Monday, May 22, 2017

Mystic River Cruise

The Mystic River Cruise is a boat ride similar to the Jungle Cruise, only with the them of mythical creatures. In which guests will encounter a variety of creatures from folklore and legend. 

Guests will wind their way through a boathouse that is filled with books, supplies, maps, and sketches of the creatures that guests will encounter on their journey.  

Once guests board their boat, they're guide will introduce themselves as a member of the Mythological Creatures Preservation Society. A society dedicated to preserving creatures of myth and legend to find a save haven from the modern day world.  

Beginning their journey, guests will first encounter a unicorn grazing at the edge of the water. Dipping it's horn in the waters will cause the water to turn from dark and muddy brown into crystal clear blue.  

In a forested area, guests can spot the elusive Sasquatch hiding from within the foliage of the tree. 

A group of mermaids can be seen sitting on the rock. 

The head of a lake monster emerges in the water depths, but retreats back to the depths.

The guide and guests will then find themselves in a dark part of the river. The boat quietly pass a group of trolls that are cooking their own supper on a enormous cauldron.

The boat then enters a cave filled with jewels, gold, and unlimited treasures. But it also has the remains of skeletons in Medieval armor. A dragons sleeps soundly, but is awaken by the interlopers. The beast lashes out and roars in front of the guests. The guide manages to find an exit out of the cave before being roasted alive by dragon. After that harrowing escape, guests will disembark from their boat and end their journey,  

Saturday, May 20, 2017

Njoror


Nojor is a flue ride experience where guests take a voyage to the words of gods and monsters of Norse Mythology. 

Guests will start their journey by winding their way through a quint Scandinavian village. Standing dominant in the village is Yggdrasil, the great tree that connects all the nine realm.  Guests will then make their way through a mead hall, all adorned with weapons, torches, and hanging banners.      

They will then board their boats that shaped like viking ships with dragon heads.

The boat travels to an up hill ramp, where they travel to Alfheim, the realm of the elves.  A forest inhabited by sprites, gnomes, nymphs, and elves. 

Rhine maidens sing to the guests as the takes a sharp turn and into the Jotunheimr, a mountainous region homeof giants and trolls.
The trolls attempt to attack the guests as the boat dodges arrows and spears that are thrown by their attackers. The boat then takes a dive into another realm. Nidavellir, the underground realm of the dwarves.

The dwarves are hard at work in the forges. The heat of this realm starts to give way to a much more colder climate as the boat moves on into the realm of the frost giants.

The realm is depicted in snow and ice. A frost giant blows a blast of cold air as it passes by the boat.

The boat ascends to Niflheim, the realm of the dead, where they are ambushed by the souls of the dead.

At the the summit, guests will then finally confront with the monstrous serpent Nidavellir. This will then lead to the climatic splashdown.  


Guests may have survived from the jaws of Nidavellir, but their journey is not over yet. The boat will then ascend to the roots of Yggdrasil.
Inside the root starts to give way to becoming a rainbow of Birfost. At the summit is Valhalla, kingdom of the gods. The boat then takes a finale 100 feet plunge. Afterwords, guests will then disembark from their boats. 

Monday, May 8, 2017

Journey to Atlantis

I've heard the Journey to Atlantis has made some refurbishments, but I was kind of disappointed they removed the effects and storyline. So here are some of my ideas to improve the story for the attraction. 

Guests will wind their way through the base camp, where they are members of an expedition of discovery of the legendary lost city of Atlantis. They will then board on Mediterranean style boats. 

Guests travel through an underwater grotto, where they are greeted by a mermaid as she beckons guests to the city of Atlantis. 

Inside the city square, fountain statues come to life as water leaps from one place to another.

Unfortunately guests have stumbled in the temple of Poseidon, god of the sea and patron of the Atlantis, and he is not happy. "You would dare desecrate my domain, for this you shall suffer the same fate as the people of Atlantis."  

The boat will take guests into an up hill life through a vortex of blue light. Then go through  a second up hill climb and finally into the climactic splash down.
Put the ride isn't over yet, as guests are taken back to Atlantis for one finale time.

Guests dodge falling pillars as they witness the downfall of Atlantis. Just when all hope is lost, a light guides us through a min roller coaster and return to the surface world, safe and sound. 
  





Monday, April 10, 2017

Phantom Plantation 2


The buggies encircle themselves in a circular seance room, heavy draper adorns the ceiling and arches with a griffon sconces. At the center of the room is a table with a woman's face inside a crystal ball. She is channeling the spirits of the house, as objects  and instruments levitate in mid air and spirits start to materialize. 

"Spirits and specters on your proud stallions, escort the bride through the night. Bogies and beasties from All Hallows Eve, awaken the spirit with your tambourine. Phantoms and shadows, hear my call. Come one, come all to the ball. At the stroke of midnight, we'll dance until the morning light." 

A grand dinning hall/ballroom comes into view, where a macabre celebration seems to be taking place. Ghostly guests disembark from a hearse carrying wedding presents, while an elderly woman sits and rocks next to the fireplace. The dining table is decorated with decayed flowers and a molding wedding cake with a group of ghosts disappear and reappear. 
A young woman in a bridal gown is seen standing half way at the stairs, looking at the celebration that never was. The shadowy figure of a man in can be seen standing on the open window. His laughter rings through out the hall. Couples in antebellum dress attire float on the dance floor while waltzing, as an demented musician plays on a massive organ.       

The buggies then move on up to the finale rooms in the mansion, the nursery/attic. A lofty storage room filled with family heirlooms, artifacts, and childhood toys scatter the floors, some of them seem to come life by unseen hands. A music box plays a haunting melody.   

Near the exit is the ghostly bride from previous encounters. Her ghostly dress billowing in the wind. A glowing heart can seen within her chest, which illuminates her ribcage.

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 swamplands and cemeteries, where is 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 the Baron near the gates of the cemetery. 
"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."

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. 

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. A group of ghosts ride on turn of the century style bikes on top of a hill around a tombstone. 
We then pass a couple of ghosts in Victorian attire sharing a cup of tea, while socializing with one another.


A group of voodoo practitioners sit in circle, partaking in a human sacrificial ritual. They chant and dance in front of their hapless victim, as he cry out for help in vain as we continue on.

 Near the end of the graveyard, is a black horse draw hearse pulled by an invisible horse. Here guests will see The Barron standing on a open coffin, as if he is offering guests to become permanent residents in the mansion. 

 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 and she seems to be pointing the way to safety.    
A set of mirrors comes into view, within the reflection of the Barron attempts to keep the guests from escaping. But then vanishes into thin air. 

 Guests will then unload their doom buggies in a submerged crypt. 

 Just before exiting, the bride, now the size of a doll, bids farewell and to hurry back. 

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

Tuesday, March 7, 2017

Phantom Plantation part 1

This is a random idea I had of fussing with Phantom Manor and the Disneyland Haunted Mansion, where it is set in southern plantation with the themes of voodoo mysticism. 

Backstory: In the outskirts of New Orleans that bordered between civilization and the swamp lands of Louisiana was the a stately Gorewood Plantation. Owned by Beauregard Gorewood, a wealthy merchant who imported and exported various goods from port to port. He built this plantation manor house where he held grand parties with his wife Margret and raised his daughter, Elizabeth Lucrezia Gorewood. When the girl grew up into a beautiful young woman, many suitors asked for her hand in marriage. However, she was secretly in love with a young man of color named Caleb, who was a sailor at her father's ships. Elizabeth and Caleb would meet in secret far away from her father's eyes. The two planed to elope together and start a family, away from the prejudice and injustice from the south. However, Beauregard overheard their plans, he plotted to prevent their marriage. One night in 1855, Beauregard ordered Caleb to a sailing route to the Gulf of Mexico, hoping to prolong the wedding. It wasn't until a force storm broke and destroyed the ship that Caleb was on. The news broke Elizabeth's heart and she died right afterwards. Beauregard was mortified by the consequences and hanged himself in the attic rafters. To this day the souls of the former occupants who once lived here wander the halls and grounds of the mansion. Townspeople haven seen the apparitions of a young woman in her wedding dress, disembodied music and laughter of party guests of a wedding that never was, and a shadowy entity with a top hat and lantern. Many brave souls attempted to explore within the mansion's halls, but never lived to tell the tale.

Guests will begin their journey, by navigating their way through an old carriage road in the mansion's courtyard and garden. The garden is overgrown with vegetation either dead or thriving with crumbling statues are scattered around the lawn.   


Once guests have assembled inside, they find themselves in a small foyer. Out of nowhere, a voice can be heard within the walls. "Welcome curious guests, to Gorewood Plantation. I am Beauregard, the lord and master of this house. You may not believe it, but this house was once a place of beauty and life."
While your host speaks, the face of young woman manifests within the reflection of looking glass.
"Lovely isn't she? Ah, but you are still curious to know what became of this house of beauty into a house of death. Then follow me if you dare."

A door slides open to an octagonal room adorned with portraits of a young woman and lit by gargoyles holding candles. Once guests assemble inside the chamber, the panel behind them closes by itself. As Beauregard beings his tale, the walls start to stretch and revels each of the portraits true nature. In one portrait directs her in the garden that filled with poisonous herbs and carnivores plants, the second in boat that is headed to the alligator infested swamps, the other having a picnic with her suitor in graveyard that awakens the undead, and crossing the stream with a swamp monster trying to drag her.
"Our tour begins in this gallery, where you can admire my daughter Elizabeth when she was alive. But things are not what they seem, are these walls stretching or is just a hallucination? But look around you, this chamber has no windows and no doors. Which offers these two options, try to find the way out or stay here for entirety?"
With that the lights flicker out, as a crash of thunder revels a corpse hanging from the rafters of the attic. A few seconds latter, the lights turn back on as a panel in the wall opens up to a hallway. 

On the left side of the hall are windows that depict a swampy landscape illuminated by flashes of lighting. On the right side are portraits that will morph into morbid images of their formal self.  
"Oh, I'm sorry to frighten you already. There still more things to see, so look alive stay together. We don't anyone to get lost. While passing through these priceless works of art, you witness yet another metamorphosis. But it's just a trick of the light."  


At the end of the hall is a large portrait of the same young woman. 
"Here we have 999 ghosts, goblins, and ghouls. Most of them are friendly, except for the Barron." 

Turning to the left, a grand staircase comes into view, with it's furniture are covered in dust and cobwebs. Buggy shaped vehicles move slowly across the where guests will board their vehicles. Once inside, the voice of Beauregard lowers the safety bar with unseen hands and instructs the guests. "Please, allow me to lower the safety bar, remain seated in you're carriage at all times, and no flash photography! Please."

The carriage ascends to a staircase that will lead them to the second floor of the plantation, where a long extending corridor comes into view. The figure of a woman can be seen in the middle of the hallway holding a candelabra.   

Guests find themselves in small study, where some activity are taking place. Busts seem to follow guests as they move, invisible hands pull books in and out of shelves, turning pages, writing down a feathered quill pin from a large oaken desk.



Proceeding on, is a hallway with doors on both sides. Screams and cries echo through out the halls, followed by maniacal laughter, unearthly growls and roars. Door knobs and knockers move by unseen hands, as if someone or something is trying to get out. A spirit pushes through the door and walls with a powerful force. 
Family photographs adorn the walls, some of them are changing into corpses and ghouls. 


Towards the end of the corridor, a large grandfather cloak rest in the corner. The hands spin out of control while chiming midnight. The wallpaper starts to blink with glowing green eyes.