Disneyland Maine: A DisneyManOne Dream Resort

DisneyManOne

Well-Known Member
Original Poster
One of my original ideas back when I was on SYWTBAI was a Disney resort in my home state of Maine. Ever since then, the resort has gone through many different forms. My initial concept for Disneyland Maine was a small resort (possibly a bit larger than Disneyland in California), with two parks, a couple hotels and a Downtown Disney area. This was a pure labor of love and I enjoyed every minute of its creation and am so pleased to finally be reviving it.

I was largely inspired by @MANEATINGWREATH and his concept for a dream resort, so I have to give him credit, because without his dream resort, there wouldn't be a Disneyland Maine dream resort.

For those of you who don't know how a dream resort works...basically what happens is I write a heavily detailed overview of each portion of the resort (meaning I'm covering every single theme park right down to every last land, attraction, shop, and restaurant, right down to the tiniest minute detail) in almost every post I make. Then I allow feedback in between, then post another, then another, then another, then another, and so on so forth. I don't request help and suggestions until later or unless I actually need help, so please be kind and don't suggest anything unless I've asked.

Well, I'm very, very excited to get this show on the road. So, without further ado, sit back and relax, keeping your hands, arms, feet, and legs inside your computer chair, and refrain from smoking and flash photography, and don't forget to watch your kids!

Welcome to Disneyland Maine Resort!
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DisneyManOne

Well-Known Member
Original Poster

Fantasy. Adventure. Mystery. Wonder. These four principles are just a select few of the many qualities that bring to life the magic of the Disneyland Maine Resort, a magical realm unlike any other. The Disneyland Maine Resort is a place unlike any other, a place where simple turn-of-the-century steam trains willingly enter the lair of a fire-breathing dragon. A place where American pioneers and British colonies brave the untamed wilderness, dreaming of success and prosperity. A place where majestic castles scrape the crisp Northern skies and intergalactic travel is a thing of the modern world. A place where when you wish upon a star, your dream really does come true.
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“Please stand clear of the doors. Por favor mantenganse alejado de las puertas.”

Having been aboard the Disneyland Monorail for quite some time now, we find ourselves soaring above a near-oceanic-sized parking lot filled to the brim with countless cars and happy families. A sudden burst of excitement fills the air as a young child bursts from her seat and rushes to the window, pointing excitedly at something outside. Looking out the window we find that she has been the first to spot Disneyland Park itself, its wondrous mountain ranges and countless gleaming structures dotting the horizon. The whole cabin can't help from smiling at her beaming face. The park gets closer and closer until we finally come to a complete stop at the Disneyland Station, one of the monorail's four stops, this particular one located to the eastern side of the park's entrance. Riding down an escalator we approach the main entry gates having already purchased our tickets. The park's turnstiles is the first of what will be many fanciful details located throughout the resort, the turnstiles graceful and elegant, made of wrought-iron. We hand our ticket to a smiling Cast Member and pass through the turnstiles, a little whistle sounding off as we enter. What we find is a truly stunning sight...

At the center of Disneyland Maine Resort is Disney Square, the hub for the entire resort. The area is mostly a beautiful garden area, surrounded by flowers and trees. At the center of the square lies a fountain featuring the whales from Fantasia 2000, and above them, Sorcerer Mickey, making waves appear. Surrounding them are golden versions of Minnie, Donald, Goofy, Pluto, Winnie the Pooh, Pinocchio and Dumbo. At night, the true majesty of the fountain shows, with beautiful colors and music.
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Each way you turn, you'll find something new and exciting to do. Go south of the fountain, you'll find yourself at the park's second gate, Disney/P.I.X.A.R. Studios. Go west, you'll find yourself going towards the Disneyland Hotel and Downtown Disney. Go east, you'll find the resort's main transportation center. But go north, and you'll find yourself at the crown jewel of the resort...

Disneyland Park

Stepping through the entry turnstiles we find ourselves dwarfed by a classic train station composed of spotless bricks and near-sparkling woodwork, a large clock tower at its peak. A large signs stretches out across the station's largest doorway reading "DISNEYLAND MAINE" giving the park's population and elevation level in smaller lettering below. Before the station rest a set of train tracks, provideing a home for the four trains of the Disneyland Railroad, a vintage steam-powered railroad with intentions of embarking on a grand circle tour of the Magic Kingdom, traveling through both time and space on the train trip of a lifetime. Further below the train station is a beautiful flower bed encircled by an ornate iron fence, graceful designs intertwined between each spire. Within the flowerbed rests a large flower arrangement of none other than Mickey Mouse, his face greatly resembling that of his face seen in the intro of old 1940's Silly Symphonies. Intrigued by all the excitement and the sounds of distant music, we head straight towards one of the two tunnels located beneath the railroad tracks, each tunnel lined with intriguing posters beckoning guests to head towards the park's many dazzling attractions and entertainment and marked by a plaque reading "Here you leave today, and enter the world of yesterday, tomorrow and fantasy."

Main Street, U.S.A.

What was America like at the turn-of-the-century? Perhaps it was something like this recreation of everyone's hometown. The sights and sounds of fun nostalgia are everywhere. EVERYWHERE. Right from the start, turn-of-the-century music plays and the scent of popcorn fills the tunnels. The two passages then expand into the Town Square of Main Street U.S.A. In the center of Town Square, lies the American flag pole, surrounded by beautiful gardens, a frequest location for several Meet & Greets with characters, such as Donald, Goofy, Daisy, Pluto, Clarabelle Cow and Horace Horsecollar.

Once inside of the Town Square, guests can find the spiraling staircases leading up to the Main Street Train Station. Once at the doors of the station, one can see far down to the opposite end of Main Street U.S.A. all the way to the inspiring and beautiful Cinderella Castle, the shining emblem for Disneyland Maine. If one has a good eye, one can see the Main Street Vehicles making their way down the street. The Mayor of Main Street and the other residents of Main Street mingle with the guests, making sure that they are enjoying their day. If you are lucky, you maky catch a glimpse of the Main Street Marching Band making their way down the street.

To the left in the Town Square Plaza, lies City Hall, a frequest guest relations and information location. To the right of City Hall, lies the Main Street Firehouse. Across the way from City Hall is the Main Street Opera House, the home of Just One Dream: The Legend of Walt Disney. This beautiful show tells the story of Walt Disney himself and how he came from the Midwest into California with aspirations of being and innovator, cartoonist, filmmaker, and later theme park designer. Rather than being just a film as many a Walt Disney-based attraction, this is a moving animatronic show held within a rotating theater, very much similar to a cross between Walt Disney World's Carousel of Progress and American Adventure. "Just One Dream," a triumphant musical theme once heard overseas at Disney California Adventure is reborn as the theme for this show, truly capturing the essence and magic of this wonderful man.


Moving past Town Square, the location of a simple bandstand and luscious patch of greenery, we head right down the middle of Main Street, U.S.A., fully immersed into our magnificent surroundings. To the east are two of many eateries, the Main Street Corner Cafe and Tony's. The Corner Cafe features burgers, sodas and french fries galore, the perfect place for family fun. Next door however is a much more sophisticated establishment, that being Tony's. Inside is a lavish Italian-inspired restaurant complete with live entertainment, and a wide variety of Italian food. The wonderful food within supposedly comes from neighboring Market House Delicatessen, a deli selling a huge selection of products, including sandwiches, salads and much, much more. Directly across the street on the western side is Main Street's premiere shopping center: the Emporium. The Emporium is a massive shop filled to the brim with nothing but everything related to Disney, ranging from clothing to toys, dishware to books, CD's to DVD's. This is a must-see for any Disney fan in search of a souvenir. Directly next door is the Main Street Cinema, which showcases some of Disney's classic cartoons, such as Steamboat Willie, Flowers and Trees and Goofy's Barn. The Art of Disney display from inside of the cinema has been removed and replaced with seats, making the theater a quiet get-away, to enjoy some of the earlier masterpieces of Disney animation.
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At this point the street splits off into two opposing areas, in an area known as Center Street. The area to the left is bright and merry, with the the Greenhouse Flower Shop, selling flowers, plants and decorative potter and the Crystal Arts shop, offering glasswares of all kinds. But however, to the right, the path is leading into a dark corner of Main Street which appears to have been abandoned, the buildings gloomy, some of them boarded-up, seemingly forgotten. The electric lights so prominently displayed on the facades of the other buildings do make an appearance here, despite the fact only a select few continue to glow, some of them simply blinking on and off. The Curiosity Shoppe calls this alleyway home, a mysterious establishment selling a collection of magic tricks, skulls, bats, rats, snakes, and Disney Villain memorabilia, the interior themed to that of an old gypsy tent. The buildings grow more and more imposing, losing their old-time appearance and becoming stone and Victorian-stylized Gothic, intimidating griffin statues staring down at us from the rooftops...we've just stepped foot into the property of the Haunted Mansion.

Something is amiss here. Although the rest of the alleyway seems neglected, the Mansion does not. As a matter of fact it seems as if the old Victorian-inspired house is still inhabited, perfectly well-kept and maintained, its fresh coat of white paint with colorful gingerbread trim still in tact. The surrounding sugar pine forest even seems peaceful and quaint. The ornate gates surrounding the perimeter are perhaps the only sign of something suspicious...are they there to keep somebody out? Or something inside? The stone lion statues standing tall above two opposing brick columns bare eyes that glow red at night, perhaps the cause of some supernatural activity...one thing is certain...however many ghosts who live in this Haunted Mansion, whether there be 9 or 999 are just dying to meet you...

Returning to the cheerful main drag, we proceed upwards, passing by the Storybook Shoppe to the left and Disney Clothiers to the right. The Storybook Shoppe is every child's dream: a pleasant toy store filled with window displays and a wide collection of toys, books, models, and hobbies. Memorabilia involving Walt Disney and his many hobbies can be found on display, a distant partner shop to Just One Dream. Disney Clothiers offers clothes clothes for everyone, for any occasion. Walt Disney World based t's seem to be the most popular, while the Disney Princess section is also popular. The final two shops on the eastern side are Sherman Music Co., a music shop decorated with always active period radios and plenty of CD's and DVD's to sell. The final shop is none other than WED Photography, a photographer's studio selling a great stock of film, disposable cameras, an instant photo-processing center, and the place where guests can buy their pictures taken in a ride or by an employee photographer during their stay. Back on the western side is the Penny Arcade which features old time arcade games that only cost a penny, the Marceline Confectionery, a sweet-smelling WONDERFUL candy shop themed to Walt Disney's hometown, and the Gibson Girl Ice Cream Parlor where a double scoop of ice cream, shake, or warm hot fudge sundae provide family fun and flavor for everyone. Nearby, the intoxicating smell of cookies and coffee leads your nose to the Main Street Bakery, offering the sweetest treats in all of the Disneyland Maine Resort.

The street comes to an end and then forms into the circular hub that centralizes the park. However, there are still a few more dining locations to be discovered. On the right side of the street, past the Plaza Ice Cream Parlour, the Plaza Restaurant is found. The Plaza features a decent sized menu for its' small location. In front of the Plaza, is a pathway that leads down some steps and into another small seating area on the rivers surrounding the hub. Often times, the gardens and rivers of the parks are inhabited by some friendly critters, such as squirrels, rabbits and swans. The pathway leading past the Plaza continues to Tomorrowland. On the opposite side of the street, past the Gibson Girl Ice Cream Parlor and the park's Baby Care Center, is the Crystal Palace, an elegant, but casual location for breakfast, lunch and dinner.
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The last beep of the motorcars and clang-clang-clang of the trolley are behind us now, for we have just stepped foot into the Hub, the heart and soul of Disneyland Maine. where the Partners statue, a bronze statue of Walt Disney and Mickey Mouse, hand-in-hand, look down towards Main Street U.S.A. The statue is surrounded by beautiful gardens and flowerbeds. The Hub is surrounded by beautiful trees, rivers and even a rose garden off to the right side of the hub, featuring many families of roses.
On our Main Street the stage is set in front of the Cinderella Castle, a focus for the wonder that is Disneyland Park. Cinderella Castle is a fairytale brought into the world of reality, magical, romantic, and breathtaking. It's many towers scrape the sky while the mighty drawbridge beckons guests to enter. The surrounding moat is filled with water, water poured in through numerous lion heads sculpted into the bottom perimeter of the castle. The Disney family crest rests proudly above the castle's entrance, a tribute to the man responsible for this dream come true. Trinkling streams (Almost miniature waterfalls) pour into the river on either side of the castle, coming in from forested rivulets. Inside the castle you pass a marvelous mural showcasing the story of Cinderella. It's a truly magical sight.

Off to the left of the hub, the sound of distant drumming can be heard, as the trees and vegetation clear out of the way to produce the torch-lit entrance way into
Adventureland.


Main Street, U.S.A.
1) Disneyland Railroad
2) The Haunted Mansion
3) Just One Dream: The Legend of Walt Disney
4) Main Street Vehicles
5) Main Street Cinema
6) Penny Arcade

Shopping
1) Emporium
2) Curiosity Shoppe
3) Storybook Shoppe
4) Disney Clothiers
5) Greenhouse Flower Shop

6) Sherman Music Co.
7) WED Photography


Dining
1) Main Street Corner Cafe
2) Tony's

3) Market House Delicatessen
4) Marceline Confectionary
5) Gibson Girl Ice Cream Parlor

6) Main Street Bakery
7) Plaza Restaurant
8) Crystal Palace
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Well, there we go! Our journey into Disneyland Maine Resort has just begun! What do you think? Any thoughts or critiques? Up next, we'll venture into Adventureland. Stay tuned...
 
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Brer Panther

Well-Known Member
It is more than that for a getting new Castle. Cinderella's Castle also is a park icon in Tokyo Disneyland. 2 Disney Theme parks having the same Castle is enough.

What about Disneyland, Paris, and Hong Kong all having Sleeping Beauty's Castle? Granted, the Paris version of the castle looks a lot different from the other versions, but still...
 

DisneyManOne

Well-Known Member
Original Poster
Yes, I'd personally like to keep Cinderella Castle as the emblem for the park. Now, let's move on.
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The world of dreams can take on many forms. Some project us into mysterious and exotic locales, far away from the every day. These are the dreams that become real in

Adventureland
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As brave Disneyland guests enter Adventureland from the southwest corner of the Hub, their senses are stirred by the sights of intense jungle foliage, the harrowing sounds of not-so-distant wild animals, the trinkling of hidden streams, and the aromas of exotic blossoms. In this remarkable realm of adventure and exploration, guests experience an amazing amalgam of many of the world's far-off places and uncharted regions. Exotic colors catch the eye among the lush landscape. Rustic colonial architecture stands between bazaars straight out of the pages of an Arabian Nights adventure. Don your pith helment and enter the land where the sounds of the jungle echo around you.

As you enter Adventureland you cross a rickety old footbridge, lined with primitive masks, shields, weapons, and...human skulls...The great thatched sign welcoming you to the land glows eerily at night as nearby bamboo torches light up the surrounding darkness. Exotic creatures call out from the dense rainforest as a murky green river below flows out into the foggy abyss of this tropical setting. An old fisherman sits peacefully upon the river in his little wooden boat, just..."dead tired." The unfortunate fisherman's sun-bleached bones still clutch the handle of his fishing rod, its rotting line still cast out into the water. Does anyone else think that is just the slightest bit foreboding?

Disneyland Maine's Adventureland boasts the intricate backstory and setting of Paradise Springs, a rundown fishing village resting deep within the jungles and swamps of some remote jungle island inhabited by a collection of exotic animals along with the ruins of lost civilizations and tribes of vicious but primitive cannibals. Legend has it that Paradise Springs was founded after a luxury liner in 1922 crashed and unleashed its surviving passengers into the wild, led by the fearless Old Betty, a 90-year-old woman with fond memories of past wars. Betty established Paradise Springs, discovered countless ancient mysteries, all the while made famous by wrestling and defeating a tiger with her bare fists. Although Betty has left this earth for the next, a statue in her memory lies in the middle of town, the monument boasting the moment when Betty stood proudly with one foot on top of the slain tiger. Naturally the swampwater beneath the earth has made its way to the surface and begun to create little spurts and geysers from within the statue.

Paradise Springs grew into somewhat of a tourist destination when notable archaeologist Dr. Indiana Jones discovered the ancient Temple of the Nightmare King while stopping at the island for supplies. Word got out of the discovery and soon enough tourists began flooding into the place, boosting the town’s economy and turning the rundown colonial fishing village into a luxurious tropical resort. Old Betty grew rich and created a Royal Hawaiian-style mansion to the town's south while tourists from around the world began to explore the ruins of the old temple. Betty opened up the Jungle Navigation Co. to transport visitors on boat trips through the jungles where they'd get a chance to see the exotic wildlife and natural beauty for themselves. All was well until in 1934 when Indy mysteriously disappeared into the depths of the temple and perhaps even worse, Betty suddenly died. Locals believed it to be the work of ancient spirits and fearing the worse, tourists fled and Paradise Springs slowly became a desolate little fishing village as it was before.

Inside Paradise Springs, bizarre insects and birds chirp loudly in the distance as calm streams and miniature waterfalls flow past walkways and into reed and mangrove-infested ponds. What few villagers that remain in Paradise Springs relax out on their front porches and balconies, watching the crowds go by. Crackling (And somewhat eerie) music emits from the radios of the villagers as they attempt to keep cool from the relative humidity of the swamp-like atmosphere. Primitive artifacts line the fences blocking the unaccessible portions of jungle foliage

The Jungle River Cruise, the last remnants of the Jungle Navigation Co. continues to operate near the entrance to Adventureland. Located beyond the confines of an old vine-covered boathouse, the tramp steamer cruise through the jungle leads past fearsome natives, hungry lions, a tour through an ancient flooded temple, and an encounter with good old Trader Sam, the head cannibal...I mean head salesman in the jungle, all the while being led by the wise-cracking narratives of a "bold and seasoned" traveler. A few feet away from the boathouse is the wreckage of the Al E. and Gate R. Rafting Co. In 1925, best friends Al E. and Gate R. established a short-lived whitewater rafting expedition through the jungle. Although the business was a failure, their own boathouse continues to lie near the Jungle River Cruise, their abandoned office building now flooded, overrun with foliage, and infested with hungry alligators, the perfect water playground for kids and adults alike.

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Nearby the mysterious rivers that the Jungle River Cruise sails along is an old cave. Rumors have circulated that shamans once occupied this cave to weave the tales of the many amazing animals that roamed the jungle. Some even say these stories still are told, especially the story that the shamans have called “The Legend of the Lion King”. You can enter this cave to hear the awe-inspiring tale of Simba, the little lion destined to be king and his struggle to find his place in the “circle of life”.​
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North of Old Betty (the statue of course) are all the little shops and eateries unique to the area, a certain sense of mystery and the exotic drifting out from each and every last doorway and cracked window. The Curiosity Shop offers a bizarre realm of mystery where some of the weirdest items collected from around the world have come to be sold into a hopefully permanent home. Such items include weird foreign idols, terrifying Polynesian masks, and various magic tricks and pranks, making this somewhat of an alternative to the traditional Disneyland Magic Shop found in other Magic Kingdoms. The Bengal Barbecue, a small eatery selling fantastic barbecued-kebabs serves as the shop's next door neighbor while its other neighbor, Boiler Room Bites (a small building constructed from the remains of a fishing boat) serves as not only a small bakery but the neighbor to the Adventurer's Club, Adventureland's premiere dining experience. Outside the club rest giant tiki totems and an Easter Island head submerged into the grassy earth, signs pointing the way to the rundown facade of an old tourist-eating shop. Inside the Club diners are treated to a humorous Q&A with many a famous archaeologist or adventurer whom have come to rest from all the hustle and bustle of their daring deeds. Immersion levels are on high as a seemingly infinite amount of global artifacts adorn the walls and counters (a small optional hallway leads into the Curiosity Shop for exiting diners) and even the fossils of bizarre prehistoric beasts (many in which don't seem to have even existed) have been put on display. A giant tropical tree growing in the middle of the room and bursting through the roof can be seen all the way from the second-story of the Jungle Navigation Co.'s boathouse, its leaves rustling as if some kind of bird or monkey is wandering around inside.

Fargo's Palm Parlor is perhaps the most mysterious of the village locations, a fully functioning palm parlor where the futures of many a guest have been predicted by the quirky fortuneteller within. The Adventureland Bazaar is where all manner of adventure-related materials can be found, ranging from human skulls to shrunken heads to golden doubloons to rubber snakes.Crocodile Mercantile, recognizable the crocodile sculpture grinning above the entrance is believe it or not a fishing supply shop. Now why would there be a fishing supply shop in Disneyland? Just you wait and see... The Angry Rhino Tavern and Archaeologist's Outpost lie nearby, the latter merely a gift shop where any brave archaeologist of any age can find a plastic sword, cap gun, fedora, rugged explorer uniform, or a pith helmet, along with Indiana Jones memorabilia and souvenirs. The Angry Rhino Tavern is a darkened eating establishment. Hanging above the constantly roaring fireplace is the mounted head of a very angry rhinoceros whom...wait a minute...did that rhino just blink? Maybe it's just a trick of the light...or a trick of the wonderful side-effects given by the delicious Dole Whip and fruits sold at the neighboring Paradise Springs Oasis which in turn is a neighbor to the gardens of Walt Disney’s Enchanted Tiki Room, where the "birds sing words and the flowers croon." The colorful macaw hosts of the show - Jose, Michael, Fritz, and Pierre - welcome you and lead you through a rousing musical revue of several "tropical" songs, including "The Tiki, Tiki, Tiki Room" and "Let's All Sing Like the Birdies Sing." But beware, the tiki gods are easily upset by the sounds of celebration. If you aren't careful you may have to learn about that the hard way!​
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The Enchanted Tiki Room serves as an easy alternative for those not brave enough to venture within the Temple of the Nightmare King.
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Ancient ruins line the jungle-surrounded trail leading to a still-functioning archaeologist camp. Hulking statues of decorated war elephants and snarling panthers grow amongst the dense bamboo and giant ferns. The camp lies just at the foot of the rotting temple which has been partially submerged into the muddy earth for centuries, only its large rooftop visible to the naked eye. A man or weather-made hole in the rooftop leads downwards into a network of ancient catacombs and caverns, right into the heart of the feared Nightmare King's temple. Rusted mine cars used to transport artifacts through the temple carry brave guests into the heart of the temple before being ripped from their track by a fissure and sent on an off-road trip through the terrifying subterranean world. Rotting mummies come to life, plumes of lava erupt, giant spiders and snakes attack, and a several-ton boulder threatens to crush brave explorers before they're rescued by the daring antics of Indiana Jones himself. The dragon-like Nightmare King is always waiting for a meet-n-greet, just like the characters hanging out near the Adventureland Welcome House.

The Adventureland Welcome House to the southwest of the temple is not only the land's vine-covered and aged train station, but also a meet-n-greet for characters from The Jungle Book, The Lion King and Tarzan. King Louie is often rumored to have been seen consuming one of the delicious smoothies or shakes sold at the Happy Orangutan, a small refreshment bar next door. The unseen owner of the bar can often be heard shouting at some unseen orangutans messing around with the backroom's inventory.

Back in Paradise Springs and to the west of Old Betty is the trail leading towards Frontierland. The trail leading into Frontierland is known as "Cluck-a-doodle-Bridge" named for a crate of chickens floating down the river, much to the joy of two hungry alligators who grunt in pleasure (They even seem to be smiling) as the frightened chickens squawk in displeasure. An overturned boat named the S.S. Gobble rests nearby, a crackling radio transmission coming from within its pilot house: "Hello? This is General E.L.O. Fever, calling...S. Gobble to see if everyth...alright...ello? I'm going to send in...party...if everything's alright...put...you there? What's that grunting sound? I'm sending...right away...please respond...possible...hello?"

To our right looms a path that leads away from the colonial world of Paradise Springs. In comparison to the swampy atmosphere we've grown to know and love, the plants alongside the path appear to be bright and more reminiscent of an island in the Caribbean Sea. From our standing point we can smell the scent of "paradise," a very nice tropical smell of fruit, fresh foliage, and clean seawater. On the other side of the path we can see the looming figures of various works of architecture. We just have to head over there now. We can hold-off Frontierland for some other time.

Walking down the trail we leave Paradise Springs behind and the swamp-like atmosphere. The jungle has become a tropical paradise, lining both sides of the path (Which turns out to be a bridge). A crystal-clear waterfall pours down into a rushing stream. Nearby a band of Hawaiian shirt-wearing musicians play a collection of steel drums and maracas. This encourages us to move forward and towards the other side of the bridge. As we continue a sign appears reading "WELCOME TO CARIBBEAN PLAZA."

No longer are we in the dense rainforests of Paradise Springs. We are now in the tropical paradise that is the Caribbean. Spanish-style architecture overtakes the plaza as dock-side shops and taverns line the streets. The smell of saltwater and all the delicious foods of the nearby restaurants fill the air and further strengthen the atmosphere. The main focus point of the plaza is El Castillo (Spelling may be wrong), a fortress-like structure marked by a massive clock tower. Inside the fortress (Translated to "The Castle") is the venerable Disney classic Pirates of the Caribbean, an adventure in the Caribbean aboard the dangerous pirate-infested seas. Set sail with the wildest crew that ever sacked the Spanish Main!

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At the exit of the ride lies El Cofre del Tesoro, a shop specializing in all things pirates! And just nearby lies the Pirates' League, where you can be made over to look like an official member of Captain Jack's crew.

Right nearby lies the Blue Bayou Restaurant, where you can dine on cuisine straight from Cuba, Spain and New Orleans.

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Adventureland
1) Jungle River Cruise
2) Al E. and Gate R. Rafting Co.
3) Legend of the Lion King
4) Walt Disney's Enchanted Tiki Room

5) Indiana Jones Adventure: Temple of the Nightmare King
6) Adventureland Welcome House
7) Pirates of the Caribbean

Shopping
1) Adventureland Bazaar
2) Curiosity Shop
3) Fargo's Palm Parlor
4) Crocodile Mercantile
5) Archaeologist's Outpost
6) El Cofre del Tesoro
7) The Pirates' League

Dining
1) Boiler Room Bites
2) Bengal Barbecue
3) Adventurer's Club
4) Angry Rhino Tavern
5) Paradise Springs Oasis
6) The Happy Orangutan
7) Blue Bayou
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Frontierland's coming next, and let me warn you...it's gonna be HUGE.
 

DisneyManOne

Well-Known Member
Original Poster
The year is 1850, as a proud sternwheeler makes its way up a muddy river. Stagecoaches and covered wagons make their way up the street, as simple townsfolk and Indians walk side by side. Gold miners sail out on makeshift rafts to the mines across the river, while music and laughter emits from the local saloon. And from the dense wilderness coems the whistling of trains and the lonely howl of a coyote, longing to be with its companions. The realm we have entered is an amalgam of sights and sounds that authentically conjure up images of America's expansion. Come by land, water, or rail, the pioneer days live on in...

Frontierland
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To the northwest of the Hub is the entrance to Frontierland, a log-constructed fort overlooking the same murky river flowing beneath the entrance of Adventureland (Which just so happens to be an extension of the Jungle River Cruise rivers). A log bridge leads through the fort's entrance, creaking and moaning as guests step upon it. The American flag hangs proudly from each tower while rifles seldom point out from the sides of the stockade. If one listens close enough they can hear the sounds of singing from deep within the fort, some evidently bored soldiers the cause of the noise. With the music still in our ears we cross over the bridge and take a step back in time. The second we step through the fortress gates we find ourselves gone from the world of today and in the world of yesterday. We are now in some boom town of the 1850's, a dusty-old town thriving off of the nearby gold mines. Even if the fortune of the town hasn't been as lucky as it has been in the past, things are pretty nice around here, most folks are happy (Although some aren't very friendly), the water is clean (Well, somewhat clean), and the local farming community has been spitting out some pretty big crops (At least if they haven't been eaten by the nearby moose population)! This town is Big Thunder, the self-proclaimed "Cutest Little Town on this Side of the Mississippi!"

Big Thunder is home sweet home to its well-sized population, particularly the miners. As a matter of fact, the miners have called Big Thunder "home sweet home" since the very day they arrived here. Big Thunder is also a sign of hope for many weary travelers, including pioneers whom have faced many hardships along their journey, and cowboys who have just returned from a LONG cattle drive. Many of the folks in town are so friendly that they'll offer these travelers a place to stay, along with a free meal and a good night's rest. But not all people are too friendly with strangers...often time when cowboys come into town some farmers don't like the idea of these rowdy people coming into their town and causing havoc (Cowboys are very rude and loud after a LONG cattle drive). So they usually pick fights with the passing strangers, often resulting in arrests, gunshots, and soiled pants. Poor Auntie Sara (The local laundress) had to clean at least fifteen pairs of underwear after a rather disastrous fight that somehow wound up in the river (An upset farmer smeared a cowboy with fishing bait and pushed him in the river so he would be attacked by fish. Instead they fell in together and were both attacked by fish). But other than all that, Big Thunder is a quite the peaceful town. Something new and exciting happens each and everyday, whether it be a bar-fight, a performing salesman or magician, or even an earthquake or twister! There is always something happening here, and most of the time it has to do with that cursed island across the way...Big Thunder Mountain...

The year was 1845 and the very first settlers had arrived in Big Thunder Country, a massive region of dense wilderness marked by its beautiful rivers, crisp forests, and dusty orange buttes and mountains. Legend has it that Big Thunder Mountain (The central mountain of the area) had gold in it which sparked all of the eager settlers to go right ahead and begin searching its inner-caverns and grottos in search of its supposed fortune. Sooner or later gold was discovered deep within the mountain and the little town of Big Thunder became an entire boom town overnight. The second the Big Thunder Mountain Mining Company was founded, people from all over the country heard the news and came flocking out to the mountain, hoping that they can make a fortune of their own. After the gold rush really started picking up, several people discovered that the fields nearby were extremely fertile for growing crops. Taking this as an advantage farmers began to flock in from all around the world starting their own farms which were just as prosperous as the mines. Money began to flow in and soon enough the railroad company expanded its rails into Big Thunder Country, followed by the advent of the mighty Lewis and Clark Riverboat, which cleared a path in the wilderness so the town would be able to trade and receive goods from other towns and states via the river. Yes, sir things were really looking up for the folks in Big Thunder, and all was well...until...until...it happened...


On May 13, 1849 a devastating earthquake hit Big Thunder Country. Buildings collapsed, trees fell, buttes crumpled, crops burned in resulting fires, and several people lost their lives. A massive avalanche caused by the quake destroyed several mine shafts in Big Thunder Mountain. A large mudslide also caused several cave-ins in freshly dug caverns, stealing the lives of several unfortunate miners. The rivers were thrashed so hard by the disaster that the plentiful fish were removed from their homes (A major source of food), sailors were thrown overboard and drowned, and horrid mud filled the shores of the town. Many people fled from the scene looking for somewhere else to stay. The crops had gone bad, the mines had gone bust, and the river was unsafe. The local Indians (The Pinewood Tribe) believe that this great fissure was caused by the ancient beast living deep within the mesa-like mountain. Native American legend claims that many years ago a great beast (That greatly matches the description of a mythical Thunderbird) came to the earth from the heavens and made its nest in the barren wasteland that was Big Thunder Country. Wanting something more, it created the mountains, rivers, forests, and fields with a flap of its wings. It then created the Pinewood Tribe to tend to its land. When it was angry it would create thunderstorms, when it was happy it would provide its people with an excellent hunt and crop turnout. The deity was also known for laying golden eggs in its nest upon the peak of Big Thunder Mountain. These eggs were said to have amazing powers within them. If one was to obtain one of these eggs they would be given whatever their heart desires.....but at what cost?

One day a foolish boy decided he wanted to see if those eggs were real or not. He then scaled the peak of the great mountain, eventually reaching the beast's nest at the very top of the mesa. The Thunderbird was out hunting buffalo so no one was home, allowing the boy to hop into the nest and obtain an egg. Inside he found so many golden eggs that he could literally obtain a thousand items that his heart desired! Quickly he gathered up as many eggs as he could hoping that he could take them back to the village and show them off to all of his friends. He would soon be the king of all the country! But as soon as he gathered all the eggs that he could, guess who came flying in? Sure enough the Thunderbird (Who Big THUNDER Country is named for) came flying home, a terrified bison in its sharp talons. The boy panicked and not having enough time to escape, hid behind the large twigs that made up the nest. The great eagle landed and placed the poor buffalo in her beak as it frantically tried to escape. The terrified boy watched silently, not wanting to watch what would happen next, even if his tribe did use every part of the buffalo. Then something happened that he wasn't really expecting: The eggs began to hatch. Baby Thunderbirds (That were the size of full-grown bull elephants) emerged from their shells waiting for their first meal. Luckily the eggs that the boy was holding (The eggs were so large that he could only push two at a time) didn't hatch which gave him great relief. Watching in horror, the Thunderbird dropped the bison into the hungry mouths of her squawking babies below as they greedily fought over it. Suddenly the mother began to realize that something was amiss: She was missing eggs. Storm clouds began to roll in as she angrily began to caw which made the mountain shake and the forest creak. The screech was so loud that it caused the eggs the boy had stolen to crack and HATCH. He quickly pushed them away and fled. Too bad the Thunderbird saw him leaving. Swooping into the air she grabbed the boy in her talons and carried him high above the earth as his tribe watched in horror from below. With a great swoop of her wings she dropped the foolish boy into her nest. The baby birds could be heard squawking in pleasure from miles away, echoing throughout the forest. The Thunderbird was so upset by this incident that she burned the village (Yes, she could breathe fire) to a crisp. The Indians fled, many of them wishing that their companion didn't make such a foolish decision. After destroying as much as she could she then created a deep and dank river to encompass the mountain. Flying to the very top she picked up her nest and threw it into the depths of the river, her children now flying after her (The boy was nowhere in sight) with a single strike of lightning she created a humongous cavern in the base of the mountain, flying inside with her chicks behind her. With a crash of thunder the cave sealed up with a massive rockslide. And that's why the Indians believed the earthquake was caused by the Thunderbird. Her rest was disturbed by the miners and she wanted to punish the people who had disturbed her. She has had way too much excitement for one immortal lifetime.

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They say that Big Thunder Mountain is now haunted by the miners that died in the quake. Empty mine trains careen along the tracks widly as dusty-old lanterns sway in the wind. At night one can hear invisible voices speaking, mysterious music, and even the sound of digging and picking at cavern walls. The mountain still remains open to the public whom have taken up the habit of riding in the mine trains, no matter how dangerous it is. Some folks even claim that some bandits have taken up residence in a certain part of the mountain. And I GUARANTEE that is one hundred percent true.

It's 1850 now, and we have entered the town right during the middle of its reconstruction. It's come a long way since it was hit by that horrid disaster and nowadays one can find everything that a western town needs: A General Store selling all of your frontier needs, an apothecary and dentist's office (The later having horrible screams coming from inside), Hunting Supply which sells a wide variety of plastic guns, swords, and stuffed animals (The plus kind not the taxidermic kind), a bank, a barber shop (Complete with striped barber pole), a gun shop located right next to a TNT warehouse (Dangerous placement isn't it?), and even a schoolhouse. Other locations of note include the Indian Trading Post which features items made by the Pinewood Indians, and Will U. Bea Mine Supply which supplies any miner with any of their prospecting needs. There's even a sheriff's office, the Elias Hotel, and a jailhouse. And now western town would be complete without a saloon, and the saloon in Big Thunder is none other than the Tall Tale Saloon. A wild and honky tonky eatery, the Tall Tale is a happy place with something for everyone to enjoy. There's a comedic musical performance on the stage, an Ice Cream bar, dozens of seats, a crazy piano player, and even balcony seating. But beware, some times no-good desperados get into fights after an intense card game goes awry. Billy the Strangler is often involved with these brutal fights. Billy is named for his horrible crimes: Throwing Billy goats at people. His favorite place to hangout at is the Tall Tale and he just loves cheating at card games to earn a little (Sometimes A LOT) extra cash. His cheating often time causes fights to break out amongst him and his comrades and before you know it, people are getting knocked-out, guns are drawn, and chairs are thrown. Luckily Pecos Bill himself bursts in at the right time to arrest Billy. Soon enough he begins a fight with Billy and an EXTREMELY intense battle begins, taking to the balconies of the saloon, out on the rooftops of the other buildings, onto the streets of Frontierland, and eventually out into the wilderness. Select Disneyland Railroad trains passing through the wilderness at the right time are treated to a horseback chase alongside the tracks, Billy eventually caught by Pecos. Billy is taken to the jailhouse and all is well...until he somehow or another breaks out and the whole situation repeats itself a few hours later...
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Towards the southeast point of Big Thunder (Near the entrance from/to Adventureland) are a few rotting structures that aren't really structures anymore. A mining complex appears here, the headquarters for the Big Thunder Mountain Railroad Company, the mining company responsible for digging into Big Thunder Island (Home of Big Thunder Mountain) which lies in the center of the river, and awakening the legendary Thunderbird which may or may not exist.

Across from the Rattlesnake is the Rivers of the Frontier, the rivers used to travel through the dense wilderness of Big Thunder Country. Sailing upon these rivers is the mighty Lewis and Clark Riverboat, named for two of the many explorers responsible for beginning Manifest Destiny and braving the wilderness in search of new land for America. The proud steamboat arrives at the riverboat landing and takes dozens of passengers on a perilous voyage through the wilderness and a grand circle tour around Tom Sawyer Island. How can one get to Tom Sawyer Island? It's easy, all you have to do is head on over to the raft landing. This is where guests are shuttled to Tom Sawyer Island, a natural and man-made playground in an old mining camp. Here guests of nearly any age can explore the wonders of the area, finding the true spirit of the brave pioneer. The main attraction on the island is Injun Joe's Cave, in which you'll search for a magic paintbrush whose magic challenges the wrath of the Thunderbird.

Overlooking the Rivers of the Frontier is Big Thunder Mountain Railroad. How can one get to Big Thunder Mountain? It's easy, all you have to do is make your way over to the mining complex located towards the southeast of the land (Near the entrance to/from Adventureland). The rotting mining complex leads us through a dried-up and miniature canyon filled with old buildings and forgotten mining equipment. A train station for the Big Thunder Mountain Railroad appears towards the riverside portion of the complex, where we board mine carts (Attached to a little steam engine train) and take off on a wild journey towards the island. The trains dip down into a dark cavern which travels beneath the river and up to the buttes, canyons, and caverns of Big Thunder Mountain. It's a wild and perilous journey with twists and turns around every bend. But beware! You may have a chance encounter with a dangerous grizzly bear or the old Thunderbird herself!

As the trains make a stop in an abandoned train station, we exit and find a fork in the road. One path leads to a small area down the trail and the other leads to a dark and seemingly abandoned mine shaft located in the side of a large rock. For now we'll head on down the trail and hop on board another mine train for a much tamer experience: Nature's Wonderland, a gentle ride that takes guests through the neighboring town of Rainbow Ridge, which is home to various opportunities to take a glimpse at the flora and fauna, including Beaver Valley and Bear Country. But for many a cowpoke, the highlight of this tour is a trip through Rainbow Caverns, one of the most beautiful natural formations that has ever been seen.
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Now then, inside the old mine shaft is a dark and dank path leading deep into the earth. Bats can be heard screeching in the distance as the dripping of water echoes throughout the hallowed halls. Pressing on we enter almost complete darkness, unaware of what lies ahead. The cavern moans as we walk through it, the occasional passing overhead train causing the whole place to rumble in weakness. A few gas lanterns light the way as we step onto a wooden bridge that spans out over a seemingly bottomless chasm past stalactites and stalagmites. A clothed skeletal arm hangs on for dear "afterlife" to the side of a rock which still plays home to a pick-ax and lantern. It seems as if the poor owner fo the arm lost his grip AND his arm and fell into the chasm below. Crossing over the bridge we continue to go deeper and deeper into the earth, the temperature slowly dropping as we go along. Green eyes peer out from craters and holes in the walls as we pass. A second later we enter a tunnel filled with water and lined by waterfalls of all shapes and sizes. A creaking wooden footbridge carries us across the crystal-clear pool and through the room (Which smells like chlorine). The footbridge rounds a corner and the water turns into a stream and begins to lead the way. The stream leads us right into a giant cavern which reflects the surface of the water upon the walls and ceiling. The smell of chlorine fills the air as we look at an amazing and seemingly impossible sight: The Thunderbird. The massive bird lies inside its massive nest which lays on a large rock overlooking the water. The legends are true! The great creature breathes slowly as it snores away in a peaceful slumber. Every now and then the great bird opens her eyes for a moment, shifts them around, then goes right back to sleep. A light appears to the north of the grotto, welcoming us out of the bird's lair. Strangely enough a pair of wooden stairs (And a wooden ramp) lead up into the light, bringing us into what appears to be a basement. Old belongings, crates, and barrels fill the old cellar. What's this doing in the Thunderbird's lair? Another set of stairs (And another ramp) lead up and out of the basement and right into the General Store. Turns out that the basement leads straight into the home of the legendary Thunderbird. Perhaps the owner of the General Store is secretly caring for the beast...the world may never know...

To the northern point of Frontierland is the Frontierland Depot, one of the four stops for the Disneyland Railroad. The depot appears to be an old trading outpost, appearing to be very old and possibly even abandoned.

Suddenly cheerful music begins to fill the air. Our attention is stolen by a forest trail (Right next to the depot) leading out of Frontierland, beneath the railroad tracks, and into what seems to be a wilderness outpost reminiscent of a combination between the Pacific Northwest and the Old South. We can't pass-up not seeing what lies on the other side of the path!

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Frontierland
1) Big Thunder Mountain Railroad
2) Lewis and Clark Riverboat
3) Nature's Wonderland
4) Tom Sawyer Island
5) Disneyland Railroad: Frontierland Depot

Shopping
1) Frontierland General Store
2) Hunting Supply
3) Indian Trading Post
4) Will U. Bea Mine Supply

Dining
1) Tall Tale Saloon

Now then, in the next post, we'll get to see what is on the other side of the path. See ya there!
 

DisneyManOne

Well-Known Member
Original Poster
Passing beneath the railroad tracks we feel as if we are traveling beneath the earth and through a cool, damp tunnel. Roots grow in from the ceiling as dark-colored foliage grow amongst the rock and mud walls. Strangely enough it feels refreshing. We feel even more refreshed as we step out of the tunnel and into a shady forest of pine, fir, and redwood. Rustic cabins and crystal-clear streams bring us into a world reminiscent of the Pacific Northwest. The true beauty of nature comes out here as a lush waterfall thunders down into a gently flowing river (Which eventually enters the Rivers of the Frontier). Dwellings of all shapes and sizes appear, some embedded into trees, oversized mushrooms, and rocks, perhaps belonging to some kind of critter. Muddy hills caked with grass pop up throughout the area, leading up to a large mountain caked with a gnarled-up tree trunk. My friends, we have just stepped foot into...

Folktale Forest
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Folktale Forest is a backwoods oasis where great frontier folk tales and legends come to life. Our first stop is the Mile Long Bar a welcoming tavern that appears to be a mile long thanks to a large set of mirrors. Paul Bunyan's resides next door, a clothing store selling mainly flannels and plaid clothing. Various tributes to the giant lumberjack Paul Bunyan and his big blue ox Babe adorn the store. The Apple Tree is an odd store with a large apple tree growing in the middle of it. A stationary sculpture of Johnny Appleseed himself (Accompanied by some forest friends) picks apples from the tree. The Apple Tree specializes in mainly candy and other sweet treats, including their famous caramel apples. The lush smell carries all the way back to the Mile Long Bar.

Across the way from the miniature shopping district is none other than Country Bear Hall, home of the world famous Country Bear Jamboree. In this hand-clapping, foot-stomping hoedown, a troupe of backwoods bears bring life to the rustic playhouse through wild music and timeless comedy. Join ringmaster Henry as he presents such musical talents as swingin' Teddi Barra, Liver Lips McGrowl, the Sunshine Bonnet Trio, and Big Al. This is one jamboree that you don't want to miss. The exterior of the playhouse is surrounded by numerous decorations related to bears, mainly wood-carvings and posters, the latter advertising imaginary businesses ("Bear Country Fishing Co.").

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Near the exit of the playhouse is the Hungry Bear Lodge, a dimly-lit restaurant themed to some dark lodge in the woods. A taxidermic bear (Who strangely resembles a younger version of Big Al) stands near the entrance, holding a tray of food and snarling in a ferocious manner. The chef hat on its head and apron (Kiss the Cook) he's wearing contrast against its carnivorous face. This is the last major restaurant in Folktale Forest, so we might as well stay for a bite.

Small critter dwellings and a crystal-clear stream point the way to a large mountain scraping the sky. A thundering waterfall pours down from inside a large gnarled-up tree trunk at its peak. Every few seconds a log pours down the falls seemingly filled with...people? Screaming people. What is this, some kind of thrill ride? Well it is. This is Splash Mountain the world's biggest log ride featuring the biggest, wettest drop in the entire resort. Splash Mountain takes place on and inside Chickapin Hill, the muddy home of the villainous Brer Fox and his bumbling assistant Brer Bear. The two rogues are constantly on a hunt for Brer Rabbit, a crafty little rabbit always in search of something better. Now what I'm most excited about is that this particular version of Splash Mountain will be a bit different from the other versions. In fact, here now is a potential ride-through (Credit to @mharrington for this idea!).

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The mountain exterior is a cross between Disneyland and Tokyo Disneyland's respective mountains. The queue is pointed to by way of several signs pointing out several attractions in the general vicinity. The actual entrance to the ride is a much more modest version of the barn seen at Disneyland. The sign showing off the ride's name is shown in the crystal-blue-water color font like usual. Brer Rabbit himself is shown actually inside the hayloft, rather than just below it, like at the Magic Kingdom.

The queue itself winds through a critter version of the barn laden with portraits of the main characters in the ride (Brer Rabbit, Brer Fox, Brer Bear, Brer Frog, even Brer Gator) as well as various fishing poles and appropriately-themed musical instruments here and there. Dead ahead, at the end of the barn, which just points straight ahead, you ascend a flight of stairs to an upper floor transforms into a double-level tunnel chock full of entrances to critters' homes, complete with doors, mailboxes and lighted windows, with shadows of the critters in some of them. It is laden with small waterfalls (turned off in the fall and winter) and lights. Strewn about the queue are signs warning that you may get wet. You pass by a shadow of Brer Frog, speaking about Brer Rabbit's exploits (he is in his own home), supposedly speaking to some young critters. The narration echoes through the tunnel as you make your way through.

Eventually, you pass by a sign reading Mudslide Gorge, which is actually a large, dingy, dimly-lit cave with giant roots growing and twisting about the tunnel and above your head. Here, you find the double-sided logs, in which you go through your ride. It seats two across each row with five rows for a total of ten passengers. Since chilly weather is the norm in much of northeastern America, especially in wintertime, the safety considerations from Japan are used in Maine as well; the load/unload area, therefore, is once again indoors. Here, you see two last signs. One warns you about an impending five-story waterfall ahead and the other warns that this is your last chance to exit.

The logs have lap bars that keep you tightly inside the boat. Finally, there are also waterproof compartment pouches in the fronts of your seats for you to stow your belongings, should you have been foolish enough to bring any with you. This is your last chance to stow them, and you better stow them good.

The log boat then departs the station and heads deeper into a pitch-black cavern. What little light there was in the loading area is now gone. You hear the standard safety spiel. Then you see, on your left, a little light where Brer Frog is. He is seated outside the door to a small shack in a rocking chair and smoking a corncob pipe as he alternates between saying some parting words to the guests in the log boat and proceeding to spin a Brer Rabbit yarn to a young rabbit and a young turtle. He says "Mark my words, that young Brer Rabbit scamp is gonna put his foot in that fox's mouth one of these days!"

Passing by Brer Frog, you make your way up a lift hill, which takes you outside. Here, you make your around the Briar Patch, found at the base of the main part of the mountain, Chickapin Hill, which is topped by a rather gnarled-looking old tree stump. This hill features a prominent waterfall that flows from a rather mysterious hole in the hill and lands in the briar-loaded lagoon down below. Equally bizarre is the occasional log raft resembling yours and full of people like you appearing on the fall and falling into the patch below by way of the waterfall. At this point, the song "How Do You Do" starts playing, as background music. It's the country-western style used in Florida and Japan. Also just like in Japan, the logs go in the opposite direction. You then mount a second lift hill.

Inside, you mount the lift hill, which is housed inside not a regular old mill like other rides, but rather a sawmill. As you go up, you see several logs, along with various logging equipment scattered about, such as saws and axes, no doubt the result of a major logging expedition. As you ascend further up, the mill somehow evolves into another cavern. You then level off from this climb and turn left through the cavern. "How Do You Do" sounds out louder than ever now as you make your way through, passing by more critter dwellings, including one belonging to a Brer Rabbit and another to a Brer Fox. Various owls pop out of their burrows as they hoot in time with the song's music.

Up ahead, there is a light at the end of the tunnel, an obvious exit. You reemerge into the outside light, much higher up than before and you make another turn to the left, passing by the mysterious waterfall that flows from atop Chickapin Hill. You then enter yet another cave and pass by one last dwelling, belonging to a Brer Bear. This character can be heard snoring away as he apparently is napping. The cave suddenly gets darker up ahead. You suddenly go fall over a waterfall in the darkness, which lands you in a lush, colorful swamp down below.

Here, the music of "How Do You Do" changes to a more lush, playful, orchestral style right out of "Song of the South" (and out of the ride at Disneyland). Up ahead, you go by Brer Rabbit, standing outside the boarded-up door to his home in the Briar Patch, knapsack over his shoulder, ready to run away from home and leave for parts unknown. Nearby are Brer Turtle and Mr. Bluebird, both of whom the rabbit sings his tales of woes to in his own version of "How Do You Do". On the opposite side of the river, unbeknownst to the rabbit, Brer Fox and Brer Bear watch the predicament with glee from behind a tree stump, the fox standing atop the bear's shoulders and holding a rope in one hand and a hatchet in the other. They discuss plans for capturing the rabbit for their own gain. Meanwhile, unbeknownst to the two rogues, Brer Gator lies in wait, eyeing the fox hungrily. It seems he has a taste for fox, like how the crocodile from "Peter Pan" has a taste for Captain Hook.

You then go through a watermelon patch populated by various singing bullfrogs and past a sign reading "The Old Waterin' Hole", which has a strict no-fishing policy. But that doesn't stop several critters from fishing here, as they all sing "How Do You Do". You see several geese trying to fish while accompanied by more frogs. Yet all the geese can hook are old clothes and shoes, while the fish seem to smile as if at the expense of the fishers. You also see here Brer Frog as he fishes lazily from an odd vantage point: the back of an alligator, also fishing. A new character is shown here: a bear that tries to catch a fish by holding out his paws and looking down into the water.

You then go by the two bad Brer animals again. In this case, Brer Bear has stupidly sprung the crude rabbit trap. Brer Bear hangs up above our heads from a rope going up and down while tipping his hat to us. Brer Fox angrily yells at him to get out of the trap. However, the fox is standing a bit too close to the edge of the muddy riverbank. In the river, unbeknownst to the fox, Brer Gator lurks in wait for the fox to hopefully fall in so he can catch him in his big mouth. Across the river, Brer Rabbit is seen laughing at the two rogues' misfortune.

You then go below a trio of baby possums hanging by their tails from a tree branch above you, followed by four other animals playing different instruments: a dog playing a guitar (in a rowboat), a raccoon playing a harmonica, a porcupine playing a drum, and a bear playing an accordion. Following that, you go by a roadrunner perched on a rock. You then go hear Brer Rabbit as he taunts Brer Fox and Bear from a distance that they will never be able to catch him now; he is heading for what he calls a Laughing Place. You then go below a railroad trestle, across which Brer Rabbit is traveling via a handy handcar, which he pilots across the bridge.

Passing below the bridge (and going down a very gentle spillway), you go by a tall pole with a variety of signs tacked on it and pointing in various directions toward such locations as "Briar Patch", "Chickapin Hill", "Big Thunder", "Folktale Forest" and "The Laughin' Place". The direction that this sign is pointing is the direction you just happen to be going. You then go by a Critter Elixir wagon, which sells patented medicines for critters, pulled by a most stubborn donkey and with a smiling bear at the reigns. The wagon is heading in the general direction of the Laughing Place, to which humorous signs point the way: "This-a-way to the Laughin' Place", "Bee-ware!" and "Grins Only". During this time, you also go by some hitchhiking critters, including an alligator with a guitar nearby, another hitchhiking porcupine, yet another hitchhiking goose and one last hitchhiking turtle.

Turning a bend in the river, you go by Brer Rabbit in a clump of bushes as he rolls around laughing his head off. Passing by him, you see what he is laughing at. Dead ahead, you see Brer Fox trying to push Brer Bear into a hole in the side of a stout-looking tree, with Brer Bear's enormous rear sticking out of it. A sign is tacked on the tree reading "Brer Rabbit's Laughin' Place" and a beehive hanging from one of its branches. The sound of buzzing bees can be heard as the bear says, "There's nothin' in here 'cept bees!" Meanwhile, in the water beside the fox, Brer Gator is seen again, eyeing the fox hungrily.

Passing below the bear's enormous rear and the sign (the bear's back legs were perched on a branch across the river), you enter the tree and proceed through darkness. Suddenly, you spill over another waterfall, accompanied by the screams of the fox and bear. The actual scream during this time is an all-too-goofy (pun very much intended) holler. You land at the bottom and wind up in a subterranean tunnel filled with roots, beehives full of buzzing bees swarming around them and shining diamonds embedded in the tunnel. The music has now changed from "How Do You Do" to "Everybody's Got a Laughing Place". You go through the tunnel and then pass by (on your left) Brer Bear as he rolls about on the ground with his nose jammed in a beehive, yelling in much pain, while, nearby, Brer Rabbit rolls about on the ground, laughing at the bear's misfortune with the hilarity of it all. Behind the rabbit, however, Brer Fox has raised another beehive above the rabbit's head, cackling sadistically.

You then head further into the Laughing Place, which appears to have been partially converted from an old, abandoned jewel mine, now almost totally reclaimed by trees and waterfalls and other nature, judging from the many tree roots twisting through the tunnels and various streams and geysers here and there, mixing with the mine. The song "Everybody's Got a Laughing Place" is now heard singing (this time in the orchestral style).

You first see Brer Frog eating honey out of a smashed-open beehive as he joins in the singing. You then go by an abandoned mine cart full of jewels sitting on a piece of broken mine track. Various rodents pop out of this cart. Green, blue and purple geysers are seen everywhere, erupting and full of water. Some of the geysers hold up various turtles as they recline on them, while other geysers act like fountains as they burble and leap this way and that. You then see a turkey playing a guitar and two geese balancing on two items, one on a red mushroom with white polka dots on it, the other on a shiny green diamond. A spider is playing his spider web like a harp and a raccoon plays a banjo. Several small rodents pop up everywhere. A fox holding an oar rides up and down on a geyser. Bullfrogs are singing and spitting water into the river (turned off in the winter). Finally, you see a hound dog sitting in a spinning rowboat.

You then go by a sign pointing the way out of the Laughing Place. However, this route has been cut off by a rockslide and there is a second sign that reads "Detour" on it, which you take instead. This detour, however, says that it leads to Brer Fox's lair in Chickapin Hill. The cheery music fades out as, at the next bend in the river, you go by Brer Fox, who has captured Brer Rabbit in a sticky beehive full of honey. The fox looks at the rabbit from a distance, amid various nasty-looking thorns. The rabbit pleads to be let go, but the fox only laughs at the rabbit's misfortune.

Now the music changes to "Burrow's Lament". You go by a mother rabbit and her children as they prepare to have their supper, involving a giant carrot and a giant pea. The mother sings to her children of the dangers of the Laughing Place and how they should never go near it, for fear of Brer Fox. You then go by a mother turtle singing to her children of the same thing. Lightning flashes and thunder crashes now as you go by a variety of signs, which say things like, "Brer Fox's Lair", "Watch out!", "Time to be turnin' around" and "Don't say I didn't warn you". All the while, you also see several pairs of evil-looking red eyes peering at you from the darkness. You then pass below a gnarled tree branch, with two vultures dressed like undertakers perched on it. They taunt you (in French) of your laughing place as well as torment you of your misfortune (and Brer Rabbit's, too).

Passing below the branch, you start chugging up a hill toward the top, where daylight is shining through. Near the bottom of the hill, you see Brer Bear on your left. His nose is bright red (from the beestings earlier when the beehive covered his nose). He says that it was a laughing place, but he wasn't laughing, and that he should've knocked Brer Rabbit's head clean off. All the while, the dramatic music sounds out louder than ever. You hear Brer Fox saying that he will roast Brer Rabbit. As you go up the hill further, you see the fox's actual cave inside Chickapin Hill. Inside, Brer Rabbit is tied to a barbecue spit, ready to be cooked alive. Brer Fox's shadow is cast on the wall. Brer Rabbit replies to Brer Fox's threat that he can go right ahead and roast him, but then adds not to fling him in the briar patch.

Passing by the cave, you finally level off from the lift and emerge out into daylight. You are treated to a spectacular view of Disneyland Maine from up there (dominated by Cinderella Castle and Space Mountain off in the distance). But there's nothing in front of your log boat. It has come to the edge of the mountain. The boat then points an outrageous five stories down the waterfall into the briar patch down below. Down you go!

You land at the bottom of the waterfall, splashing good, and go through the briar patch and slosh around through part of the Rivers of the Frontier. The turn in the river then points right back into the mountain. You cruise along through the mountain's exterior for a few seconds as a country-western rendition of "Zip-a-Dee-Doo-Dah" plays in the background. It is identical to Disneyland's version here, but a lot more covered and very few spots outdoors. You then fully reenter the mountain through a cave at its base, passing by a sign saying that you're headed for Doo Dah Landing.

Inside, you come across various critters. It is pretty much the same scene as in all other versions of the ride. These animals are all singing of Brer Rabbit's triumph over Brer Fox and Brer Bear to the tune of "Zip-a-Dee-Doo-Dah". The music is heard in the orchestral style as in Disneyland. This scene is dominated by the Zip-a-Dee Lady riverboat populated by various critters dancing on it. You then go by two different scenes on both sides of the river simultaneously. On the left side of the boat is Brer Rabbit singing his own rendition of "Zip-a-Dee-Doo-Dah" as he relaxes just outside his briar patch home, where he hopes to remain for a long time. Mr. Bluebird and Brer Turtle are also there with him. On the right side of the boat is Brer Fox and Brer Bear, the fox standing on the bear's exposed rear end as he tries to avoid Brer Gator, who has got a hold of the fox by his big tail and what little of his toothy jaws are not occupied by fox tail is in a big grin. The poor fox yells in pain as he tries vainly to escape.

Further down, you see Brer Frog again seated outside his door in his rocking chair and smoking his pipe. He is finishing up his tale of the young rabbit and the young turtle. You then return to Mudslide Gorge inside the mountain and the load area indoors and you get out of your log boat, meander through a cavern and arrive back into Folktale Forest.


Peter Possum's Photographic Art Studio is a small shop at the base of the mountain selling photographs of guests screaming for their lives as they fall down the massive waterfall.

The forest gets a bit darker as we meander past a few more dwellings, this time "human-sized." It seems as if the critters decided not to set up shop here. The only building here is an old building heavily inspired by both Northeastern and Native American architecture. Inside, you'll find one of a couple rides exclusive to the Disneyland Maine Resort: The Spirit of Pocahontas.


The idea for this extremely awesome ride comes from the good people at the Pure Imagineering blog, who decided to utilize the "projecting film on unconventional surfaces" technique and use it for a ride. Hence, this ride came to be. Let's take a look!
Upon entering the building, we find ourselves transported to London. We are now in the warehouse of the headquarters of the Virginia Company. As we enter the warehouse, the background music loops the bit of “the Virginia Company” with the humming and the drum cadence.

from 0:38 to 0:59.

The lighting inside casts the warehouse in the dull tones of parchment paper. The Musty Lighting is a motif throughout the ride. It represents the Old World, where there's history, by Jove! We weave our way through aisles of cargo: barrels, rifles, sacks of very hard biscuits. There are stacks of assorted maps and contracts. There’s paraphernalia from earlier expeditions to the New World: Aztec headdresses, Iroquois poisoned arrows, Algonquian birch bark scrolls.

At the exit of the warehouse, there’s a display of gold. Statues, pendants, coins, you name it. That’s what awaits us in the New World, my friends!
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Then, we come to the loading dock. Not much to say here--it's a dock. The background music swells into the full version of “the Virginia Company.”

The cobblestones of the warehouse floor have been replaced with wooden planks.

We've walked “outside,” but it looks no more vivid out here than in the warehouse. Sure, there’s more light, but it’s still Musty Light, and we're only seeing shades of sepia. We travel in log flumes. Naturally, they're modeled after the Virginia Company's fleet: the Discovery, the Godspeed, and the Susan Constant.
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They seat four rows of two, like the flumes in the Magic Kingdom’s Splash Mountain. It’s more concise than the six rows of one in Disneyland’s Splash Mountain.


The Ride...

The Storm Room,
wherein we cross the Atlantic Ocean.


We embark from the Loading Dock and sail around a corner. Blue sky and drifting white clouds are projected upon the wall ahead of us. The water is calm.

As we round the corner, this all goes to hell. The sky fades ever darker, and the clouds follow suit, until everything is pitch black.

The water churns around our flume, and we bob in the tumult.

The background music swells as our flume drops down a ramp, and into...

The New World Room,
wherein we arrive in the New World.


It’s still pitch black. As we recover from the storm, we see that we’re surrounded by fog, and we can juuust make out clouds drifting in the sky. As we round the corner, the lights come up...

...and it’s a reveal worthy of the Wizard of Oz.

Gone is the Musty Lighting of Europe. Here, the sky is milky purple, and the clouds are goldenrod.

The background music plays the prelude from “Steady as the Beating Drum.”

from 0:01 to 0:21.

What follows is a rather literal translation of the first three shots of this scene.

There are three screens ahead of us. There are two mist screens in the foreground, along the sides of the track. There’s a smoke screen in the background, and it spans the width of the room. We're gonna sail through it.


The layered screens create a sort of live-action multiplane camera, and we are the lens as it zooms in. The coastline of the New World is projected onto the smoke screen. Jutting coastlines are projected onto the mist screens in the foreground. The film pulls back the jutting coastlines, so it looks the channel is widening as we sail through.

After the coastline, there are two more sets of screens.


The shoreline of the New World is projected onto the second set of screens. We pass through them and approach...

...the third set of screens, which show a river in the New World...

...but before we can pass through, we hear the crash of a falling tree! The noise booms so loudly that the river screens dissipate, the film shuts off, and we’re plunged into darkness. As we round the corner, we enter...

The Mine, Mine, Mine Room,
wherein we (over-enthusiastically) probe for gold.


This is the only scene centered around animatronic characters. You can imagine what goes on in here, so I won’t spend a lot of time describing it. The background music plays “Mine, Mine, Mine.” There are ditches and tree stumps all over the place. Our sense of wonder has dwindled a bit, now that we’re demolishing the New World, so we’re back to Musty Lighting.

A row of settlers shovel, a second row of settlers pick, a third row of settlers run with wheel barrels. Ratcliffe stands atop a mound, wielding the Union Jack and cheering the settlers on.

The exit of the room looks like a clearing in the forest. Beside the clearing, there’s a large tree, which two settlers are sawing through. As we approach the clearing, the tree falls directly over our heads...but we make it into the next room just in time. The fallen tree acts as a door behind us, blocking out all light.



The RTC Room,
wherein we learn that Rs and Ts and Cs have lives, spirits, and naaaaaames.


Here begins the ride’s interpretation of the “Colors of the Wind” scene. It’s meant to evoke the emotions of the song. It is not meant to recreate the film, shot-for-shot.

Once the door shuts behind us, the lights come up--and the lights are still Musty. The forest looks unremarkable, like a background without a character in front of it.

In fact, the set of this room is devoid of texture. The rocks have the shape of rocks, but they’re smooth. The trees are shaped like trees, but have no bark. The shrubs are shrub-shaped, but they have no individual leaves. We see their textures because they’re being projected onto the set.

One by one the rocks, trees, shrubs--everything in the scene--illuminates. Then they swap textures: the rocks now have bark, the tree trunks are now columns of leaves, the shrubs are cracked slate. Then they take on pastel colors, swapping each other’s pastel colors, phasing faster and faster until everything in the set is unified in purple. The purple turns into footage of purple butterflies taking flight.

We follow the footage of the purple butterflies as they leave the set and head into...

The Strangers Room,
wherein we are threatened by innocuous critters.


The room is filled with models of what-look-like monsters. They totally look like they’re gonna attack us.We can’t see details of these “monsters,” because there’s a powerful light behind them. The light is aimed directly at us, so they’re just silhouettes. As we pass, the light fades away, revealing that these threatening monsters are actually animals going about their business.

The Blue Corn Room,
wherein we marvel at the wonders of the night sky, and get dizzy.


The room is cylindrical. Its walls feature 360 Vision screens, and its ceiling is a planetarium dome. The track is a turntable.

When our flume enters, the turntable rotates us in a full circle. Colors swirl around the walls, drawing our eyes ever-higher.
 The colors coalesce in the planetarium dome, showing the blue corn moon and constellations, and then swirl back down towards us as we exit into...

The Forest Room,
wherein we run the hidden pine trails of the forest.


There is a traditional screen along the wall in this room. Colors flow swiftly across the screen. There are trees in front of the screen...that is, the silhouettes of trees. They are mounted on a conveyor belt, which runs around the screen.


The trees provide pitch-black contrast to the vivid, warm colors of the film.


They also give us a sense of running through the forest, and traveling much faster than we actually are.

The Waterfall Room,
wherein we fall down two waterfalls.


This is complicated, so I’m gonna over-describe it.


We fall down two waterfalls: the first is virtual, and the second is real.

Our flume loads onto a turntable. We “fall down” the Virtual Waterfall while the turntable turns us a hundred and thirty-five degrees.

The Virtual Waterfall is inspired by the Anti-Gravity Room in the Amazing Adventures of Spider-Man. Like the Spidey ride vehicle, our flume tilts, skewering our sense of perspective as we enter a new room. In the new room, we combine the set, physical effects, and film footage to simulate falling down when, in fact, we’re on flat ground.

When the turntable finishes rotating us, we are deposited down the Real Waterfall.

Let’s walk through the experience.


As we load onto the turntable, we can’t see the Virtual Waterfall, because there’s a wall blocking it. As we turn, there’s a cloud of mist, which segues us over to the Virtual Waterfall.

The Virtual Waterfall is a traditional screen, showing first-person perspective footage of falling down into a lake. We do not actually see the waterfall in this footage...just a fall from a cliff into a lake.

The further the turntable turns our boat, the closer the film footage zooms into the lake.

Between our flume and the screen, there are water jets. The water jets are angled at the screen. They create a sheet of water that skewers our sense of perspective, and looks like the waterfall, itself.


At the end of the Virtual Waterfall, water cannons shoot up a burst of water right in front of our boat, indicating that we’ve hit the lake, and are now coming back up to the surface.


Sure enough, we see trees, and rocks, and shoreline...


...and the Real Waterfall, which we fall down.



At the base of the waterfall, we round a corner and enter...


The Sycamore Room,
wherein we return to the Old World with new understanding.


We travel up a spiral ramp. Since we arrived in the New World with a drop, we’ll return to London with an ascent.

On the wall that the ramp curves around, we see a projection of a sycamore. It starts as a sapling, and it sprouts before our eyes, shooting up ever-higher.

The sycamore grows faster than we’re traveling. Soon it towers above our heads. Pastel designs shimmer on its trunk.

Eventually the tree stops growing. At last we reach an animatronic Pocahontas, standing atop a physical tree branch.

Pocahontas waves us goodbye, and she becomes pastel.


In fact, life-size footage of a pastelized Pocahontas is projected onto the Pocahontas animatronic. The pastelization emanates from Pocahontas, gradually covering everything: the sycamore, the water, our flume...

...and us.

At some point in the ride, there’s a cleverly concealed camera which gets a shot of us. The picture is put through a pastelizing Photoshop effect and projected, life-size, onto us.

The pastels fade as we surmount the ramp and approach the unload dock. We’re back in London, at the Virginia Company’s headquarters. It’s identical to the Loading Dock...except it’s no longer Musty. Everything is vivid.


Right nearby the attraction is Grandmother Willow's Grove. Hidden beneath the shade of many trees (an LCI Grandmother Willow stands at the back of the area), the grove serves as a playground for little kids. Young explorers can enjoy running, climbing and jumping around the encampment of swings, bridges and slides suspended between the open wooden supports of tepees. Details recall the forest friends of Pocahontas, whilst parents and older visitors can enjoy a peaceful place to sit by the river, watching the logs of Splash Mountain rush by and the riverboats slowly ply their course through the luscious green trees.

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Nearby, Pocahontas, John Smith and Meeko host meet-n-greets (and by the way, near the end of this post, possibly in the "Entertainment" section, I'll detail all the places where characters will meet.)

As we leave the world of Pocahontas behind, we find ourselves back at the entrance to the forest, deciding to leave the world of folk tales behind. But once we leave the forest we find even more fantasy...what could it possibly be? Is it? Could it be? Yes! Yes it can!
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Folktale Forest
1) Country Bear Jamboree
2) Splash Mountain
3) The Spirit of Pocahontas
4) Grandmother Willow's Grove

Shopping
1) Paul Bunyan's
2) The Apple Tree
3) Peter Possum's Photographic Art Studio

Dining
1) Mile Long Bar
2) Hungry Bear Lodge

I'm real excited for the next post--which, of course, will detail Fantasyland--because there's gonna be a whole slew of surprises in this land! But what surprises? Ah, that you'll find out very very soon. See you there!
 

DisneyManOne

Well-Known Member
Original Poster
@DisneyManOne I just want to say that I really enjoy reading your stuff. It serves as some big inspiration for me. Keep it up.

Thank you very much, @Sam4D23!

I'm right there with Sam, the care you have put into this is spot on. Any chance you'll be going in-depth with the hotels and such?
Well, I'm not entirely sure yet. Time will tell, my friend.
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Cinderella Castle serves as the portal for the realm where elephants fly, teacups dance and classic Disney tales come to life; a realm known as...

Fantasyland
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Within the magical Old World setting of Fantasyland, every corner holds a bit of the magic of dreams come true. If Disneyland has a heart, it is surely here. As I stated before, Fantasyland is the world where some of Disney's most beloved animated classics come to life like never before.

The Castle itself is home to a few surprises (but however, there's no restaurant in here, like at WDW--that honor will go to another castle we'll come across a bit later), most notably the Royal Hall, where Disney princes and princesses meet guests every day.


Once the castle is behind us we step foot into a storybook village reminiscent of a Swiss or Bavarian village. Cobblestone streets lead the way past the ornate buildings and beautiful gardens. A beanstalk can be seen curling up alongside a tower, growing out from within a door embedded in the bottom of the tower. This tower belongs to Disney Magic, a shop themed to your favorite Disney movies selling all related merchandise. The beanstalk's roots can be found in the ceiling of the store with Mickey (from Mickey and the Beanstalk) attempting to hang on for dear life.

From here, many adventures are waiting to be had. The first of these, going to your left is Snow White and the Seven Dwarfs. This ride lets you re-live the joy, adventure and horror of Walt Disney's first full-length animated film.

Standing before us is a large manor, classic Bavarian in appearance yet reminiscent of a Dark Age-era fortress with its stone turrets, castle walls, and intimidating set of towers, one tower in which features a single body-sized window, whatever lies behind it blocked by curtains, the curtains barely showing an eerie light glowing from within. Suddenly the curtains begin to move aside, revealing not something spooky, but something silly: Dopey, the silent seventh dwarf appears in the window, waving to sheepishly at us an wiggling his ears before closing the curtains, reopening them a minute later. Despite this cheerful sight, the old manor house continues to intimidate us with statues of ravens perched upon a human skulls built into the roof-lining, a massive wooden door with lion-faced knockers at the base of the eastern tower beckoning for us to enter...being the foolish tourists we are, we head straight towards the open doorway, completely ignoring the prominent title of Snow White and the Seven Dwarfs inscribed into the stone archway holding the doors. Before entering the tower we pass by a large solid gold book on display, its pages perpetually frozen on the recipe for a poisoned apple, a curse in which can only be broken by true love's first kiss.

Inside the manor, we find ourselves inside the film's iconic forest, bloomed in imaginative three dimensions. The atmosphere seemd only peaceful, harmonious, enchanting and inviting – promising a grand fairytale adventure with elegance. On the right hand side of this peaceful fairytale forest atmosphere, an ingeniously realized waterfall splashes happily with shiny vibrating strings portraying the water. Next to the waterfall is the Seven Dwarfs' Diamond Mine "entrance" – although it was the actual exit of the ride vehicles. In the middle of the forest is a three-dimensional miniature of the Seven Dwarfs' Cottage.

At the left hand side, near the loading area is the Evil Queen's Castle, emerging from murals into impressive three dimensions as the Castle Courtyard. Winding through the queue, we eventually reach the stretch of land located in front of the cottage, finding a parade of mine cars pulling in and out, loading and unloading happy (or not-so-happy passengers). Each mine car sits a maximum of six people and bares the name of one of the dwarfs. Boarding a mine car ourselves we are given a quick safety spiel by an unseen hag. "For a safe adventure, please remain seated, keeping your hands, arms, feet, and legs inside the mine car, and please do watch your children. And remember, smoking and flash photography are never permitted in this enchanted world, hee hee hee! Farewell!" With her cackles behind us, our car pulls forward into the forest, the three-dimensional trees seamlessly emerging from the beautifully-painted wall mural behind it.

Heading towards the Evil Queen's Castle, we make a loop around the Wishing Well. As we pass by, we hear Snow White sing "I'm Wishing", dreaming about "the one I love". The same song was heard at this Castle Courtyard area, echoing even to the queue area. Much like before, the version you hear is the same version heard in The Mickey Mouse Revue.


from 0:41 to 1:24


After the vehicle circles the Wishing Well, it drives towards the miniature of the Seven Dwarfs' Cottage, makes a u-turn and approaches the Castle Courtyard itself. Under the golden sun, Snow White sits on the stairs in her scullery maid garment and holding a white dove. The singing of "I'm Wishing" is a bit more louder, to feel as if she's singing it. Behind wonderfully stylized flower bushes, the Prince, sitting atop his white horse, watches her. Behind Snow White and the Prince, the remaining courtyard is lit with dramatic blue, as the Evil Queen stands behind a window and spies upon the Princess. From there, we make a sharp left and enter the Castle itself. Inside, we came face to face with the Slave in the Magic Mirror through a simple but impressive projection effect. The exquisitely painted set featured the Magic Mirror in its 1937 movie appearance, with the ornamental stone frame with signs of the zodiac around the mirror. Inside, the Mirror's Slave revealed: "Alas, Snow White is the Fairest One of All".

"Never!" yells a voice behind the vehicle. It's the voice of the Queen! Suspenseful music (taken directly from the film) and the distant sound of howling wind and howling wolves welcome us to the narrow corridors of her Gloomy Dungeon, ghostly voices telling us to turn back. Countless skeletons pop up in the dungeons, some hanging from chains on the walls, others simply fallen to the floor. Perhaps the most iconic of these skeletons (from a memorable moment in the film) is a skeleton trapped beneath iron bars, reaching for a nearby pail of water, having died doing so. We turn towards a archway leading to the relative safety of the outside world set in a blue night sky with glistening stars. Our escape is foiled - the Hag has summoned a large portcullis to come crashing down, blocking our path. Suddenly, on the door, we see the silhouette of the Queen drink from a goblet, and we see her figure slowly morph into an Old Hag. We turn right into the Queen's laboratory. Whirring gizmos and bubbling potions on either side of the track illuminate the Hag dipping a skull-faced apple into a green-glowing cauldron, taunting us..."Apple deary?" Her cackle follows us as barely avoid being by falling equipment shelves and turn a sharp left outside of the Castle and into the Frightening Forest.

No music is played here, just an eerie howling wind and the Hag's constant cackling. From out of nowhere the old Hag drifts out from underneath her Castle on a boat, the apple in one hand, a makeshift oar in the other. "Fresh apple...tasty apple!" The trees suddenly take on the appearances of monsters as their gnarling teeth, red eyes, and gnarled branches reach for us, intimidating eyes staring down at us from the treetops, alligator-resembling logs snapping at us, bats flying through the darkness. Now there is music, adding on to the suspenseful theme. The Huntsman stands before a tree up ahead, speaking to a screaming Snow White a few feet away. "Quick! Run away! And never come back!" Snow White screams as we cross through some more trees and into a miniature briar patch, where logs that look like alligators come towards us. In the darkness, ominous eyes glow, but as we turn away, we find out that the eyes are those of the kind-hearted woodland creatures, who point the way to the Seven Dwarfs' Mine.

Inside we are immediately immersed into a glistening grotto filled with dazzling jewels and diamonds embedded into the walls, stacked into piles, and stocking lonesome mine cars. The dwarfs appear hard at work, singing "Dig-a-Dig-Dig" diligently. Grumpy and Bashful have their backs turned, picking away into the cavern walls, Sleepy asleep in a deer-pulled mine car, the deer very angry at his lazy rider. Making a left we pass by a small shaft opening in which Happy and Sneezy emerge on a handcar very slowly. Sneezy suddenly gathers up a sneeze and creates a rather powerful sneeze, sending the handcar flying forward. Doc and Dopey appear surveying diamonds to our right. Although Doc takes his work seriously, Dopey sees it as a game, holding the diamonds up to his eyes and instantly causing thousands of his eyes to be projected throughout the mine in a stunning effect, taking them down and removing the projections, putting them again and restoring the projections. Another mine shaft door moves aside for us, allowing us access into the forest at sunset. We find ourselves about to go under a log spanning a canyon, a miniature waterfall near our path. As we pass under, we see the Seven Dwarfs actually march atop the log, singing "Heigh-Ho". We pass under the log and make a right turn. True enchantment may have fill the hearts of some travelers, as the Seven Dwarfs' Cottage emerges from the serene forest ambience. Inside the cottage, the Seven Dwarfs made merry music and singing a "Silly Song". Immediately inside the dwarfs can be seen dancing about, singing, playing miniature instruments, and having an all-together good time with Snow White who waltzes about the room gleefully with Dopey standing on Sneezy's shoulders wearing an over-sized jacket. The woodland creatures have also gotten in on the fun, watching from the windows. The fun is cut short however when we exit the cottage (through the ride's many "crash doors")...

The near second we exit the Cottage we are immediately greeted by the Hag who lurks outside a window, clutching the apple, her raven perched on her free hand. "Go on deary...take a bite!" She cackles once more, our car making a sharp right back into the woods, passing by the Prince. "Snow White! Where are you?" The searching Prince is quickly left behind as we head back towards the Cottage, the dwarfs lining both sides of the track, each one warning us not to proceed, others shouting for Snow White to run. Making a left turn explains the shouting: Snow White appears inside the Cottage, popping out of the front half of an opened door, ready to bite into the apple. The Hag stands close by with a big ole' grin, "That's right deary! Take a bite!" Thunder and lightning crash, sending us straight back into the Mysterious Woods. As we enter the Hag can be heard shouting “Now I'm the fairest in the land!” Two mean-eyed vultures watch us pass, their heads moving in perfect unison as they follow our every move.

Thunder rumbles above the hills as we hear the Dwarfs' commotion with Doc's flustered voice: “It's the Quicked Ween—the Wicked Queen! Come on men!” We pass through some trees to find ourselves at the Stormy Mountain, where the Dwarfs are seen on a nearby cliff, scared. Why are they scared? I don’t know, maybe because…the Witch is about to crush them (and us) with a boulder! Rain falls heavily (and even seems to run down the side of the cliff). The Witch is seen, ready to dislodge the boulder. “Fools! I’ll crush your bones!” she yells. She laughs wildly, only to lose her footing and fall backwards, screaming in horror (her scream taken directly from the film), a burst of fog and light occurring (this hides the figure which falls backwards into a hole, raising back up for the next vehicle seconds later).

We pass under the mountain and find ourselves back in the forest. A moving choral rendition of “Someday My Prince Will Come” fills our ears, cuing the ride's Finale. Directly before us lies Snow White in her opened glass coffin, the Prince leaning down to kiss her, the now peaceful forest surrounding us via colorful murals, a beautiful sunset at hand.

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Turning right we see six of the dwarfs waving towards Snow White and her Prince who ride away towards the Castle in the Clouds (the couple, horse and Dwarfs are figures, the castle is part of a mural.) Dopey on the other hand waves in the opposite direction - classic Dopey - waving down to us and wiggling his ears from a top an overhead bridge. A set of painted doors showcasing a beautiful sunset on the horizon with a banner reading "And they all lived happily ever after..." painted across it. The doors move apart and we wheel back into the loading area, exiting our mine car.

Right next door to Snow White is the Village Theatre, which plays host to The Hunchback of Notre Dame--A Musical Adventure. This show, which used to play at Disney's Hollywood Studios, tells the tale of Quasimodo, the bizarre-looking bell-ringer of Notre Dame and his yearning to be a member of society. The story also tells of his love for Esmeralda, his friendship with Phoebus and three gargoyles and the struggle with his cruel gypsy-hating guardian, Frollo. Do things turn out well for Quasimodo, or will the bigotry of Frollo's actions be his downfall?


Nearby is a small restaurant: Festival of Foods. This is a French-style restaurant where burgers, hot dogs and chicken are the norm amid murals of characters from Disney's 34th feature-length animated feature.

On the right-hand side, the first attraction you'll find is The Adventures of Pinocchio. Follow the wishing star on this exciting journey through the story of the little puppet who yearned to be a real boy.

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The exterior is themed, like always, after Stromboli's Puppet Theater. Once inside, however, we find ourselves in Geppetto's workshop. You wind through the queue much like the closing scene in the Pinocchio ride at Disneyland, namely, the clocks, toys and such. When you reach the end of the queue, you find a large mural depicting the characters from the film. Here, you board your six-seater cars. One difference between this version and the version in CA is that instead of entering the ride building on the left and coming out on the right, here, it's the other way around (a la Peter Pan). As you board, you hear Jiminy Cricket providing the safety spiel:

"Hello, friends. Cricket's the name. Jiminy Cricket. And you're about to embark on a journey with my close friend, Pinocchio. But first, a few words of advice: remain seated with your hands, arms, feet and legs inside and parents, watch your kids. And remember, always let your conscience be your guide."

Once seated in your car, you face a closed door leading further into the workshop before you...

You leave the load area and head toward the closed door, which opens into the area of the workshop showing the workbench. Pinocchio is seated on the bench, listening to Jiminy Cricket as he sings, "Give a Little Whistle". You then head out the front door and onto the cobblestone street where you see Pinocchio meeting up with Foulfellow and Gideon. Foulfellow holds Pinocchio's schoolbook away from him; Gideon holds a mallet behind his back. "Hi-Diddle-Dee-Dee" plays in the background while Foulfellow tells Pinocchio that he should be an actor. Meanwhile you head toward the entrance to Stromboli's Puppet Theatre.

You then enter the puppet theatre and see Pinocchio dancing on stage singing "I've Got No Strings". The Dutch puppet is on his right and the French puppet on his left. Then you enter the backstage area where you see Pinocchio in the cage and the menacing Stromboli towering over him (and you). "This will be your new home, my little wooden gold mine!" Stromboli yells at Pinocchio. You go past the both of them, past Jiminy Cricket pointing the way out. You go through the giant cage and out into the cobblestone street.

You head past the signs pointing between "Pinocchio's Village" and "Pleasure Island". Jiminy appears and tells you to wait up. "Wait!" he shouts. "Stop! Get back here!" You then go through the main gate of Pleasure Island.

Here, the sequencing of events is different than California. Instead of seeing the boys riding the merry-go-round first, you see the candy cane Ferris wheel first. Foulfellow and Gideon playing the hi striker game produces a different donkey bray than in California. Also, instead simply the music of "Hi-Diddle-Dee-Dee" playing, you hear a chorus actually singing the Pleasure Island version.

As you approach the Rough House, you can tell you're passing down Tobacco Road, because the floor is paved like a giant strip of chewing tobacco. Then you pass through a scene not seen in CA: the Model Home. As you pass beneath the sign saying that it's open for destruction. You pass through the front door (the stained glass window above already smashed).

Inside is all the things seen in the junkyard-type scene in CA's ride. There is no such scene here. You pass by smashed furniture and mud tracks are seen crisscrossing the floor here. You also pass by a mustache-wearing Mona Lisa. Then you head into the Billiard Room where you see Lampwick turning into a donkey while Pinocchio covers his mouth with laughter. The Coachman is seen in the booth nearby.

You leave the Billiard Room and enter the boat dock scene full of crates in which the sad boys-turned-donkeys are imprisoned. They are saying stuff like, "I wanna go home!" and "I don't wanna be a donkey!" You pass by Jiminy Cricket as he points the way out. You narrowly avoid the Coachman as he tries to force you into an open crate being sent to the salt mines.

You then leave the boat dock and head down to the sea, where Jiminy Cricket warns you to watch out for Monstro. Now here's where it really gets different from California. You then head forward through pitch blackness and then suddenly lightning flashes while you hear the roar of Monstro. You then enter the wide open jaws of this great behemoth (think Storybook Land).

You go down the throat of the monster and find yourself in the belly. Here, you see Geppetto's small schooner. Pinocchio has made it inside the beast. A fire is already built. "I've come to save you, Father!" Pinocchio says. "But how?" Geppetto asks. "We'll make him sneeze us out with the fire here," Pinocchio replies. You go through the raft and then head back up the throat and out the mouth where more lightning flashes as well as a slight burst in speed are used to simulate Monstro sneezing.

You then swing around through the rocky crevice nearby and the rest of the ride from here on continues as in California. Here Jiminy says that they made it home to the village and you enter the workshop. Inside, you witness the holographic Blue Fairy disappear, leaving a trail of fairy dust behind. Here, Pinocchio will actually look like a real boy instead of just a puppet. "It's my dream come true!" Geppetto cries. "You ARE a real boy!" You then pass by Jiminy Cricket with the oversized gold conscience badge on him and then head straight for the unload area. The ride ends.

The ride exits out into Geppetto's Toy Shop, featuring a unique variety of toys, sweets and puppets exclusive to this area of the park. Right nearby is Cleo's. Named for Geppetto's goldfish, Cleo's offers a selection of thirst-quenching soft drinks.

On the other side, fitting in with its nearby surroundings is Alice in Wonderland. Here, you can ride a giant caterpillar down the rabbit hole and into the wacky, topsy-turvy world of Wonderland and meet its many residents, including the White Rabbit, the Cheshire Cat, the Mad Hatter and the March Hare and the Queen of Hearts.


In the middle of the village is Cinderella Carrousel, an ornate carousel which plays classic Disney songs on an old-fashioned circus organ. Images from the classic film Cinderella reside upon the rotating tower in the center of the carousel, almost animated when the carousel moves.
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Every day in front of the carrousel, Merlin comes around for the Sword in the Stone Ceremony. Here, Merlin invites kids up to the mighty sword and test their strength. The best part? Whoever pulls the sword out becomes the king or queen of Fantasyland!

Past the village is where the forest starts to take place. The whole area is, like Paris' Fantasyland, a thing of natural beauty. From its trinkling rivers to its beautiful flowers and gardens, this Fantasyland truly is beautiful. To the northwest is the iconic Dumbo the Flying Elephant. On this classic ride, take flight upon the back of the little elephant with the big ears, and soar high above the rooftops of Fantasyland.

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To the northeast, right in front of Alice in Wonderland, is the the Mad Tea Party. Here we can hop a giant teacup and celebrate our un-birthday party in style: Spinning in rapid circles around a dinner table past other teacups and a large tea kettle (Which emits real steam at the end of each spin).
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Nearby this Wonderland sub-land, when you enter Fantasyland from the Hub pathway, to your right, you'll find the Queen of Hearts Banquet Hall. Like a scene from the Disney classic Alice in Wonderland, this restaurant features the fantastical castle of the Queen of Hearts. In the restaurant, you can see the dishes being prepared in the open kitchen. Choose from salads, entrees, and unusual desserts that remind you of Wonderland.

At the north-western most point, right nearby Acadia Forest, is the 100 Acre Wood, the forest Winnie the Pooh calls home.

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What I really like about this sub-land is its immersive environment. The area is full of trees and the homes of Pooh's friends, which would have sight gags and jokes. For example, Pooh’s house would be there, and if you knock on the door, you hear Pooh inside saying no one is in because he is eating honey at the moment. Owl’s House, where an animatronic Owl interacts with guests, sleeping in his rocking chair until someone rings a doorbell, waking him up, and he regales them with stories of his wacky relatives. Similar to Mr. Potato Head at DCA.

A giant book at the edge of the wood marks the entrance to The Many Adventures of Winnie the Pooh, a journey through the Hundred Acre Wood with Winnie the Pooh and friends. The ride itself is largely the same as that of Pooh's Hunny Hunt at Tokyo Disneyland, but with one addition: the flood scene.

After the Heffalumps and Woozles sequence, the tunnel exits out through a log and into the scene. This is basically like the Blustery Day scene, but we’ll seem to be higher due to the flood.

The first gag we pass by is Pooh, who is sitting on a tree branch that we go under. He sits with 10 honey pots as he says “Oh, no! I must rescue my supper!” Owl still rambles about his family from inside his house, which is starting to sink. Then, we pass by Piglet, who is bailing while sailing atop a chair. Then, we pass by Eeyore, stuck atop his stick-house, as he complains “First the rain, and now this.” Sailing right by him are Tigger, Rabbit, Kanga and Roo, all in an umbrella boat.

Then, things get dramatic as the music changes, and things take on a darker tone. First, we pass by Pooh, sailing head-first in a honey-pot canoe. Then, we pass by Tigger and Piglet, the former is trying to save the latter from a log. “We’ll save you, Piglet!” cries Tigger. “Oh, hurry, Tigger!” says Piglet. “It’s a very big waterfall!” And with that, you plummet down one (about the same size as the drop on Pirates of the Caribbean), getting spritzed when you land.

Then, we pass under a rainbow as we hear the narrator say “At last the rain went away, and everyone gathered together to say…” “Hooray!” yells the gang, finishing the sentence. “Hooray for Pooh, too!” pipes up Piglet. “Speaking of which, where is that silly ole bear?” asks Tigger. To find out, we finish the ride like at Tokyo (with Pooh inside the Honey Tree).


The ride exits out into Pooh Corner, a gift shop inside a large oak tree. In the center of the Wood is The Hunny Tree, a spinner ride in the vein of Dumbo, where guests spin around the Honey Tree in giant balloons.

A few steps away from the 100 Acre Wood, just over the Pooh-sticks Bridge, is a Tudor-style manor playing host to Peter Pan's Neverland Voyage. This version of Peter Pan is very exclusive to Disneyland Maine, because it's a water ride!

As guests proceed through the switchback queue, they enter into the main loading station just inside of the show building. Along the back wall of the queue, a beautiful painted mural is seen, depicting a scenic Neverland, complete with cascading waterfalls, an enchanting sky, the Jolly Roger floating in the lagoon below, and the Darling children flying high in the sky. The sides of the queue are dressed with fiberglass trees and rock formations, creating a sunken lagoon environment, that of which is superior to any queue in Fantasyland by far. The queue leads up to the loading station, where a Cast Member directs guests into an approaching pirate ship, sailing into the loading station smoothly. The vehicle, which is a boat on an underwater track, is reminiscent of a pirate galleon, complete with ornate gold decorations and wood carvings. Guests enter into the boat and sail off, past the mural and down the canal, into a misty cavern.

The Attraction: The ship winds through a spray of whimsical trees and plants, venturing deeper into the jungles of Neverland. The sound of a distant waterfall is heard amidst the dense t setting. As guests reach a clearing in the forest, they pass by a lonesome, somewhat disheveled tree. The tree is surrounded by the Lost Boys, John, Michael and Wendy herself. The limited animatronic figures swing happily on the branches of Hangman’s Tree, a safe haven from the ongoing threats of Captain Hook. Guests hear the boys laughing happily as they play; an instrumental rendition of “Following the Leader” plays as the boat glides through the scene, which is actually is inspired from the "Following the Leader" instance in the film. At the base of the tree, guests will notice a hollowed out hole, a possible entrance into the hideout.
The boats proceed through another small section of enclosed jungle space, the river winding through the tall, whimsical trees that sprout about the room. Proceeding around the corner of one of the trees, guests spot Peter and Wendy near a section of parted trees. Peter slowly descends down from the sky via hidden hydraulic lift, cleverly camouflaged between the thick trees; Wendy remains planted solidly on the jungle ground, her wide eyes glowing happily as she watches Peter fly. In between the parted trees, across a vast lagoon in the distance, guests spot Captain Hook's pirate ship, the Jolly Roger. The commands of its captain are heard in the distance, followed by the sounds of cannon fire. From one of the cannons mounted on the ship, an orange light appears directly ahead of the boat. The boat continues down the river before taking a very slight dip down a waterfall encased in carefully-carved stone rocks; the sound of the cannon ball’s impact echoes from the jungle behind.

The boat floats into an enchanting mermaid lagoon, completely encased in exotic purple rock formations. On both sides of the boats, playful mermaids atop rocks in the water wave at guests flirtatiously. A mermaid under a cascading waterfall lets the “water” (translucent fibers) soak her from head to foot. Wendy watches curiously from behind a rock while Peter plays the panpipes while leaning upside against a rock covered with strands of brightly-colored flowers. Light green lily pads float above the water; thick vines and grasses grow on the rocks.

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As the boat continues through the scene, however, guests might notice a matte painting of a brilliant starry sky, the moon reflecting against the water. A silhouette of Captain Hook, Smee and Tigerlilly appears in front of the full moon, the crocodile’s tail poking out from out of the water. The boat passes under a waterfall, spraying guests slightly. After crossing under the waterfall, the foreboding skull rock looms over the boat, the hollowed out eyes of the stone skull peering down at the guests, glowing a dark blue.
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The ship enters through the mouth of the skull; a miniaturized model of the Jolly Roger is docked to the side of sharp rocks above the water. Guests find themselves in a dank cave setting, ominous sounds echoing through the rock walls; the roof of the cave is pitch-black. Dark green roots droop down from the nearby rocks; the water glows a dark blue, and several dimly-lit crevices in the rockwork make it appear as if there are deeper areas within Skull Rock. Before exiting the cave, guests hear the faint sounds of Captain Hook and Peter Pan engaging in a sword fight, their weapons clanking notably as Captain Hook grunts and taunts the boy in frustration. Finally, the boat exits the cave, turning right past a sharp rock and into a climactic battle between the Lost Boys and the pirates of Neverland.

The boat encircles Captain Hook's ship, which is scaled down enough so as not to assume too much space but large enough to portray the attraction’s climactic scene. On the mast of the ship, Captain Hook and Peter Pan are caught in the midst of a duel. Wendy, John, Michael and the Lost Boys are preoccupied by the surrounding pirates near the ship’s bow. Blasts of air shoot out of the cannons, seemingly towards guests themselves. As the curves around the ship, the boat comes into view of the crocodile atop a stone just off the rocky walls. The sound of a ticking clock is heard emanating from the crocodile, who is peering eagerly at Captain Hook; the crocodile’s tongue moves from left to right and its eyes blink hungrily.
The boat travels into open sea, bordered by a formation of sharp rocks, the black lights giving them a dreamlike feel. Captain Hook stands between the gaping jaws of the crocodile, who tauntingly opens and closes its jaws, waiting to devour the helpless captain. Hook grunts in terror as his cohort, Smee, is seen rowing away in a small row boat, his face emoting a great deal of guilt. Guests spot a small Tinkerbell figure, which is suspended on the ceiling, just above guests as their boat passes by. A twinkle is heard and a shimmer appears from her wand. The ship then ascends up a small ramp, from the earlier dip in the attraction. The ramp is surrounded by bright white clouds, creating an allusion of flight; the last and certainly most memorable effect in the attraction. At the top of the ramp, guests find figures of Peter, Wendy, John, Michael and Tinkerbell floating gracefully among the white clouds. In the distance, a matte painting of London stretches from one end of the room to the other; two stars twinkle and shine from the help of the blacklight. The boat proceeds into the unload station, where guests exit the sailing ship and enter back into the whimsical world of Fantasyland.

Right next door to the Neverland Voyage is Captain Hook's Galley, a British pub serving fish 'n' chips, bangers 'n' mash and other sorts of British delicacies.

Do you see that tall mountain peak peeking up from the trees of the woods? On a path located right in-between the 100 Acre Wood and Peter Pan is the pathway into the next sub-land of Fantasyland: Arendelle, the kingdom where Disney's 54th animated film Frozen takes place.

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Although the sub-land is themed around Arendelle, the theming is mostly themed around the film's forests, with the North Mountain and Elsa's palace standing tall above the trees. In front of the North Mountain is an ice cave that serves as the entrance to A Frozen Adventure, a dark ride based around the movie (I was largely inspired by @Vipraa's idea for this ride, using elements from both the concept of the same name and the North Mountain Expedition coaster.)

Much like Seven Dwarfs Mine Train at the Magic Kingdom, there are plenty of diffferent activities for kids to try out in the queue. First, guests come up to a large LED screen with various snow effects. When guests move around in front of this screen. Motion sensors capture there movement and make ice effect to the corresponding movement, making it seem like they have Elsa’s powers. Then comes the magic snowflake matcher where guests use touch screens on the wall to pull snowflakes of different shapes and colors to their corresponding collection area. Next guests will come up to a audio-animatronic Olaf in the queue. This Olaf has been given updates from the living charter initiative and can truly interact with those in line with him preparing them for the adventure ahead. The final interactive part of the queue is the musical icicles that light up different colors and make musical notes when touched by the guests.

The two lines (Standby and FastPass) come together in the loading area, made to look like an ice cavern. The ride vehicles (seating 2 to 3 people, like Mr. Toad at Disneyland) are made to look like Kristoff's sled. Olaf provides the safety spiel. Once all are aboard the sled, the ride begins.

Scene 1: Guests pass through the first passage out of the load zone and are immediately transported to Arendelle in summer. It's the day of Elsa's coronation, and the village is bustling. Anna is seen dancing around and singing “For the First Time in Forever”.

Scene 2: The sleds move through the palace gates to see Elsa's coronation. Guests see Elsa holding the ball and scepter while looking nervous, with Anna behind her and the royal choir singing to provide atmosphere.

Scene 3: The atmosphere suddenly turns much darker as Elsa accidentally unleashes her powers and leaves Arendelle freezing every thing in the scene as she leaves. Anna and Hans are off to the side calling her trying to get her to return.

Scene 4: We head into a forest where we see Kristoff and Sven at their home, sitting around a lantern and singing "Reindeers are Better Than People". Then, our vehicle starts to trek upwards as we see Anna, Kristoff and Sven going up the North Mountain.

Scene 5: The grand “Let it Go” scene with an advanced AA Elsa in the middle using her magic to create the Ice Palace which starts to take shape in front of the guest with projections, moving set pieces and smoke effects.

Scene 6: The sleds pass into the next scene and find Anna, Kristoff and Olaf all trying to get Elsa to return to Arendelle and stop the winter. As guests exit the scene, we pass by an ice-cavern wall where, in silhouette, we see Elsa strike Anna with her powers.

Scene 7: At the edge of the cavern, we see Olaf waving enthusiastically at the end of the room. Then a mighty roar echoes in the distance and Olaf’s face sudden changes to a worried one. He quickly says "Oh, no! You guys go, I’ll distract him.”

The sled then shoots forward with a mild LIM launch to 15 mph before turning into a steeply banked turn.

Scene 8: The sled weaves in and out of caves around the mountain at speed trying to escape from Marshmallow. Roars continue to happen along with the sound of cracking trees and large footsteps in the background telling guests that Marshmallow is in pursuit. The sled suddenly makes a sharply banked turn and comes to quick stop face to face with a large 15 foot tall Marshmallow Animatronic. Marshmallow then bellows at us to go away. Then Marshmallow starts to reach for the guests in the sled when a loud crackle starts. The Marshmallow animatronic goes back and looks around confused. The room suddenly starts looking like the ice all around is beginning to crack via projections and smoke effects.

The sled speeds out of the room and into the next scene.

Scene 9: The troll scene where they are singing “Fixer Upper” with Anna and Kristoff in the center of the room. As the guest pass through Anna’s hair turns white and she grows faint. As we exit, we hear Grand Pabbie's voice declare "Only an act of true love can thaw a frozen heart..."

Scene 10: Hans is approaching Elsa with his sword and Anna jumps in front of him to save her. The freezing effect is achieved through projection.

Scene 11: The curse ends to the “Vuelie” music as the gang celebrates summer coming back. Guest exit the ride with a Interactive Olaf off to the side similar to the Raz in Monsters Inc. Mike and Sulley to the Rescue.

Inside Elsa's palace, you'll find two different experiences. On the first floor, you'll find the Arendelle Royal Reception, where you can meet Anna, Elsa, Kristoff and Olaf. And on the second floor, you'll find the Ice Palace Dining Hall, where you can feast on Nordic inspired cuisine in a magnificent ice dining hall inspired by Disney’s Frozen. The magnificent 500 seat dining hall allows guest to fully immerse themselves in the world of Frozen. Enjoy a delicious quick service meal for lunch or a magnificent sit down dinner.

Right nearby the North Mountain is Wandering Oaken's Trading Post. Unlike other shops in Disney parks, this shop has two different roles: first, there's the "Trading Post", where you can get your fix on Frozen merchandising, and then, there's the "Frozen Funland", where a wide arrangement of activities are found, which include ice skating, playing in snow/ice, photo opportunities in front of snowy backdrops, and sweet treats.

It’s nice and cold inside the Trading Post, a great retreat from the scorching summer sun outside. Though inexperienced guests do frequently fall on the ice skating rink, everyone seems to have a great time amidst the wintery atmosphere.


On the eastern-most corner of Fantasyland, Prince Eric's castle stands proudly in an alcove of fanciful rockwork and crystal waters. A statue of Ariel, the Little Mermaid herself resting on the shoreline. If one listens close enough they can hear the echo of Ariel's voice bouncing off of the rocks.
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Inside the castle, you'll find the Voyage of the Little Mermaid, an attraction that takes riders right into the music and magic of The Little Mermaid. This version of the ride, rather than being the Omnimover ride found at WDW and DCA, will be more like the virtual ride found on the 2006 Platinum Edition DVD.

Scuttle's Cove, an interactive scavenger hunt built into a large rock lies near the castle. Also nearby the castle is Ariel's Grotto, where you can meet Ariel in an undersea environment.

To the west of the park is a small area themed to Tangled. This area is mostly a beautiful area of rockwork caverns and trees, with another waterfall running down the rocks. Rapunzel's tower stands proudly at the entrance of the cavern. This tower serves as the entrance to an all-new dark ride: Tangled: An Enchanting Adventure.

There are two different starting points for the queue: the stand-by queue circles the base of the tower, while the FASTPASS queue immediately heads into the caverns. Taking a cue from the Little Mermaid queue, the indoor, cavern features mini-games with Pascal. Successfully completing mini-games would illuminate a starburst above on the ceiling.

At last, we finally reach the loading area. A mural seemingly drawn by Rapunzel is shown, depicting the Kingdom at night. Drawings of Rapunzel, Flynn, Pascal and Maximus stand on a grassy ledge next to the Kingdom. But unlike other Fantasyland dark ride murals, this one has animation. At certain times, floating lanterns appear in the sky and magically float away.

The ride vehicles themselves are floating lanterns. They seat four to five guests and use the Kuka arm system with a 270 degree horizontal rotation and a gentle, pneumatic lift of about 3-5 ft. The entire ride is on one level, since there are no major drops that can’t be achieved with screens and movement of the vehicles’ lifts.

Anyways, once all are aboard their floating lantern, they pass through some trees and into the first scene. The first scene takes place in the woods. An AA Flynn Rider stands next to his WANTED poster, lamenting how they never get his nose right. The neigh of a horse (Maximus) sounds and he tells riders "Gotta run!” Vehicles then pass an AA Mother Gothel calling Rapunzel to let down her hair.

The lanterns then entirely face left and pneumatically rise. A screen shows Rapunzel's hair, Mother Gothel climbing, followed by Flynn, who motions for you to keep it a secret. The lanterns move into the Tower chambers, where an AA Rapunzel and Pascal paint the walls. The vehicles move through the tower interior with quick scenes of Rapunzel singing “When Will My Life Begin”, Gothel singing “Mother Knows Best” and, finally, Rapunzel confronting a tied up Flynn.

The lanterns then turn backwards to exit the tower, pneumatically lowering in sync, as another screen-room simulates returning to the forest level. In the forest, Rapunzel swings around the tree in celebration as she happily yells “Best day ever!” and Flynn rolls his eyes. The lanterns then head towards the open doors of the Snuggly Duckling. The Duckling is filled with AA ruffians, all of them singing “I’ve Got a Dream” with Rapunzel. Also present are the Stabbington Brothers, eyeing Flynn and cracking their knuckles. Maximus’ neigh will sound behind us as the lanterns approach the hidden passageway.

In the underground escape tunnel begins in a keg room then enters a cavern that has an opening to the tower clearing and forest beyond and castle in far distance (scrim). The lanterns re-enter sunlight in the very large quarry/dam/canyon room. We see Flynn and Maximus fighting along with the Stabbington Brothers. Rapunzel swings across a ravine using her hair. It becomes clear that the dam is about to burst (water sprays out of it) and the canyon collapses. A boulder almost slams into the turning ride-vehicle, at which point an on-ride photo is snapped.

The excitement of the quarry is followed by a mellower moment at a nighttime campfire with Flynn & Rapunzel. But nearby Gothel discourages Rapunzel and the Stabbington Brothers prepare to grab Flynn. Back in the tower, events unfold in a magic mirror as Rapunzel and Gothel look on (screen): “The world is a cruel place.” Flynn is hurt. A sunburst in the mirror and Rapunzel gasps, exclaiming she is the lost princess. The lanterns enter the main Tower room where a short-haired Rapunzel weeps over a dying Flynn. She sings the healing incantation as sunbursts light up all around them. A harrowed Gothel can be seen falling out the window, as we hear Flynn's recovering voice.

The lanterns enter a royal chamber where we see Maximus standing proud with a bag of apples with Pascal looking on from the horse’s head and Rapunzel and Flynn embracing the King and Queen. The lanterns exit the castle balcony and enter the Grand Finale of the attraction where "I See the Light" plays and a super-detailed miniature of the castle, the city & the boat-filled bay are laid out before & below them (in perspective: closer boats are larger). It is evening and glowing lanterns, fiber-optics and projected lanterns surround the gently rising/lowering/rotating vehicles to create a mesmerizing effect.

In the denouement scene, the lanterns pass the entrance to the castle. Rapunzel and Flynn wave goodbye as Maximus stands nearby, smiling and occasionally winking at guests. Pascal waves goodbye using his tail. The lanterns pull back into the loading station and guests enter into a gift shop, called Flynn’s Pilfered Goods. Next to the attraction on the right is the Snuggly Duckling restaurant. Rapunzel and Flynn often hosts meet & greets in this area's courtyard.

To the north of the park, located at the back of Fantasyland, is a magnificent palace baring a distinct design and a clock tower featuring a smiling face. Every hour, quarter after, half past, and quarter till the clock sounds off unleashing a parade of dolls representing different countries of the world. This palace is the home of "it's a small world", the happiest cruise that ever sailed. Sail around the world and see the children of the world as they represent peace and happiness by singing the title song that I'm about to have stuck in your head.

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The venerable Disney classic is a perfect transition to the adventure held next door: nearby is the Storyteller's Nook. Set inside what is presumably the village library, hidden deep within the forest, this library seems to be enchanted. Why? Because, all the books on the shelves are merely for show. In the Storyteller's Nook, the stories come to life on a screen overlooking the roaring fireplace. Throughout the day, various Disney stories are re-told. They will follow the original See, Hear and Read/Disney Read-Along narration and voices (if you wanna find out how they'll go, visit the MouseVinyl website, or look up the specific story on YouTube). But, instead of just posting illustrations from the book on the screen, the narration and voices will be accompanied by clips from the film of the story that's being told. And they won't use the "chime ringing thing", but the Cast Member standing nearby will tell you what the story is after he does the traditional "no eating, drinking, smoking, etc." speil. The stories will feature clips from the film they're based on.

Guests can come in and come out whenever you please. If you come in during the middle of a story, no sweat. You can catch the next one. I honestly love the idea of the Storyteller's Nook, providing a perfect place to weary park guests to take a load off and hear a story in a relaxing environment.

STORIES TOLD:
Snow White and the Seven Dwarfs
Pinocchio
Dumbo
Bambi
Cinderella
Alice in Wonderland
Peter Pan
Lady and the Tramp
Sleeping Beauty
101 Dalmatians
It's a Small World (original story, found on MouseVinyl site)
Mary Poppins
Winnie the Pooh and the Honey Tree
The Jungle Book
Winnie the Pooh and the Blustery Day
The Aristocats
Robin Hood
Winnie the Pooh and Tigger Too
The Rescuers
The Fox and the Hound
TRON
Who Framed Roger Rabbit?
The Little Mermaid
Beauty and the Beast
Aladdin
The Lion King
Toy Story
Pocahontas
The Hunchback of Notre Dame
Hercules
Mulan
Tarzan
Monsters, Inc.
Finding Nemo
Lilo & Stitch
Wreck-it Ralph
Frozen

A few feet away, an old woodcutter's cottage has been converted into the third stop of the Disneyland Railroad. Beyond "small world" and the Storyteller's Nook is a bridge that the Disneyland Railroad traverses over. And it looks like something is on the other side. Curious like Alice, we decide to go under the bridge and see what lies ahead...
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Fantasyland
1) Royal Hall
2) Snow White and the Seven Dwarfs
3) The Hunchback of Notre Dame--A Musical Adventure
3) The Adventures of Pinocchio
4) Alice in Wonderland
5) Cinderella Carrousel
6) Dumbo the Flying Elephant
7) Mad Tea Party
8) The Many Adventures of Winnie the Pooh
9) The Hunny Tree
10) Peter Pan's Neverland Voyage
11) A Frozen Adventure
12) Arendelle Royal Reception
13) Frozen Funland
14) The Voyage of the Little Mermaid
15) Scuttle's Cove
16) Ariel's Grotto
17) Tangled: An Enchanting Adventure
18) "it's a small world"
19) Storyteller's Nook
20) Disneyland Railroad--Fantasyland Depot

Shopping
1) Disney Magic
2) Geppetto's Toy Shop
3) Pooh Corner
4) Wandering Oaken's Trading Post
5) Flynn's Pilfered Goods

Dining
1) Festival of Foods
2) Cleo's
3) Queen of Hearts Banquet Hall
4) Captain Hook's Galley
5) Ice Palace Dining Hall
6) The Snuggly Duckling

Well, what did you think? Is there any other film you'd like to see represented in Fantasyland? If so, just post a reply! And until we explore the next land of Disneyland, I'll see you later!
 
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orlando678-

Well-Known Member
That's a really cool Fantasyland, though I really expected a more immersive one. You really do transport people to Eric's kingdom, Arendelle and the 100 hundred acre woods but I expected more.I do wish to see other Disney movies represented as Sleeping Beauty, Tangled, Robin Hood, Sword in the stone or maybe even Brave. I really love your ideas and can't wait to see what's ahead the bridge.
 

DisneyManOne

Well-Known Member
Original Poster
That's a really cool Fantasyland, though I really expected a more immersive one. You really do transport people to Eric's kingdom, Arendelle and the 100 hundred acre woods but I expected more.I do wish to see other Disney movies represented as Sleeping Beauty, Tangled, Robin Hood, Sword in the stone or maybe even Brave. I really love your ideas and can't wait to see what's ahead the bridge.

Well, I honestly forgot to put in the fact that there's going to be a Sword in the Stone ceremony like at Disneyland every day, where Merlin invites a child to test their strength and pull the sword from the stone and become king or queen of Fantasyland. But apart from that, maybe I could go back and write up a small part for an expansion for an area representing one of those films you mentioned.
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Take the whimsy of the black-&-white cartoons from the early days of animation and combine it with the urban environment of Disney's 1988 film, Who Framed Roger Rabbit?, and what do you get? Why, you get...

Toontown
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Home to Mickey and the gang, this is one zany town where anything can happen.

Entering from Fantasyland, the first area you encounter is Downtown Toontown. In the center of the area is a statue fo Roger Rabbit, marking the entrance to the Toontown Cab Company, which is currently in turmoil. You see, the Toon Patrol kidnapped Jessica Rabbit, as revenge on her husband, Roger, for Dipping their boss, Judge Doom. Now, it's up to you, Roger and his trusty cab, Benny, to stop the Toon Patrol on Roger Rabbit's Car-Toon Spin!


The adventure exits out into the Gag Factory. A huge gag machine takes up the whole of the Gag Factory shop. And you'll have no problems finding the Toontown Five & Dime; it's got a nickel and dime above its entrance. This is where the Toontown residents get all the equipment to produce their crazy gags and jokes, so you'll be sure to find something wacky! Don't miss the "Wacky Gag-O-Matic" machine that drops toy-filled capsules. What will come out next!? Just across the way is Scrooge McDuck's Good Time Cafe, a counter service restaurant.

If city life isn't your liking, then hop on The Jolly Trolley and head on over to Toontown's most famous suburb, Mickeyville. At Mickey's House, it seems as if Donald and Goofy are refurbishing the living room; and they've made such a mess! Next door, at Minnie's House, you can help Mickey's girlfriend choose the color of her wardrobe or decide what kind of cheese to have for dinner. Over at the Mickeyville Fairgrounds is Mickey's Big Top Spin, where Mickey, Minnie, Donald, Goofy, and their friends perform the wackiest circus Toontown has ever seen! (credit to @mharrington for this idea!)

I think, this ride, combined with Turtle's proposed Donaldo spinner ride would give Storybook Circus a greater presence in the park. I'm even thinking of annexing Storybook Circus from the rest of Fantasyland and making it its own land, thereby bringing the list of lands back up to seven once more.

Anyway, for the queue, you go by a ticket booth with the ride name on it, which is being manned by Uncle Scrooge McDuck (similar to Mr. Potato Head over at the Toy Story midway ride). The idea is that circuses usually have ticket booths outside the entrance. And who better to run it than Scrooge McDuck, since he's so obsessed with money and all? Of course, he complains that you're going in for free, since you don't have to pay to go on rides. On the booth, there will be a sign that says something like, "Orphans admitted free today". It includes a big hint of what to expect inside. The queue/waiting area begins outdoors, but then goes indoors, like the Haunted Mansion. It also has posters of the many acts you'll see inside. The tent where the ride takes place will be colored purple, in deference to the Judge's Tent during the Toontown Fair years, which was colored with purple and yellow stripes.

As for the ride vehicles, I'm thinking of something like the non-cage cars of the Casey Jr. trains, like so:
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These ride vehicles would all travel in two pairs, like the Toy Story midway ride. Also like the Toy Story midway ride, they will be adorned with the images of characters on them (taking the places of the eagles and much of the gold patterns seen in the picture above). Being as this is a ride with classic Disney characters, these ride vehicles would have Mickey, Minnie, Donald, Goofy and Pluto's heads on the sides, like on the gondolas for Mickey's Fun Wheel:
Gondola+Graphics.jpg


The ride vehicles will be able to spin about, rather like the couches in the Cat in the Hat ride at Islands of Adventure just up the street from WDW. Anyway, as you climb aboard, you hear the usual safety spiel (remain seated at all times, etc.). Then you depart from the load area and make your way through some parted curtains and into a slightly darker area and you see an AA of Ringmaster Mickey Mouse, like so (but with the eyes with pupils, not solid black eyes):
cte019284SMALL.jpg

He announces the following acts to come in typical ringmaster style. And then as you leave, you hear Mickey again, as he announces the first act, Minnie Magnifique and Her Pirouetting Parisian Poodles. Then you see the act itself. Here, Minnie Mouse is seen with some of her French poodles. They are doing ballet dances to a balletic version of "Minnie's Yoo-Hoo". Unfortunately, some of Mickey's orphans (those little baby Mickey Mice in nightshirts) all try to run up to play with the cute little doggies, throwing everything into panic and chaos. But you don't see them physically, only their shadows and noises, as you make your way into the next scene. You hear Ringmaster Mickey as he announces the next act: Hyacinth Hippo: Ballerina of the Big Top (and Her Partner, Ben Ali Gator). You then see the hippo and alligator dancing together to "Dance of the Hours". But the twist is that the song is performed nearby by Salty the Seal and His Symphony of the Seas, which is actually a bunch of horns. So this seal is playing the Dance of the Hours music on the horns. But you get just a shade too close to the dancing hippo as she spins in place, one of her arms held in place by the gator. Your circus vehicle accidentally makes contact with her foot and you get kicked away from them into the next scene...

After the Hyacinth Hippo scene, you move into the next scene. Once again, you hear Ringmaster Mickey as he announces the next act to come: The Astounding Donaldo: Snake Charmer. Here, you see Donald Duck dressed as a snake charmer sitting next to a basket in which the snake in question is contained. He starts playing a snake-charmer-like tune on his oboe. The lid opens and who should be inside but Kaa from "The Jungle Book"! He slowly lifts his head out of the basket, as if under the music of Donald's oboe, but as Kaa's head becomes level with Donald's, his eyes become hypnotic as he sings "Trust In Me". As this happens, Donald's eyes, too, become hypnotic as he falls for the snake's hypnosis, just like what happened to Mowgli. Donald's eyelids slightly lower and he sways his head as you head out again. As you leave the scene, you see Donald's shadow as he slumps over, as if asleep from the hypnosis. Leaving this scene, you hear Ringmaster Mickey's voice again as he announces the next act, and then you see it: Madame Daisy Fortuna. Here, Daisy Duck is dressed as a fortune teller. She stands behind a crystal ball on a table, thus making the area similar to the Seance Room in the Haunted Mansion. As you pass by her, your ride vehicles turned sideways, so you can see her. The room turns dark, with green light from the crystal ball illuminating Daisy's face as she tells you your fortune. It is always different from one ride to the next. For example, on one trip through the ride, she might tell you that in your future, she sees a flight on a flying elephant and a bag of popcorn with your name on it. With that, you move on. Before you move to the next real scene, however, the scent of popcorn fills the air (via a Smellitzer, like at the bakery on Main Street, with its fresh-baked cookie Smellitizer, or at the old Horizons attraction, with its lorange (limes and orange) Smellitzer). You hear Max Goof as he calls out, "Popcorn! Get your popcorn here!" You then see Max, who has been taking a job as a popcorn vendor and is manning a popcorn wagon.

After Daisy's scene (and Max's, too), you then hear Ringmaster Mickey calling out the next act, which you then see: Strongman Pete: Lifter of All Things Heavy. You see Black Pete in a leopard-spot singlet, similar to Goofy's outfit in "Goofy Gymnastics". He lifts up two animals in each hand. One is a calm-looking lion named Lambert, who grins rather sheepishly as he holds a flower in his mouth. The other is an eager-looking bear named Humphrey, who is balanced on top of this weight and doing a juggling act. Among other things, he is juggling a pineapple, a bowling pin, a cup of coffee, and a fishbowl, whose fish (if you can look closely) bears a striking resemblance to Wart from "The Sword In the Stone" when he is turned into a fish. The circus music heard alternates between the "Lambert the Sheepish Lion" song and "The Humphrey Hop". However, he's not really lifting them up – they're tied to balloons! From a nearby booth nearby, one of the Orphans holds up a needle and pops the balloons that are holding up Lambert, causing him to fall to the ground. Pete looks over and holds him back up, hoping nobody saw him fall. In a corner of this scene, you see two cages, purportedly for the scene. In one cage, you see a tiger that resembles the tiger from the Goofy cartoon, "Tiger Trouble", who reaches out his paw and takes a swipe at you. In the other, you see an angry gorilla, resembling the gorilla from "Donald Duck and the Gorilla", shaking the bars of his cage. Amid the racket and the cacophony, your often-spinning circus wagon moves on. Once more, you hear Ringmaster Mickey calling out, this time announcing Professor Von Drake and His Deep Sponge. You come across a diving board, atop which Prof. Ludwig Von Drake is poised, about to dive into a huge sponge. He is wearing some kind of a huge jumpsuit with purple and white stripes on it and a ruffled collar. Some of the Orphans, however, are hanging below the board, which causes him to dive rather prematurely. As he falls, he doesn't realize that the supposedly-damp sponge is very wet. Some of the other Orphans have stuck a fire hose in the sponge and turned it on, filling it up with water. When Von Drake lands on the sponge, he squishes it down, spraying water in all directions, including yours, as you could get somewhat doused if you're not careful. You then move on.

Leaving Pete's scene, you then head into the next scene as you hear Mickey's voice once more, announcing the next act, albeit a short one: Oswald the Lucky Magician. You see a magician's hat on a table and you see a hand reaching out of it, then grabbing something inside. You see Oswald the Lucky Rabbit pulling himself out of the hat, in a twist on an old magic trick. You then move on to the next act, Horace the Rubber-Hose Horse. You see Horace Horsecollar stand there and then start performing a contortionist act, which is exaggerated. He twists his arms and legs and then his whole body in twisty curlicues. The Orphans run up to feel him, but accidentally get him tangled up more than ever. Leaving, another smell fills the air, this one of cotton candy. Here, you see a cotton candy wagon, manned by Clarabelle Cow. You then enter the next act, Pluto the Wonder Dog. You see Pluto as he balances himself on a barrel. This scene is based on a Pluto short called "Wonder Dog", in which Pluto envisions himself as a circus dog to impress Dinah the Dachshund. For this scene, as stated earlier, he stands on a barrel and starts moving across the area on the barrel and rolling it along as he does so. But as you leave the area, you see Pluto's shadow as he loses his balances and falls down with a crash, smashing the barrel. You move on.

As you leave Pluto's scene, you go past the Big Bad Wolf who is a balloon vendor. He is standing next to a balloon cart and is in the process of blowing up another balloon. Given his impressive blowing skills, this balloon is inflated really huge, but as you leave, it pops. You then move into the next act, The Three Little Piggolinis, which the wolf overhears and tries to invade. Here, you see the Three Little Pigs doing a high-wire act. The Practical Pig is seated on a unicycle as he rides across the wire, while the other two pigs, Fifer and Fiddler, are standing on top of it. You see the wolf again as he tries to climb up onto the wire and tries to grab at the pigs. However, the Orphans all see what is happening and try to stop the wolf. As the wolf tries to both grab the pigs and fight off those pesky brats, you move on. All the while, Salty the Seal reappears as he plays on his horns, "Who's Afraid of the Big Bad Wolf?" As you head out, you pass by a monkey, looking like the one from the one from the posters in the Barnstormer queue, as he swings on a rope and holding a bunch of bananas. By now, most of the Fab Six and then some have been accounted for. You've seen Mickey, Hyacinth Hippo, Minnie, Donald, Daisy, Pete, Von Drake, Oswald, Horace, Pluto and the Three Little Pigs (not to mention Salty, Max, Clarabelle and the Big Bad Wolf). But there's still one classic member of Mickey's inner circle yet to be seen. And then you hear the announcement of the grand finale of the show: The Great Goofini - Reckless Rocketeer! Here, you see Goofy dressed as a cowboy, seated on a cartoonishly huge rocket, which he has affectionately referred to as Dolores. It has a saddle strapped on it for Goofy to sit on. What's that? You thought the rocket was smashed against the ground in the queue for the Barnstormer roller coaster? Well, while you were standing in line and you weren't looking, Goofy somehow appropriated Dolores and managed to fix it up better than new in time for the big show! Anyway, he sits on the saddle and is poised for blastoff. He counts down, three... two... one... And then the rocket engines roar and pour out a great deal of smoke that fills the room so you can't see what is going. Suddenly, the rocket is heard (not seen) taking off as you hear Goofy's holler (you know the one...). As you make your way through the room, you hear the rocket crashing into things and knocking out the lights plunging the room into darkness as you leave. Suddenly, you come to the last scene of the ride, where you see the circus in shambles, the result of Goofy's act, and all the characters from the ride are standing there. Among other things, Goofy's rocket is smashed into the ground (again), the orphans are piled on top of the Big Bad Wolf, and Horace Horsecollar is still all tangled up. Ringmaster Mickey apologizes for all that has happened and promises that next time everything will be better than ever. He then hopes everyone will come by again real soon to see his circus show. As you leave, you arrive at the unload point where you exit your carriages and head back out into Toontown.

Nearby is Toon Lake, home of two different attractions. First is Goofy's Airport, a family coaster so that grownups as well as kids can ride, too, with or without children. The queue takes guests through Goofy's house, which will feature a few interactive gags, like sound crates. The ride itself will feature airplanes that are red in color (like the glider plane in one early Goofy short).

The ride begins with a lift hill designed like a crude runway. Much of the ride will take place over a new Toon Lake where another attraction, Tugboat Donald, will take place, too. The peak of the hill provides a good view of Toontown from up there. After you go down the hill, you zip around turns and up and down hills with the propellors of the plane cars spinning. Since your flying around above a lake, the ride will be sort of like Carowinds' Super Saturator in that there will be spots during the ride where a fountain may shoot at you or you may even get bombarded by a water bomb. At one point, the planes smash through the tallest tower of Goofy's new house, sort of like what happens in the old Barnstormer attraction at WDW.

Now, Tugboat Donald is an Aquatopia-style ride themed around Donald Duck. The queue will be Donald's new house, or should I say, houseboat. There will also be an upper level for extended queue, as I'm quite sure this ride will be very popular. Anyway, the ride is followed thus: the vehicles are small tugboats that take you on a wild ride. Your tugboat will twist, turn, backup, spin around in place, all while taking you on a seemingly random trip dodging jagged rocks, spinning whirlpools, and other tugboats. Also, there are interactive water elements with water blasters for guests people-watching to use. Also, Huey, Dewey and Louie are also waiting to nail you, as are the frogs at the end of Goofy's Airport. Speaking of which, some of the ride goes under the tracks of the new roller coaster. The direction your vehicle travels in is not random, of course, but controlled by unseen technology borrowed from Tokyo's Pooh's Hunny Hunt. The movements of the boats are likely to be a bit unpredictable, but the ride is fun for kids and adults alike.

Next door is the home of Toontown's bumbling archaeologist: Oswald the Lucky Rabbit. Oswald's House invites us to explore his zany rooms and discover his latest treasures. At Chip & Dale's Treehouse, we can soar above the ground, around the titular treehouse, on high-flying swings designed like acorns.

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The sights of Toontown take a drastic change as the sounds of what seems to be a science fiction movie call out to us. What could possibly lie ahead? We'll have to keep moving forward to find out...
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Toontown
1) Roger Rabbit's Car Toon Spin
2) The Jolly Trolley
3) Mickey's House
4) Minnie's House
5) Mickey's Big Top Spin
6) Goofy's Airport
7) Tugboat Donald
8) Oswald's House
9) Chip 'n' Dale's Treehouse

Shopping
1) Gag Factory

Dining
1) Scrooge McDuck's Good Time Cafe

In the next post, we'll go into this world of science fiction, a world unlike anything ever seen before...
 
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Twilight_Roxas

Well-Known Member
Little problem with the Roger Rabbit attraction is that Bob Hoskins pass away last year so I think it should stay as the original with Jessica being kidnapped, and Roger trying to save her from the Toon Patrol.
 

DisneyManOne

Well-Known Member
Original Poster
Little problem with the Roger Rabbit attraction is that Bob Hoskins pass away last year so I think it should stay as the original with Jessica being kidnapped, and Roger trying to save her from the Toon Patrol.

Thanks, Twilight. I just updated it to reflect the original.

Now then, the next (and final) land of the park!
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The future...a concept that has been researched and contemplated since the beginning of mankind. Such futurists and philosophers as Jules Verne, H.G. Wells, and Leonardo da Vinci are just a select few of the thousands of people determined to discover what lies beyond the present. What does time have in store for us? What lies beyond the stars? Is there life on other planets? How will technology work for the benefit of mankind? No one knows the answers to these questions...only tomorrow will tell. But we can get a possible glimpse of things to come in the magical realm that is...

Tomorrowland
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The Tomorrowland experience begins the very second we approach its entryway. Magnificent fountains (That glow in beautiful colors at night) spurt up from the river beneath our feet as we cross a metallic bridge baring the colors of green and copper. The colors continue as they climb towards the sky on either side of the bridge and combine into a large satellite-type object. Spread across the front of the object is the title of Tomorrowland. Various clocks adorn the object on all sides, telling the time of who knows what countries and cities. Some are rapidly spinning while others remain frozen. Who knows what their purpose is.

Entering Tomorrowland is like entering a world of neon colors and bizarre architecture straight from the pages of a Buck Rogers comic book or the reels of a Star Wars film.
Entering Tomorrowland from the Hub leads down a neon-lit path between two spaceship hangars: the Star Tours Spaceport and Star Command Headquarters. Star Command HQ is home to what else but Star Command, the galaxy's protectors of peace and justice: the Space Rangers, led by the heroic Buzz Lightyear. On the edge of Star Command, heading towards Main Street is the Astronomer's Club. In this space-age eatery, enjoy full-course meals, featuring grilled specialties. Alcoholic beverages are available.

Several ships appear docked in the opened hangars running along the facade, one of them serving as the entrance to
Buzz Lightyear Astro Blasters. Unlike other versions of Astro Blasters around the world, this one takes a more "realistic" approach and has nothing to do with guests being shrunken down to the size of a toy (based off of the mythology created for the Buzz Lightyear cartoon series). Store Command appears at the attraction's exit.
buzz-lightyear-astro-blaster-disneyland-resort-14093601-640-427.jpg


Star Tours is marked by an Imperial Tiebomber, its hangar serving as the attraction's entrance. Experience space travel firsthand when you board this motion simulator, offering one of 54 different journeys! (The reason I am calling it just "Star Tours" without the "The Adventures Continue" moniker is because it will open with the park.) The ride exits into the Star Trader. Nearby is the Mos Eisley Cantina, the popular diner seen throughout the Star Wars franchise, complete with the band.
Disneyland_Star_Tours_The_Adventures_Continue_Entrance.jpg


At the center of the land is the station for the Tomorrowland PeopleMover, a nonstop transportation vehicle that takes a grand circle tour of Tomorrowland. Above the PeopleMover's station is the Tower of the Solar System, staring with the Sun on the bottom and ending with Pluto on the top. The tower marks the location of Astro Orbitor, where you can board a miniature Space Shuttle and take a spin around the planets.
Astro_Orbiter_at_Magic_Kingdom.jpg
In a theater nearby Star Tours is Plectu's Intergalactic Revue. This is a show in which the friendly alien entertainer Plectu showcases his musical revue hosted by a cast of alien performers, such as an opera-singing swamp monster, a choir of man-eating plants, and the famous Sonny Eclipse and his stylish crooning.
On the border towards Fantasyland, you'll notice a futuristic research sub docked outside a large marine institute. This is the home of
Oceana: Undersea Voyage. The experience begins within a research base which features exhibits/tanks on oceanography & marine biology. Riders board research DSVs (a dry-for-wet omnimover). The trip is intended to be a mission to the North Pole but an undersea storm sends riders into the Graveyard of Lost Ships, where they spot all types of rare sea creatures, experience an erupting underwater volcano, make a run beneath the Polar Ice Cap, maybe even get a glimpse of Atlantis.

Before you blast off again into the unknown, stop for your last bite of Earth food at the Starliner Diner, an authentic American fast food joint with a twist of European flavor and a range of salads, burgers, fried chicken, snacks and desserts.

At the farthest northern edge of Tomorrowland is the grand and glorious structure of Space Mountain. Within its gleaming structure, you can hop on board a rocketship for an exhilarating ride into the great unknown, hurtling through the stars, narrowly avoiding a meteor showers, and nearly avoiding a comet!

Space_Mountain_night.JPG


At the base of Space Mountain, sleek glass pyramids (juxtaposed with rockwork), mark the home of Journey Into Imagination, one of Disney's most beloved rides. On the journey, join Dreamfinder and his dragon friend Figment for an expedition through art, literature, theater and science to see what gives the mind that "one little spark of inspiration". The ImageWorks, an interactive explore zone, is on the second floor of the building.
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On the other side of Space Mountain is a chrome dome that serves as the entrance to the Encom Headquarters. Under a large outdoor overhang, there is the entrance to the main atrium, the entrance to the End of the Line Cafe counter service location, and an outdoor seating area. Inside the atrium with an Encom logo on the floor, there is more seating, and the entrance to the queue for the ride on the right, the Encom Emporium gift shop on the left, and the Labs area straight ahead.

What is this ride, you ask? The ride is an all-new EMV ride known only as TRON: The Game Grid.

The queue begins at the atrium and splits around a large wall with the Encom logo on it. We are entering an Encom computer lab, evident by the workstations and monitors around us. To the left is a large glass wall, looking into a sealed room of computers and servers, which are actually the computers running the ride and pavilion. We pass through another small room before entering a larger room where the digitizing laser is being built. Across the room is two large cylindrical rooms, labeled Testing Room A and B. Each line leads to one of these room, which are the preshow spaces. Inside, we are greeted on a screen by Alan Bradley, and informed that we are testing the new digitizing laser process, but that we shouldn’t worry. At the top of the room, a laser comes to life, and we are digitized through lighting and laser effects. This room is also a giant elevator, moving us up to the second floor. Once we are digitized, the doors we entered open to a completely different spare, reinforcing the effect. We exit into more queue space, now looking decidedly tron like. We find ourselves in Kevin Flynn’s grid hideaway, and pass screens integrated in the walls that show Flynn and Kora telling us that we are needed to help defeat Clu. Eventually, we reach the garage, which is the load room. We walk out on the catwalk over track, and then down the stairs to the loading area. There is also an elevator down to the unload side of one of the tracks from the queue so that wheelchair guests do not miss the preshow and queue.

We load into our vehicle, a lightrider, which is a heavily themed EMV. The entire load area is black light, so the vehicle and wheels below the chassis nearly disappear. Just like the current EMV, it seats 4 per row with 3 rows.

After we load, we dispatch and turn right into the attraction. We pass other lightriders and lightcycles on the left and the right as we leave the garage and go uphill, hearing Flynn tells us that he needs us to head into the city and retrieve his son. At the top of the hill we turn left through a rocky gate and exit Flynn’s safety, heading out into the outskirts of the grid. Ahead of us is a large multimedia model of the grid city on the horizon. We race towards it, bumping over rocks, and then veering left under a rocky arch. Suddenly we are confronted by a recognizer to our right, causing us to speed away. We turn back and forth through rocky canyons, dodging laser shots that are hitting around us from the recognizer. We turn to face the recognizer in the air right in front of us, shining beams of light at us while it hovers. We race right at it, passing underneath its legs and find ourselves in the city, with large blacklight building facades around us. Just as we thought we were out of trouble, a lightcycle pulls up, recognizes us, and then revs up to chase us. We pull away but now enter right into a lightcycle chase, seeing both projected and physical lightcycles around us. We shoot at a wall ahead, causing it to explode with lighting effects to escape and go down to the lower level, turning back into the city. We turn left through the buildings to face a wide screen in front of us where we see another lightcycle pull up, but quickly see its Sam Flynn. A note: I changed the track layout here slightly because this version does not need as much room there for the lava pit or giant dinosaur figure. He tells us that he is in the city to get information on how to escape back to the world, but is getting chased and needs us to help him. He zooms ahead and we follow, heading back out into the grid outskirts.

We see Flynn race past us, drawing the attention of lightplanes above. To our right we suddenly see another lightrider sitting there when it turns on its lights and we discover its being driven by Clu himself. He tells us that he knows we are helping Flynn and that there is no way we can escape, but we rush ahead anyway. We dodge shots again, and turn into a dark tunnel. In this section there is projection space directly above us of the light planes shooting at us through the “dart corridors” and “boulder corridor” spaces, we battle with the planes above. Just in time we duck into another tunnel and the turn right. We see both Flynn together, thanking us for helping distract Clu long enough for Sam to reach safety. We turn to the unload station and then exit to the Labs area. As we exit we pass under a laser curtain, in effect returning us to the real world.

The exit of the ride leads right into the Digital Labs area. The main elements of the lab area are the lookout into the server room, interactive exhibits on the Internet, and the game stations that interact with the ride. There are two freestanding circular rooms that each have 6 game stations inside. Each game station has either a lightcycle or a lightplane chassis sitting in front of a hemispherical screen. The game lets guests compete against a lightrider in situations similar to those in the ride. The gift shop is next to the exit path back out into the atrium.

At the far western edge of Tomorrowland is a small area honoring mankind's achievements. This is where you'll find Horizons. On Horizons, we take a trip through time witnessing history unfold before our very eyes: The pyramids, the telephone, television, computers, spaceships, etc. Towards the end we head off into the future and catch a glimpse of what may lie ahead for us, whether it be living in space or beneath the sea, new farming techniques, or a world of peace.

horizons.jpg


Soarin' is one of the park's crowning jewels. A beautiful and breathtaking flight over the wonders of planet earth: Niagra Falls, the Grand Canyon, the Pacific Ocean, etc.

Moving, exciting, and thrilling, Soarin' is an incredible flight that defines the true beauty of earth and why we must take care of it. It is our duty to take care of the earth so we can have a great big beautiful tomorrow.

As we leave Tomorrowland night has fallen upon the park. The land lights up with neon lights, creating an awe-inspiring glow to tickle the senses. We've had enough future for one day though so let's head back to Main Street for a little bit more fun before the end of the day.

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Tomorrowland
1) Buzz Lightyear Astro Blasters
2) Star Tours
3) Tomorrowland PeopleMover
4) Astro Orbiter
5) Plectu's Intergalactic Revue
6) Oceana: Undersea Voyage
7) Space Mountain
8) Journey Into Imagination
9) ImageWorks
10) TRON: The Game Grid
11) Digital Labs
12) Horizons
13) Soarin'

Shopping
1) Store Command
2) Star Trader
3) Encom Emporium

Dining
1) Astronomer's Club
2) Mos Eisley Cantina
3) Starliner Diner
4) End of the Line Cafe

In the next post, we'll take a look at the many forms of entertainment you'll find at Disneyland Maine throughout the day...
 

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