Club 32 - Sydney Disneyland Cumulative Rough Draft 4/25/17

spacemt354

Chili's
Original Poster
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Club 32 is a name for us armchair-imagineers that have come together to design a new Disney Resort entitled Disneyland Sydney Resort!

With a ton of imagination and creativity on display, this thread serves to organize the project as we assemble it over time, offering newcomers a way to catch up and join in, as well as giving all of the regular contributors a reference spot for their work.

Some of the posts below are placeholder slots for future attractions with their brief titles in its place. Enjoy our Sydney Disneyland Resort!

Sydney Disneyland Resort
Placeholder for Table of Contents

The Club 32 Imagineering Team

Creative Guide
@Tom Thordarson
--------------
Project Leader: Sydney Waterfront - @MonorailRed
Project Leader: Pacific Wharf - @D Hindley
Project Leader: Frontierland - @MonorailRed
Project Leaders: Critter Country - @DlpPhantom and @Brer Oswald
Project Leader: Adventureland - @JackWatkinson
Project Leader: Fantasyland - Group
Project Leader: Villains Land - Group
Project Leader: Tomorrowland - Group
---------------

-Design Credits-

@Imagineerland
Map Illustrator, A Tangled Tale

@MCParradox
An Adventure in Time

@D Hindley
All of Pacific Wharf, Storybook Canals, Enchanted Tiki World

@kap91
Mary Poppins Jolly Holiday, Beauty and the Beast

@MonorailRed
Western River Expedition, Timber Peak Saloon, Geyser Mountain, Tall Tales Valley, Disneyland Railroad, Nightmare Before Christmas Restaurant

@Brer Oswald
Splash Mountain, Peter Pan's Flight, Alice in Wonderland, Critter Country Rides

@DlpPhantom
Mr. Toad's Wild Ride, Critter Country, Creative Consultant/review

@orlando678-
Bald Mountain

@gonzoWDW
Bald Mountain Queue, Sydney specifics

@LSCreative
Fantasyland Stage Musical

@OvertheHorizon
Beauty and the Beast Show, Century 22

@Voxel
Tomorrowland inspirations, Space Base Delta

@englanddg
Creative Consultant, Syndey Waterfront entrance inspiration

@Disney Dad 3000
Villains Academy

@FigmentPigments
Fantasia Castle, Fantasia Dark Ride, Ratigan's, Big Hero 6

@mickeyfan5534
Fantasyland Day and Nighttime Shows, Resort Hotels

@JackWatkinson
Pirates of the Caribbean, Ghost Ship Walk-Through, Pirates Table Service

@michmousefan
Casey Jr. Train

@kmbmw777
Resort Hotels, 2nd Park

@StevenU
Creative Consultant, Tomorrowland Inspirations

@David2319
Villains Land Backstory

@Poe Dameron
Critter Country Backstory, RCT3

@Angels and Disney's
Alice in Wonderland

@S.P.E.W
Creative Consultant, Resort Hotels, Reviewer

@spacemt354
Overall Park Design/Layout, Adventure to Paradise Falls, Space Mountain, Sydney Waterfront, Winnie the Pooh

@Bill Cipher @Skipper of the SEA @tcool123 @Pionmycake @Magic Feather @DisneyManOne @stitchcastle @warfelg @CraniumCommand89
Creative Consultants
 
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spacemt354

Chili's
Original Poster
Fantasia Gardens
Restaurants, Shops, Entertainment
Mickey's Disneyland Celebration
  • Length: 40 minutes
  • Performers: 140 Total
    • 92 Characters
    • 48 Dancers
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This spectacular show in the hub of Fantasia Gardens takes every land in the park and combines them into a grand show filled to the brim with characters and the inspirations for each land. With each segment, the hub fills more and more until a grand finale only Disneyland Sydney could offer as from the four corners of the park, Mickey and Friends arrive in brilliant costumes, ready to send us into Happily Ever After.

Opening
· Disneyland Sydney Dedication
· Marching Through Disneyland
· Every Day’s a Celebration
o Mickey
o Minnie
o Donald
o Goofy
o Daisy
o Pluto
o Chip
o Dale
o Clarice

Fantasia Gardens
· Pastoral Symphony
· Celebrating Music
o Fantasia Gardens Musicians
o Brooms
o Dance of the Hours Animals

Pacific Warf
· Walkin’ Through the Warf
· Back in the Good Old Days
o Marie
o Toulouse
o Berliot
o Milo Thatch

Frontierland
· Frontierland Medley
o Back in the Saddle Again
o Steady as a Beating Drum
o The Yellow Rose of Texas
o Woody’s Roundup
· Frontierland is the Place to Be
o Pocahontas
o Meeko
o Jose
o Panchito
o Woody
o Jessie

Adventureland
· Adventureland Medley
o Married Life
o The Bare Necessities
o We Know the Way
o One Jump Ahead
· Every Trail Leads to Adventureland
o Carl Fredrickson
o Russel
o Doug
o Baloo
o King Louis
o Moana
o Aladdin
o Jasmine

Tomorrowland
· Tomorrowland Medley
o Space Mountain Theme
o Strange Things
o He Mele No Lilo
o Immortals
· Blast Off to Tomorrow
o Streetmosphere Characters
o Buzz Lightyear
o Stitch
o Lilo
o Hiro
o Baymax

Villainsland
· Villainsland Medley
o Night on Bald Mountain
o Battle with the Forces of Evil
o This is Halloween
· It’s Good to Be Bad
o Maleficent
o Evil Queen
o Queen of Hearts
o Captain Hook
o Jafar
o Dr. Facilier
o Jack Skellington
o Sally

Fantasyland
· Fantasyland Medley
o The Sorcerer’s Apprentice
o I See the Light
o Winnie the Pooh
o You Can Fly, You Can Fly, You Can Fly
o Nowhere in Particular
o Jolly Holiday
o A Very Merry Unbirthday to You
o Be Our Guest
o The Second Star to the Right
· Fantasyland Belongs to You
o Rapunzel
o Flynn Rider
o Pooh
o Tigger
o Peter Pan
o Wendy
o Mr. Toad
o Mary Poppins
o Bert
o Alice
o Mad Hatter
o Belle
o Prince
· Princess Medley
o Bibbidi-Bobbidi-Boo
o A Dream is a Wish Your Heart Makes
o Someday My Prince Will Come
o Once Upon a Dream
· Fairy Godmother
· Cinderella
· Prince Charming
· Snow White
· Snow Prince
· Aurora
· Philip

Finale
· It’s A Small World
· Zip-A-Dee-Do-Dah
· Every Day’s A Celebration
o Random characters in the park that day
o Mickey
o Minnie
o Donald
o Goofy
o Daisy
o Pluto
o Chip
o Dale
o Clarice
 
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spacemt354

Chili's
Original Poster
Pacific Wharf
Overview/Backstory/Map
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Pacific Wharf is an idealized version of San Francisco circa roughly 1905, at the height of the city’s opulence just before the Great Earthquake. Here guests find fantastic glittering wealth, but also great lawlessness. The Barbary Coast region along the docks is a known den of sailors, brigands, and thieves, the terminus of the Wild West where cowboys meet the Orient. Mansions pepper the hillsides, filled with treasures from throughout the known world. There is more than a little of Tony Baxter’s Discovery Bay in this land.

Looming at the center is our land’s weenie and E-ticket, an all-new Tower of Terror (minus the Twilight Zone tie-in). The building is a fusion of the Winchester Mystery House, the Cliff House (which burned down in 1907), and various early San Francisco skyscrapers. Winchester provides the premise too: Billionaire William Barbary, famed firearm manufacturer, grew to fear the ghosts of those killed by his weapons. A fortuneteller advised Barbary that the ghosts would not harm him as long as his company’s high-rise remained unfinished, to be a home for the spirits. Construction continued for decades without plan or purpose, until Barbary in his greed neglected to compensate his construction crew. Work ceased, and a deadly earthquake struck! Barbary within his elevator plunged to his doom! Now guests are invited to ride the haunted elevators for themselves…

The bridge leading over from Colonial Street is modeled on the Brooklyn Bridge. San Francisco’s most famed bridges didn’t exist yet in this time, and I thought a 19th century East Coast landmark might help transition from Boston.

The Chinese pagoda to the east represents a fledgling Chinatown, home to an E-ticket trackless dark ride into Chinatown’s seedy underbelly. Catacombs teem with mystical beasts from Chinese myth, very much inspired by Big Trouble in Little China.

Convict Island in the Bay is a proposed exploration playground, accessible by ferry boats.

Lombard Street, twisting in the hills, sends early motor cars down a Wild Mouse coaster.

Cable cars run in a circular loop, with stops along the pier and at the gates of the Tower of Terror. Just a fun kinetic transportation attraction. (These began in 1878, so they fit the era easily!)

Note other details: Waves crashing along the rocky coast (I’d love to use like wave machines for this dynamic effect). A lighthouse at the harbor’s entrance, accessible from Alcatraz via rope-bridge. A schooner moored alongside the honkytonk saloons. Canoes (or watercraft of some sort) passing by. Victorian gingerbread “painted lady” facades dot the hilly streets. And a distant Western-style bridge allows transition to Frontierland (whose gold mines are a source of Pacific Wharf’s wealth).​
 

spacemt354

Chili's
Original Poster
Pacific Wharf
Attractions
TOWER OF TERROR
Pacific Wharf, E-ticket drop tower

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Barbary Tower overshadows the entire city of Pacific Wharf. It was originally intended as the private home for firearms manufacturer William Barbary, whose famed Barbary Rifle was called “The Weapon That Conquered the West.” Barbary’s influence and products can be found all throughout nearby Frontierland.

The mansion, once a testament to Barbary’s wealth, soon became a reflection of his madness. Barbary, always a superstitious man prone to visiting mediums and soothsayers, grew deathly afraid of the ghosts of those killed by his rifles. To appease their spirits, Barbary rebuilt his home as a towering “hotel for the dead.” Construction continued ceaselessly, day and night for years, as Barbary Tower rose and transformed into a twisted organic mélange of architectural styles.

Barbary worked his immigrant labor force to the bone, and paid them little despite his riches. Ultimately they grew sickened by the man’s greed, and staged a strike at the start of Chinese New Year, 1900. (Tying in with the backstory of Chinatown.) That night, a terrible earthquake struck Pacific Wharf! Strangely, the quake only damaged Barbary’s holdings – his tower and his prison in the bay – leaving the rest of the city unharmed. The following morning, the workers arrived at Barbary Tower to survey the damage. They found instead something far, far stranger. Within Barbary’s private elevator were his clothes…and nothing else. Barbary was never seen again. And to this day, no one can explain the mysterious disappearance of William Barbary.
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QUEUE

The Tower of Terror stands tall at 183 feet, second in height only to Fantasia Castle. It dominates approach to Pacific Wharf, framed upon entry by the suspension cables of Augustus Bridge. Approaching the tower, one starts to notice its bizarre design. At the base is a Queen Anne Victorian mansion, styled after the Winchester Mystery House. Rising up behind it is the tower, whose style at times copies San Francisco’s long lost Cliff House, but with strange parapets and doors-to-nowhere. Earthquake damage – cracked walls, shattered windows – suggests a tortured past. Topping the structure is a Neoclassical dome, which teeters precariously on crumbled supports – much like San Francisco City Hall after the 1906 earthquake.

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Beyond wrought iron gates, the queue begins in the estate’s gardens, which have grown to seed through neglect. Marble statues peek out from weeds. Eerie piano music wafts, seemingly without a source. Dust blows from dried-up fountains.

Double doors lead to Barbary’s living room, abandoned since 1900. Cobwebs cover everything, even the spider-themed stained glass windows. Amidst the décor of luxury, such as fine wood fixtures, mahogany furniture and an ornate organ, sit display cases chronicling the history of the Barbary Rifle Company. On display are rifles – “The Weapon That Conquered the West” – bullets, other tools of death. Murals add to this backstory, depicting Barbary Rifles being used in familiar Frontierland settings. Indians battle the cavalry in a field before Geyser Mountain; lawmen battle outlaws before Western River, et cetera.

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Guests continue past Barbary’s private elevator. It is a wreck, crushed, doors off their hinges. A creepy bellhop leads guests instead through one of two doors, to the Séance Room.​
PRE-SHOW

Occult bric-a-brac populates this red velvet chamber. Shrunken heads, tarot decks, a crystal ball, even oddities like the Fiji Mermaid. With all assembled, the bellhop announces that they shall now summon the spirits and seek an answer to William Barbary’s disappearance.

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Lights dim. A dread wind blows. Candles lining the room’s shelves all instantly light on their own. Projection effects bring the room to uncanny life. A hovering fortuneteller’s ghost, Madame Otis, addresses the guests below, her voice distant and pained:

Why have you come? Why have you come to this tower…this tower built upon madness? All throughout the West, his rifles – William Barbary’s rifles – they spread untold horror. The spirits of those his weapons killed, they came here…The Ghosts of the West forced Barbary to create for them a hotel where they could live for all eternity.

What Madame Otis describes – distant eerie gunfire, the Ghosts of the West – plays out visually with projections against a velvet curtain. So too does the construction of Barbary Tower. William Barbary is depicted hounded by haunts, overseeing his twisted creation.

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For decades, Barbary built their monstrosity, a tower without plan or purpose. Ceaselessly he built, for Barbary feared what would happen should construction ever stop:”

The Ghosts of the West: “Stop building…and you will vanish…

Madame Otis: “And yet, in his greed, Barbary swindled his workers. They went on strike. Hammers fell silent. The earth rumbled. And the Ghosts’ vengeance, so long delayed, visited Barbary at last…

Madame Otis falls silent. A deep earthly rumble is felt underneath guests. Séance projections depict Barbary Tower ravaged by a fearsome earthquake. Moldings tumble. Cracks form. And Barbary, high in the penthouse within his elevator, vanishes in a puff of smoke as the elevator plummets. It hits bedrock, and the candles snuff out in an instant! The room is plunged into pitch black!

Now you have crossed the threshold, and entered a tower of terror created by a merchant of death. You walk the same path he once walked. Take care you do not share his fortune…

Doors open.

Guests continue, fearfully, into a maze of hallways on two levels. The sounds of hammers and saws constantly reverberate, as though the Ghosts are even now continuing construction. “Stop building…and you will vanish…” Throughout are odd architectural details, such as a window to nowhere, stairs to the ceiling, or a door to a brick wall. Hallways seem to continue endlessly, improving on an old Haunted Mansion effect. Lights flicker under ghostly influence. At last each path leads to an elevator door, its arrow indicating 13 floors. Dare we continue?
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RIDE​

(This Tower of Terror uses the same ride system as DCA, DisneySea and Paris. Three shafts each house two elevators – one loads while the other rides. There is no horizontal Fifth Dimension sequence. This simpler, cheaper, higher-capacity setup is the one Disney would be likeliest to use again, despite the largely superior original WDW ride system.)

Not a service elevator, but an immaculate private lift complete with leather seating. The doors are fine Tiffany glass, depicting – eerily – spiders and skulls. And as they close…the elevator reverses into darkness, and the receding doors vanish into a star field. Madame Otis appears in this dimensionless void with a final message:

Why did you not heed my warning? This realm was not meant for the living. Once you ascend that shaft, you are at the mercy of the Ghosts of the West. William Barbary’s sins…are now your own...

The elevator ascends swiftly in pure darkness. It stops on the fifth floor, revealing a hallway where a massive ornate mirror reflects guests.

Now wave, and say farewell to yourself.”

A rumbling! The elevator itself shakes as an earthquake begins. The mirror cracks violently. Wall-mounted paintings sway. A ghostly red smoke invades the hall, distorting the guests’ reflections into phantasmagorical otherworldly silhouettes.

Ghosts of the West: "Stop building…and you will vanish…

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The elevator descends one floor, as the earthquake continues to ravage the building. A long hallway shakes – the elevator shakes too. Doors fall from their frames. Two marble statues of William Barbary holding up the ceiling both crumble in a projection mapping effect. The cursed form of William Barbary runs down the hallway’s length, pursued by the Ghosts of the West in spectral longcoats. Barbary hollers in terror:

I swear, I don’t know why my workers stopped! I pay them…sometimes. Please, I beg of you, have pity on meeeeeee -

Barbary reaches elevator doors at the far end of the hall…and tumbles down an open shaft! Rumbling ceases.

A star field replaces reality. The Ghosts of the West, with faces like skulls, all turn and face the riders, slowly and with substantial menace. A cacophony of sounds! The Ghosts all thrust out their skeletal hands in accusation -

- and the elevator drops!

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But this is never the same fear twice!

Drops and ascents are randomized – the one good thing DCA’s Mission: Breakout is likely bringing to this particular ride system. Elevators fall faster than gravity, pulled downwards by powerful cables. Occasionally, randomly, the elevator will pause within the shaft for incredibly brief show scenes such as crumbling plaster, Barbary tumbling past, or the Ghosts of the West closing in.

The highlight of any drop sequence is the whole-tower drop. The elevator pauses at the tower’s highest point – a disintegrating wall reveals panoramic views of Disneyland Sydney and Fantasia Castle. Then a faux-drop…then the elevator hurtles thirteen stories straight down!

Ultimately, the elevator collapses where it began. Guests all catch their breath as lights turn on. The elevator returns to the Tiffany doors.

Madame Otis: "You have survived. But beware. You must not become obsessed by the lure of fear. Never again must you brave the Tower of Terror!
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POST-RIDE
Guests exit via hallways formed of lath-and-plaster drywall interiors. On-ride photos display within a series of wall-mounted picture frames. Past a dried-up fish pond is the gift shop, Tower Merchandise, housed within Barbary Tower’s dilapidated greenhouse. Exit back out to the lively streets of Pacific Wharf is a shocking contrast, making the terror which just transpired all the creepier.

*****

(This will surely be the darkest attraction at our park, but hey, it IS Tower of Terror! I’ve leaned rather heavily on spiritualism and the occult, which might be a touchy subject matter. If anyone feels these elements are in poor taste or inappropriate for a Disney park, please let me know. Otherwise, I hope you enjoyed dropping in!)​
 

spacemt354

Chili's
Original Poster
Pacific Wharf
Attractions

LOMBARD STREET JOYRIDES
Pacific Wharf, themed Wild Mouse coaster

“RIDE THE CROOKEDEST STREET IN THE WORLD!”

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All throughout Pacific Wharf, visitors can see a twisting, turning street up in the hills, with old-timey jalopies careening down its slopes. This is Lombard Street Joyrides, a Wild Mouse coaster tour of old San Francisco. The queue building at the foot of the coaster is an old horse stable that’s been converted into an automobile garage. By its entry, a vintage-style poster depicts guests driving on the crooked road. Inside the garage, a pristine condition Model T is on display. B&W photos on the walls show the real world Lombard Street – which actually wasn’t created until the 1920s, but in a romanticized San Francisco we’ll permit the occasional anachronism for the sake of iconography and fun.

Guests board motor cars which seat 4 and proceed up the garage’s lift hill, into a steep alleyway leading to the top of Lombard Street. (The layout is the same as Goofy’s Sky School in DCA, with the distinction being that our ride is fully themed, with no bare-naked coaster track visible anyplace.)

From the top, cars race down Lombard Street’s snakelike turns, back and forth! Coaster tracks mimic and resemble paved roadway, lined by beautiful flowerbeds. The far side (lift hill side) is filled with Victorian “painted lady” house facades; the other side includes ironically soothing billboards (“A quiet Sunday drive”) plus drop-off views of Pacific Wharf.

Cars U-turn at a T-intersection at Lombard’s base – let’s use forced perspective to suggest streets leading further into San Francisco’s heart. Instead, cars race into an open tunnel, by a sign: “SUBWAY UNDER CONSTRUCTION! KEEP OUT!!!” The coaster continues underneath Lombard Street, indoors. Through brick-lined tunnels of a vintage subway – another anachronism for San Francisco, so this is styled after New York’s period-appropriate system. Cars race past a simple mirror gag, suggesting a near miss with another car! Ahead in the darkness, a train’s headlights! Loud honking! The car dives down a steep drop to dodge!

Around a brake run – through an ornate vaulted subway station – then the car does another steep dive, down into San Francisco’s sewers. These are not stinky or unpleasant, but a vaulted catacomb of running freshwater inspired by Vienna’s sewers seen in The Third Man. Around another corner, down another slight drop, and cars exit through a freshly-dug tunnel back into the garage for unloading.

*********

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PACIFIC WHARF CABLE CARS
Transportation ride
A simple transportation ride aboard period-appropriate cable cars along the streets of Pacific Wharf, with stops on the Embarcadero down near the docks and in Barbary Square at the foot of the Tower of Terror. These cars bring kinetics and life to Pacific Wharf, with their iconic trolley bell sounds complimenting the fog horn heard intermittently out in the Bay.
 

spacemt354

Chili's
Original Poster
Pacific Wharf
Attractions

CONVICT ISLAND EXPLORATIONS
Alcatraz-themed playground & walkthrough inspired by Tom Sawyer’s Island

Within the Bay viewing Pacific Wharf sits Convict Island (cheekily named as a reference to Australia’s history). Convict Island is essentially Alcatraz Island, which served as a military fort during the 19th century, and was a prison since the Civil War (though not a federal prison until the 1930s). Convict Island’s backstory is slightly different. It has been a federal prison throughout Pacific Wharf’s boom years, housing the notorious Barbary Coast criminals who dared oppose robber baron William Barbary. The earthquake which took Barbary’s life (see Tower of Terror) also crumbled his prison facilities on Convict Island. The cellblocks sit abandoned now, overcome by nature, and open to exploration by our guests.

Ferry boats to Convict Island load on Pier 32 (a reference to Club 32!). They, like the rafts to Tom Sawyer’s Island, carry dozens at a time. Guests alight on a dock at the foot of the old guard house. Pathways lead to free exploration all over the island, through the prison ruins and along the massive cliff walls which visually block the prison structures from Frontierland. Here guests may play out fantasies of “cops & robbers,” like Tom Sawyer’s old “cowboys & Indians” games, in an interactive playground setting.

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Cell House One is a walkthrough of the main prison building which housed Pacific Wharf’s worst-of-the-worst. The stone structure is largely crumbled now, rendering it at times cave-like. Guests may explore long-abandoned cells, some with etched names like “Sydney Duck” tying in Pacific Wharf’s many stories. From a darkened, inaccessible cell, guests hear the voice of a criminal (or his spirit), seemingly still locked up – a voice like Edward G. Robinson’s, very 1930s gangster. Guests may pull out loosened bricks and discover criminals’ secret treasure caches, or find escape tunnels hidden behind pin-up posters.

Escape Tunnel is a separate subterranean walkthrough experience. Here guests follow the route of those who have tried (and largely failed) to break free of Convict Island. They pass through an interactive furnace basement, and through drainage channels. Guests may try their hands at digging a tunnel with spoons, or climbing bed sheet ropes. The tunnels let out on the island’s far cliffy side, away from Pacific Wharf, where a pipe leads to a discarded escape raft made from old pneumatic tires lashed together. These tires float on the waters, and function largely like a floating pontoon bridge.

Ayala Lighthouse sits on its own island adjacent to Convict Island. It may be accessed via rope bridge, although the bridge lies in the path of the Bay’s crashing waves, timed so that guests may cross in safety or risk getting soaked. The lighthouse is fully explorable. Guests may spin the massive light at the top. They may also sound the Bay’s foghorn. Coin-op binoculars provide views back towards Pacific Wharf.

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Fortress Rock high in the craggy coastal cliffs is the site of the island’s Civil War era military fort. Many of the surrounding rocks have tumbled in the earthquake, forming a natural playground of slides and teeter-totters familiar to fans of Tom Sawyer’s Island. The fort ramparts still house old cannons, which may be fired towards Frontierland like the cannons in DisneySea’s Fortress Explorations.

Tide Pool Coast facing inland is a natural habitat for Pacific Wharf’s many marine species. Simple animatronic sea lions – no more complex than the animals around the Rivers of America – sun themselves along the beach. Many cisterns of tide pools grant guests views of sea life like lobsters, urchins and starfish – a genuine small-scale aquarium exhibit. Ocean erosion has formed the pools into a water playground as well, with squirting arcs of water and splashing waves.

The Guard Tower sits ruined now, its top reclaimed by the sea terns, who have created a gigantic nest. Around its base, the old warden’s office houses a simple, non-interactive display devoted to the prison’s management.​
 

spacemt354

Chili's
Original Poster
Pacific Wharf
Restaurants, Shops, and Entertainment

PACIFIC WHARF RESTAURANTS

Table Service - Club 32

Quick Service - Mandarin Kitchen (fuse the two Chinatown eateries into one, somehow maintain dim sum as quick service)

Additional Quick Service - Sydney Duck's Saloon (it's too thematically tied-in to lose...actual food is done "food stand style" like DL's Golden Horseshoe, with the show/attraction component justifying the additional space used)

Food stand - Sarah's Sourdough Shack

Food stand - Bayside Bites & Confectionary

Least essential food stand (we can cut it if needed) - Trolley Tacos

PACIFIC WHARF SHOPS

Tower Merchandise - The standard post-ride Tower of Terror shop, held in Barbary Tower's dusty and rusty old greenhouse.

Golden Dragon Supply Co. - Chinatown's main shop, near the exit to her dark ride. Floor plan combines many smaller Chinatown stores, like the five & dime, herbal medicine shop, antiques, etc. With authentic Chinese goods, plushes of the ride's characters, bamboo plants, parasols, etc.

Captain Bluebeard's Pier Gear - By the docks, with both Bluebeard's moored merchant marine vessel plus a nautical warehouse alongside it. Sells wares from throughout the known world, and elements of Bluebeard's backstory are all over - especially below decks on the ship, like an additional walkthrough experience.

The Disney Gallery - On the ground floor near Club 32, selling original Disney artworks and models. An old NOS fan favorite shop (was my favorite in all of Disneyland by a long shot) now sadly in Yesterdayland.

The One-of-a-Kind Shop - Another favorite forgotten NOS shop, which was simply a real antique store. Small square footage, low sales-per-square-foot compared to the Disney Store type shops, but adds immeasurably to the land's charm. The one in Disneyland was Walt's favorite.

Miss Lilly's Perfumery - Similarly, a low-sales / high-theme perfume shop and the fave of Walt's wife. It's actually still there!

NOS also featured other modest vendors like the fine china shop, a bookstore, and similar specialty shops. If we have little nooks and crannies in the map which need filling in, stuff like this would work wonderfully for Pacific Wharf!

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TRANSITIONAL ELEMENTS AND ENTERTAINMENT

"So transitional elements between Pacific Wharf and Frontierland - A Barbary Coast saloon near the Frontierland train station. Also in Frontierland a Chinese laundry close to Pacific Wharf's Chinatown. And of course shared waterways and boats."
 

spacemt354

Chili's
Original Poster
Frontierland
Attractions

The Western River Expedition

Forward

I've come to think of Marc Davis as one of the most interesting and experimental Imagineers that has come our way. Starting out in animation, he carried a lot of what he learned in storytelling to theme park design, and I feel theme park designers all over the world have him to thank for that. It seems every project he was earning from, and moving on to something greater. Most importantly for today's project, what he learned from his work in Pirates of the Caribbean he was going to put into The Western River Expedition.

The Western River Expedition was supposed to be a high point for theme park design and Walt Disney Imagineering in the 1970's, being an amazing journey through the Wild West as told by Marc Davis' with a dash of Mary Blair backgrounds. For more information on this old attraction, I recommend Jim Hill's Why Western River Went South Series, which really tells of what the attraction could have been in depth and how it came to be one of the top Imagineering concepts that never made it out of Flower Street. To really look at some previous artwork from the original concept, I also recommend looking up the old Virtual Ride-Through of the original concept, as narrated by Tony Baxter at the 2011 D23 Expo.

Though it's been on the shelf for sometime, I've always felt this concept has had incredible potential. The story of Western River's storyline phase of changing character designs, eliminating Native American scenes, and countless possible theme park homes for this concept, reminds me of the countless re-tellings of The Snow Queen before Walt Disney Animation Studios' final decision on Frozen (2013). In the words of John Lassater during one of the 2011 drafts of Frozen.

"That was the game changer. John sat down at this long table. And his first words were, I'll never forget this, 'You haven't dug deep enough,' " recalled Michael Giaimo, "Frozen" production designer, during a September roundtable session. "And I remember John saying that the latest version of the Snow Queen story that Chris Buck and his team had come up with was fun, very light-hearted. But the characters didn't resonate. They aren't multi-faceted. Which why John felt that audiences wouldn't really be able to connect with them."

I feel like for today's audience... This concept could use a facelift to bring it into the 21st century attractions list - without taking away from the original aspects in storytelling of Imagineers past. To do this, there's now a deeper storyline with resonating characters, subtle notes of effects to national parks and naturalistic areas in the western United States due to human impacts on the environment, and a naturalistic perspective of manifest destiny. So, without further adieu, The Western Expedition!

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As you walk down a path of light brown cement in Frontierland you start to see colorful pebbles embedded in the ground. This trail of river rock soon makes a path itself past several trees and mesa rocks similar to what you would see at Big Thunder Mountain in the distance. Guests being to see signs of an old boom town, with overgrown wagons, a deserted western barn, and mining equipment. It seems the forest near the river has reclaimed it's old territory. A picket fence sign reads “Rainbow Ridge 10 mi ahead”. Could this be a sign that Tumbleweed had a competing mine town?
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When you travel further down this path, the rockwork starts to get higher in elevation and redder in color, similar to Arches National Park. As the rockwork gets higher the calls of eagles and sounds of buffalo start to be heard in the area. Afterwards, you finally seen signs of water as a small river trickles next to the pebbled pathway. As you look at the bottom of the river, you see the colorful pebbles that have on your trail. Finally realizing where these pebbles have come from, you follow the river to an 8 ft. waterfall with rocks that have eroded that reads the letters “Western Expedition” within the falls.

As you turn around and wind through various rock formations and geysers, you go farther up the mountains to a beautiful green grassy area. From there, a wooden, old, abandoned mine tram plant. Curious, you move to explore the old plant.
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Inside shows old photos and newspapers describing news of the olden day western town you saw down the river.

As you enter the second story of the mining platform, it seems there's an old mine caretaker to give any guests a tour of the mountain by the old, rusty gold trams used by Rainbow Ridge townsfolk back in the wild western days.
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As you load into the tram and tie some old rope to keep in the tram (a themed seatbelt), you hear a voice in the background alto, deep southern, country accent.
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SCRIPT:

SPOKEN: Please stay seated with your hands, arms, feet and legs inside the tram. You can't be too careful around here; Strange things have been known to happen in these parts!

Your tram then goes off directly into the magical Rainbow Ridge mountains.

As you travel past the green valley range in the mountains, you start to see strange brown rock formations, depicting different symbols and caricatures of Wild Western culture.

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The tracks follow these formations into a cave, where we see more brown rocks in old western culture formations. As the tram travels, guests begin to hear the strum of a guitar and words sang by an alto, deep southern, country female vocalist.

SCRIPT:

PRELUDE SONG as sung by Amy the Armadillo:
Just another Dream in the Mountains
Lingering till’ the day is through
It’s Rainbow Ridge’s echo
Once again I’m dreaming of you.
Every night I search the land
Up and down the river shore
Rainbow Ridge is a callin’
And I wonder if you’ll come back once more

(Guitar strumming pauses with surprise as the Armadillo sees guests)

Amy the Armadillo (SPOKEN): Hello their folks! I’m Amy the Armadillo and Welcome to the Rainbow Ridge Caverns!(Pause for a few seconds as guitar strums) Wouldn't it be great if there was a way we could actually get back to the old West? You know, I can almost hear those old cowpokes singing around the campfire….
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As guests go farther in the cave, more of these formations start to resemble geysers, and start erupting randomly with luminescent steam. This steam then turns the rocks luminescent, as guests keep traveling, dodging the erupting hot seam from the tram.

After the tram banks a curve nearly missing a geyser, we see a miraculous quintet of rainbow colored geysers erupting on musical sync, continuing the music from the Armadillo’s song.

SCRIPT:

Male Acapella Chorus Rendition (Geysers Scene):

As there’s music in the sunset
And yellow in the moon
The Wild West is callin’
And it’s callin’ for you

Rainbow Ridge has wonders
And stories to it’s name
The land is a callin’
and it’s callin’ your name

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As the geysers come to the end of the chorus, you see them all erupt at once, causing eruptions surrounding the tram. The tram track seems to then move from going father into the tunnel of the cave, off into the mist of the exploding geysers.

The tram thrusts foreword into the multi-colored, mist-y steam, with the tram travelling through total darkness afterwards.

As guests look above, the tram seems to be flying on it’s own, with no rusty pathway in sight, just prairie skies. The same musical score we’ve heard in the caverns reappears as we turn to see a wild pack of coyotes in the distance, howling over a sunset.
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SCRIPT:

Amy the Armadillo (SPOKEN) (EXCLAIMS): Looks like we’re back in the Wild West!

As you bank another turn, you see the sunset slowly has taking over the land. You start to hear the armadillo singing the second verse and chorus of the attraction’s score as you get a panorama of the mountains, rivers, canyons, and its residents.
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SCRIPT:

(Interlude of Western Expedition Song, sung to the tune of Blue Shadows)

Shades of night have fallin’
Stars in the mountain sky above
At the sight of the moon
The animals stay in tune
To a song that sings, of the home they love

CHORUS (of the Western Expedition Song):
Though there’s droughts in the desert
And snow in the peaks
The Wild West is callin’
And it’s callin’ for me

To the rivers in the mountains
Out to the Mesas and the Plains
The land is a callin’
and it’s callin’ my name.


As, guests turn, they hear the final hook to the chorus fade out and see a set that showcases Cowboys and Cactus’s singing around a fire pit with a colorful canyon and artistic sunset.
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After guests pass a small, dark room that used to break, the next scene is showcased. The tram is now flowing on a river, where we see two rattlesnakes coming out of an old bull skeleton head, slowly hissing and crossing each other, resembling an image of crossbones.
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SCRIPT:

Armadillo (Spoken with Concern): Watch out for Bandits!

Guests have now made it to see the Wild West transition from day to nightfall. As the tram passes through a colorful yellow and orange arch, a group of bandits down the river blocks a train conductor coming out a goldmine. It's obvious that these men - who are dressed in all black and had eerie-looking horses– are the villains in this attraction, because they all wear kerchiefs to hide the lower halves of their faces.

Since, the leader of the Bandits is to enticed with singing the third verse of the Western Expedition song on his guitar to care about the guests witnessing the robbery, he implies that you’ll see him in charge of the town with riches from the mountains later on.
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SCRIPT:

(Part 2 of Westerm Expedition Song)

Head Bandit:
There are miners in this here West
Who all think they’re the best,
And think they are the kings of Thunder Mesa.


HORSE: Snorts a laugh, nodding his head in agreeing with his owner.

Head Bandit:
Well, some may insist of their fame,
I’ll put them all to shame, Because
That Gold is a callin’
and it’s callin’ my name.


Accompanied Bandit 1:
We’ll let you go this time, don’t slip,

Accompanied Bandit 2:
Rainbow Ridge is up the cliff

Accompanied Bandits (Unison):
So long till’ your gold is a callin’
And it’s callin’ our name
(Evil Laughs insue from the Bandits)


ACCOMPANIED BANDIT'S HORSES: Snorts a laugh, nodding his head in agreeing with his owner.

Guests believe they’ll go under the Train Track robbery. That is, until the tram gets a mind of its own and passes right between the robbing bandits and the train conductor, who oddly looks very familiar to Tony Baxter.

(Note: I thought if Marc’s in Big Thunder, it’d be a nice touch to add Baxter to Western River – It’d also add to the new Thunder Mountain Backstory).

Steam pumps from the train, barely missing the tram as it decides to go up the waterfall in the background, right in time to see the lost boomtown of Rainbow Ridge.
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As we go from a dense forest near the water to bright mesa backgrounds, guests are enticed by seeing Marc Davis original concept art come to life in the town’s residents as bold colors surround the town in a frontier nighttime fantasy. Bars, parties, and normal residents all in celebration of the Bullion Industries striking gold nearby. You can hear the town signing the chorus of the Western Expedition Song as guests travel foreword.
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Chorus 2 (Rainbow Ridge Saloon Style Rendition) (Repeated x2):

Now there’s miners in the mountains
And riches in the Range
The Wild West is callin’
And it’s callin’ my name

The gold isa’ plenty
And the boomtowns are alive
Cut down a forest
And leave cabins behind

Pianos are a playin’
We’ve made it better as anyone can see
The Wild West is callin’
And it’s callin’ for me


As you turn around, you see a campfire left unattended, which quickly catches on the dry grass and spreads into a forest fire. The tram avoids falling trees and sudden run ins with flames as it quickly takes cover in a cave.

SCRIPT:

Amy the Armadillo
(appears in a fallen tree): There’s a safe cave up ahead! You can escape the forest fire! Hurry - to the left!

As you go further into the cave, you see the tram heads back unto a track. It follows a bright sign labeled “Gold this way” and equipment that says “Bullion Industries” on it. Could this be the newly founded goldmine that started the Rainbow Ridge celebration?

The tram starts to quickly incline upwards, leading to the top of the giant mine shaft. As you take a couple turns, you notice more strange happenings, such as another rattlesnake, and mine workers tied to a work desk with red bandanas across their faces.

The final turn leads you to a large canyon underneath as the tram accelerates in speed and goes forward. It comes to a complete stop as you find the entrance to the gold area of the mine… and also the bandits you saw in the river.

SCRIPT:

Head Bandit (Sung):
This gold is mine to take
And it seems you took the bait
You’re gold is a callin’
And it’s callin’ my name


HORSE:
Snorts a laugh, nodding his head in agreeing with his owner.

Bandits begin to hold guests at gunpoint

Head Bandit (Spoken):
Since your reluctant to incline, to our raiding western life….It’s back to the canyon for you, Wranglers.
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As you hear two clear gunshots go off, the head Bandit shoots the tram rope and causes the tram to accelerate backwards into complete darkness and out of the mine shaft. This also brings guests outside the show building and back into the exterior of the attraction, serving around mountains and trees.

As you make another small swerve, you notice the Armadillo has hit the brakes on the tram by pulling a large lever.

SCRIPT:

Armadillo
: Hold On!

The Tram then glides down Rivers of America past waterfalls, rocks, and canoes down below until it makes a stop in Rainbow Caverns, a beautiful revision of the old Rainbow Caverns at Disneyland. At the end of these Caverns… We see the Armadillo one last time.

Final Chorus (Amy the Armadillo):
The Mountains are a singin’
And the geyser’s are alive
It’s Rainbow Ridge’s echo
It’s impossible to describe
The animals are dream of beauty
And it’s cowfolk dream of fame
Rainbow Ridge is a callin’
And it’s callin’ your name

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As we hear vocals of the last verse and the chorus of the Western Expedition Song, we go to unload out of the tram, exiting out of the other side of the mine tram plant. We see newspapers of a new group taking over thunder mesa and more robberies from the bandits. The last newspaper seen by the exit has a picture of the main bandit we encountered with the picture seeming to wink at guests as they leave the Rainbow Ridge Mountains.


 

spacemt354

Chili's
Original Poster
Frontierland
Restaurants, Shops, and Entertainment (Part 1)​

Timber Peak Saloon
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Backstory (will Change)
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The Wildest Ride in to The Wilderness
Timber Peak Saloon Origins

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The year is 1882, in the mountains of the Arizona Territory. Barnabas T. Bullion, a greedy and stubborn businessman, continues to mine in the Big Thunder Mountain Region despite several cave-ins due to what locals call a "supernatural" presence in the mountains. The tiny town of Tumbleweed neighbors the mountain range, where Bullion has taken residence for the past several years, as he feels it is his birth-right and entitlement to find the gold out west. Growing up with an East Coast fortune, Bullion made the journey west to find gold and increase his fortune.

Along for his endeavors has been his daughter, Abigail Bullion. A young, restless, and rebellious woman, Abigail has gone on several adventures in the Big Thunder Mountain landscape, sometimes teaming up with cautionary miner, Jason Chandler. Chandler, while having respect for Barnabas (nickname Barney), has always warned the greedy businessman of the supernatural forces that haunt Big Thunder, making it dangerous for the miners, and recommending to Bullion that he move to a different mountain range. Stubborn and persistent, Barney consistently denied Chandler's recommendations, while simultaneously having to deal with his rambunctious daughter, who would, with the help of Chandler, attempt to steal her father's gold, and give it to the poor citizens of Tumbleweed.

After decades of searching for gold, and the appearances of a runaway mine train roaring through the desert landscape, Barney Bullion had developed high stress and needed a change of scenery. While a ruthless businessman, he did have a soft spot for his daughter, Abigail, and always wanted the best for her, especially after her mother passed away. Being the only parental figure in her life, and wanting her away from the harsh environments of Big Thunder, Barney asked his daughter if she would like to take a trip north with him to build a new vacation estate.

Being close to Jason Chandler, Abigail asked Chandler if he could come along on the journey so she didn't have to constantly talk with her father, and Chandler, aspiring to expand and develop his secret society, the Society of Explorers and Adventurers, decided to take the trek north through the untamed wilderness. Chandler also took this journey to avoid having to interfere with the spirits of Big Thunder, something he had always professed while on the mining job.

The trio of explorers set off from the northern Arizona border on horseback with a goal of reaching the Grand Tetons, as a new estate location. However, early on in the trip, Barney's motivation for the trip swayed back to his greedy personality, and rather than looking out for his daughter, spent most of the days making Chandler search for new areas to mine for gold. This frustrated Chandler and alienated Abigail, who wish she never made the journey with her father.

Reaching the basins of present-day Utah, they arrived at a small frontier town of Arches in the snowy winter, where the native town folk greeted the travelers with hospitality. One of the townsmen was Reginald Rosenfield, who greeted the trio and invited them to his local meeting place in the town. Walking inside the expansive space, Chandler was impressed by how it brought everyone together, and recommended to Bullion that he would help him build and construct his estate, as long as there is a local meeting place for S.E.A. Even Bullion was impressed by the design of the town meeting place, and made a deal with Chandler that they would build a local meeting place for the Society of Explorers and Adventurers in the same vein as the local meeting place in Arches, Utah. They thanked Rosenfield for the hospitality, however when they went to stay the night, Bullion realized that Abigail had run away.

Suddenly overcome with remorse and grief, Bullion set off with Chandler on horseback through the Utah canyons and mountain ranges, searching for Abigail. Bullion remembered that Abigail's favorite spots were high above the ground below, and gazing at the vista below. So Bullion climbed to the tallest mountain in the region in search for his daughter. Eventually, on top of the mountain, Abigail was sitting with an easel and paint, turned it around, and showed her father a portrait of him coming to find her. Bullion realized he had been distance with his daughter, and asked for forgiveness and was remorseful. He promised that while he may go back down to Big Thunder, he will always find the time to spend with Abigail. She forgave him and they continued on their journey north.

United States Map
Bullion's Travel from Tumbleweed, AZ to Yellowstone, WY
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Reaching into the mountains of Wyoming, the trio came across a towering lodge next to a spring with a geyser, neighboring a large lake. Approaching the large atrium, they were greeted by the founder of the property, an elderly Colonel Ezekiel Moreland. Sitting in a rocking chair by a large fireplace in the main concourse, Colonel Moreland greeted the travelers and introduced them to his daughter Genevieve and her companion, an Austrian artist, Frederich Alonzo Gustaf. They toured Silver Creek Springs and fell in love with the land just as Ezekiel Moreland did in the early 1800s. Growing older and passing of his land to his daughter, Bullion, being the businessman that he is, however with a newfound softer side, asked Ezekiel if he could help maintain and expand his land with new additions and a local gathering place on property. Ezekiel was happy to make the agreement with Bullion and soon work began on an expansion of the property.

After a few years of work, the Cooper Creek Cabins were built for members of S.E.A. as well as the local meeting place for the organization. The local meeting place was given the name Timber Peak. It featured a fine assortment of beverages and food for the S.E.A. members, as well as a second level for a game room, and a private S.E.A. lounge, along with a balcony wrapping around its exterior for the inhabitants to admire the breathtaking views of the surrounding area. To elicit the new amicable relationship with Bullion and his daughter, the first decoration he added to his local meeting place, was the painting Abigail drew of him trying to find her in the Utah mountains. This painting meant something special to him, as it was the moment he realized that while you can't take the persistence of adventure and exploration out of him, he should reconcile and nurture the relationship with his only daughter.

Abigail's Painting of Barnabas T. Bullion in Utah
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Furthermore, as part of the construction agreement, Colonel Ezekiel Moreland and his family were all inducted into the S.E.A. community by Jason Chandler, as well as Abigail Bullion, who took up a permanent resident in Silver Creek Springs, having fallen in love with the atmosphere. She was quoted regarding how there is much to explore in the American Northwest without the risk that was bestowed upon everyone at Big Thunder. Furthermore, Jason Chandler sent out letters to other members of S.E.A., in particular Lord Henry Mystic, who in 1880, attempted to build a secret meeting place for members in the rain-forest, however over the years it was taken by natural elements. Now with the new location in Silver Creek Springs, several of the S.E.A. members soon flocked to the wilderness and the community grew and prospered, and the Boulder Ridge Villas and Wilderness Lodge Resort opened in the later 1920s.

Over the years, Barnabas T. Bullion still travels back down to Tumbleweed for business, and Jason Chandler, who decided to also stay in the Cooper Creek Cabins, would write letters to Bullion when he was in Tumbleweed, slightly jabbing at his colleague for his persistence in digging up gold he shouldn't tamper with. Ultimately though, the local meeting place served as a reminder and acknowledgement for Bullion that there is more to life than gold, and somethings in life, you can't put a price-tag on. Timber Peak, the meeting place for S.E.A. and a local gathering location, still stands and is open to guests today at Disney's Wilderness Lodge.

Timber Peak Saloon - Exterior Description
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The quaint, two-story Timber Peak Saloon is a seamless blend of the architectural designs of both the Wilderness Lodge and Boulder Ridge Villas. It also is reminiscent of a small town saloon, typical in the American Frontier, which ties it back to the local meeting place location that Bullion stumbled upon in his travels through Utah, and is also a subtle call-back to the greater Frontierland/Big Thunder Mountain Railroad archetype of a saloon.
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Timber Peak Saloon - Interior Description
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Using the Bullion family fortune and gold profits that Barnabas had inherited and found, the interior of Timber Peak keeps a rustic vibe, but also adds a sophisticated touch as well. The wood panelings blends in with the cabin atmosphere of the Wilderness Lodge, while the more vibrant olive green furnishings offer a unique atmospheric location within the resort, while still keeping true to the overall Wilderness Lodge theme.

Barnabus T. Bullion outside of the Timber Peak Saloon (circa 1882)
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Inside Timber Peak Saloon there are two floors.

The first floor includes the bar area, majority of the seating locations, restrooms, as well as a corner for live western music to be played on select nights. As you take the stairs up to the second floor, you can walk out onto a balcony that wraps around the majority of the saloon, providing grand vistas of both the resort and villas. Moreover, on the second floor, there is additional seating for the food/beverage area, and two private rooms that can be used by the guests.

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There is a Billiards room on the second floor, continuing the rustic theme in its design, equipped with a billiards table and an assortment of other games.
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There is also an elaborate S.E.A. private meeting room next to the billiards room, which was used by Jason Chandler, Barnabas T. Bullion, and several other S.E.A. members who would visit Timber Peaks for secret meetings in the American Wilderness.

The Society of Explorers and Adventurers Secret Meeting Room
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Timber Peak Saloon - Elevation Chart
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Timber Peak Saloon has an elevation of 37 ft above sea level and rises two stories in the air (at a height of approximately 23 feet tall).

Timber Peak Food Menu
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Appetizers/Bar Menu
Pork Chili - $5.25 ----- Served in a Frybread bowl - $7.50
Vegetarian Chili - $5.25 ----- Served in a Frybread bowl - $7.50
Homemade TNT Salsa with Sweet Potato, Tortilla, and Frybread Chips - $9.50
Thunder Mountain Golden Onion Rings - $9.50

Nachoes - loaded with white queso, shreaded Jalapeño Cheese, tomato, refried beans, and sour cream $9.50
Steam Train Salad served with Bacon, cheese, tomatoes, peppers, chicken, and Jalapeno Ranch dressing --- $9.50
Frybread topping Trio - BBQ Pork, Refriend Beans, and Geyser Guacamole $5.25


Lunch/Dinner
Tumbleweed Trout - served with a sweet corn, peppers, and tomato Salsa. - 19.50
Rainbow Ridge Citrus Fire Grilled Chicken - 1/2 Chicken seasoned in a Savory Marinade of Cumin, Garlic, Cilantro, Lemon and Lime served with Mexican Rice and Refried Beans - 16.50
Big Thunder Burger - TNT Salsa, Lettuce, Pickle, Tomato, Bacon, Onion Rings, Jalapeños, and Pepper Jack Cheese.
Chandler's Switchback Nachoes - loaded with white queso, BBQ shredded pork, shreaded Jalapeño Cheese, tomato, black beans, refried beans, sour cream, geyser guacamole, and queso fresco. $17.50
Sizzling Southwest Fajitia - Choose from Chicken, Steak, BBQ Pork, or Fish, with fresh 5 fresh tortillas, tomatoes, onion, lettuce, black beans, refried beans, sour cream, geyser guacamole, and shredded cheese to build your own Fajitias. $20.50
The Bullion Family Sizzling Southwest Fajitia Dinner - Choose from unlimited Chicken, Steak, BBQ Pork, or Fish, with fresh fresh tortillas, tomatoes, onion, lettuce, black beans, refried beans, sour cream, geyser guacamole, and shredded cheese, quesco fresco, green and red peppers, and red cabbage to build your own Fajitias. - 32.50 per person
Steam Train Salad - served with Bacon, cheese, tomatoes, peppers, BBQ Pork, cucumbers, Jalapenos, and Jalapeno Ranch dressing --- $14.50


Kid's Menu
Thunder Mesa Golden Nuggets - Corn Dog Nuggets or Chicken Nuggets served with fruit (Grapes, Apples or Strawberries) and a vegetable (carrots, side salad, or mashed potatoes). - $13.50
Railroad Wheel Macaroni and Cheese - Mac and Cheese in the shape of train wheels served with fruit (Grapes, Apples or Strawberries) and a vegetable (carrots or mashed potatoes).- $11.50
Cowboy Cheese Pizza - A Small cheese pizza in the shape of a cowboy hat served with fruit (Grapes, Apples or Strawberries) and a vegetable (carrots, side salad, or mashed potatoes) - $15.50


Desserts
Peanut Butter Frybread with Grape pie topping a la mode - 7.45
Carmel Corn Cheesecake with Strawberry Topping - 8.45
Goldmine Chocolate Cake - Chocolate cake topped with dulce de leche - 8.25
Gluten Free Berry Crumble - 9.45
Goat's Dessert Trio - Go Out with a Bang! Choose any two desserts served with 3 strawberry filled, chocolate covered cannoli "dynamite") 14.45


Kid's Desserts
Cowboy Chocolate Cake - A Small vanilla cake in the shape Mickey Ears with a frosting cowboy hat.
Gold and Dirt - A take on the Classic "Worms and Dirt" with candy chocolate gold nuggets, chocolate pudding, and oreo crumbles.


Timber Peak Saloon - Beverage Menu
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Mixed Drinks/Liquors/Spirits
Thunder Mesa - Whiskey with cherries for garnish, simple syrup, and fresh lemon juice. $12.99

Old Faithful - a classic old fashioned. Bourbon Whiskey with two dashes of bitters, simple syrup, and an orange slice. $13.99

Nature's Wonderland - bombay sapphire gin, cherry brandy, lemon juice, and choice of soda mix. $11.99

Moreland - Galliano Liqueur, Cointreau Liqueur, orange juice, and a dash of creme. $11.99

Rainbow Ridge - bourbon, mint sprigs, rainbow syrup. $10.99

Teepee Cocktail - Dewar's White Label Blended Scotch Whisky, cooled darjeeling tea, orange juice, lemon juice, raspberry syrup, sugar, and soda water. $12.99

Steamroller - 23 year old DeKuyper Strawbwerry Schnapps, apple juice. $14.99

"Fire in the hole" - Tequila Cazafores Blanco, grapefruit soda, lime juice, club soda. $12.99

Bullion's Last Resort - Dry Sherry Wine, martini rosso, orange bitters. $12.99

Redstone - bombay sapphire gin, cherry brandy, lime juice, sloe gin, grenadine, creme de cassis liqueur. $13.99

Grand Valley - Sour apple liqueur, pure vodka, apple juice, fresh lime juice. $12.99

The Conestoga Wagon - martini bianco, chambord liqueur, pineapple juice. $11.99

Albert's Delight - sloe gin, apricot brandy, bacardi dark rum, lemon juice, grenedine. $12.99

Backstory - When Lord Henry Mystic first arrived at Timber Peak after an invitation from Jason Chandler, his monkey, Albert, ended up drinking a concoction that was on the bar table. Soon, Albert was the happiest monkey around.

The Explorer - southern comfort liqueur, cranberry juice, lime juice. $11.99

Cowboy Up! - Mckenna Bourbon, sugar syrup, orange peel, and angostura bitters. $11.99

Beer on Tap
Coors, Coors Light, Bud Light, Miller, Sam Adams Seasonal, Narragansett

Non-Alcoholic Drinks
Genevieve's Pink Lemonade

Soda Geyser
- Choice of Coca-Cola, Sprite, Fanta, Iced Tea, Soda Water.

Custom Bar Glasses
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