in size from a few feet to 15 feet or so in height. In and among them are fantastical creatures of all sorts. Jumping spider-like bugs, bioluminescent butterflies, goblinoid little people,  prehistorical looking reptiles and birds, and iridescent living plants all make this their home.

Here, to the right we see an opening overlooking an underground sea. Silverly fishes can be seen swimming beneath the surface of the waters. Suddenly, a large sea serpent like creature emerges out of nowhere and bumps into our vehicle      

Out of control we bounce forward past a flowing river of lava. On our left is a huge ball of fire, and we can feel the heat. To the right side is a branch filled with giant egg-like sacks. The car turns to the right and we come upon a huge subterranean creature that calls the Center of the Earth its home. 20 feet or so tall he roars, rears back and lunges forward at us, molten rock bubbling around him. 
The cars take off like a bat out of hell.


We go flying up, twisting and turning along the way in near blackness. Light can be seen up ahead... there's a smoke filled opening and BOOM! We get blasted out of what seems like the top of the volcano.
 Suddenly the cars plunge back down and into total darkness. 



Finally we emerge at the unload station, back on safe ground. Again this area is just as fully themed as those before it. After disembarking from the vehicles, we descend a spiraling staircase which twists around a huge set of pipes until we exit the attraction back into the surface world.

Friday, June 6, 2014

Neo Disneyland's Haunted Mansion part 3

As the sounds of the ghostly party slowly fade into the distance, the Doom Buggies carry guests into the heart of any good haunted house: the Attic.

A musty, dusty realm filled to overflowing with hundreds of family heirlooms, artifacts, knickknacks, and curious, from Captain Blood's trips. One of the many objects that guests can spot is a treasure chest and a pirate flag with skull and crossbones. An eerie heartbeat fills the attic, along with a demented harpsichord version of the "Wedding March" getting louder and louder as we proceed through the rotting rafters of the attic.

Soundtrack: Haunted Mansion Attic Harpsichord 
A phantom pianist pounding away at its keys on a dusty-old harpsichord, playing the "Wedding March" in a melancholy manner. The light of a flickering candelabra revel his shadow, slanted across the walls.

 
On the left side, a wedding dress all stained in blood, next to a hatrack and portrait of a young woman in an elegant 19th century gown. A hangman's noose can be seen dangling in the rafters. 
Siting towards the exit of the attic, is the ghost of Blood's ill fated bride, Lavinia. he appears as a young woman, pale and glowing, with her bridal dress billowing in the wind. A glowing heart can seen within her chest. Which illuminates her ribcage. With each beat of the heart, she quickly ages and becomes a skeleton in a tattered wedding dress. 

As guest leave the mansion, the buggies will spin and fall backwards. Down into a grove a trees with claw like branches as if their trying to grab them. Our buggies land on the ground as we venture into the Mansion's grounds. A once thriving place once home to maintained grounds, living flowers and ornate statues, now becoming a playground for the dead. As specters, wraiths, ghouls, and apportions from different times periods come out fro a swinging wake. Here we are greeted by a rather cadaverous undertaker near the gates of the cemetery.

"Ah, ther you are. Welcome to our cemetery. Please, do feel free to look around and meet with some of our extended family members. They've been just dying to meet you."

Corpses begin to emerge from their tombs and coffins, while skeletal wraith like beings emerge from within a set of tombs and fly into the nights sky.

One of the ghost that guest will encounter is an old time rag time band play a jazzy version of Grim Grinning Ghosts.

 A troupe of skeletons and zombies dance to the sounds of macabre music makers. Accompanied with five marble busts, singing in a barbershop quintet. 

Soundtrack: Grim Grinning Ghosts from Phantom Manor 

A group of ghosts ride on turn of the century style bikes on top of a hill around a tombstone. 

Moving on, a group of childlike ghosts partake in activities in a small playground. Such as swinging on the swing sets or at the teeter-totter.

We then pass a couple of ghosts in Edwardian attire socializing with one another in a soiree, with a cup of tea or glass of champagne.



Guests stumble upon a coven of witches conjuring sprits from within the bonfire while they chant along to the song Grim Grinning Ghosts.



 Near the end of the graveyard, is a black horse draw hearse pulled by an invisible horse. Here guests will see Bloodmere, now with the face of a rotting corpse standing on a open coffin. 
"Leaving so soon my friends? I don't think so! You can't leave now, your souls belong to me now! Ha, ha, ha, ha. Once you enter my house, you're souls are mine forever." 

 Just when all hope seems lost, a shining vortex of light appears with a the entrance of a crypt. A skeleton in a tattered bridal dress floats midway, it is Lavinia and she seems to be pointing the way to safety.    
Soundtrack: Pointing Bride Instrumental 

A set of mirrors comes into view, within the reflection Captain Blood attempts to keep the guests from escaping. But then vanishes into thin air. His finale words that brings a chill down your spine. 
"You won't escape."

 Guests will then unload their doom buggies in an underground tunnel that was once used for smuggling and storing stolen goods.

On the way out, you may find some intresting details, such as barrels of grog and rum, ancient artifacts and skeletal remains of Captain Bloods victims.  



 Just before exiting, the spirit of Lavinia bids farewell and to hurry back. 

"Hurry back, hurry back. Be sure to bring your death certificate. We've been dying to have you."  



Emerging from the tomb and into the light of day, guests will find themselves at the family plot. The graves are marked with the names of many family relatives, ancestors and the many formal tenants of the house. A well stands in the center of the courtyard. If they look closely, the water seems to be tainted with blood from the victims. Towards the exit, stands a large crypt that inscribes. 

"Here lies the brides of the Captain Bloodmere."

Annabel 1824
Lenore 1826
Margaret 1828
Ligeia 1830
Berenice 1834
Willamina 1836
Lavinia 1838

Seven winsome wives.
Two fat, five thin.
Six of them were faithful till the end.
But the seventh bride did him in.