LoD - Frontierland Entry Thread

TrevorA

Active Member
Original Poster
In the Parks
Yes
Post your projects here. You will receive your evaluations for Tomorrowland and Adventureland.


---TrevorA
 

figmntal95

Active Member
Sorry we're late.

Future Corps Frontierland Entry
 
Thunder Canyon
Attractions
1. Thunder Mountain Railroad
2. Legends of the West
3. Riverboat
Shows
1. Buffalo Bill's Golden Horseshoe Revue
2. Wild West Stunt Show
Shops
1. Thunder Canyon Mining Co.
2. Thunder Canyon Mercantile
Meet and Greets
1. Meet the Legends of the West
Restaurants
1. Thunder Mesa Restaurant- Table Service
2. Pecos Bill Cafe- Quick Service

Critter Corner
Attractions
4. Splash Mountain
5. Country Bear Jamboree
Shops
3. The Briar Patch
Restaurants
3. The Hungry Bear- Quick Service
Indian Village
Attractions
6. Pocahontas
Shows
3. Pocahontas and Her Forest Friends
Shops
4. Indian Trading Post
Meet and Greets
2. Pocahontas' Indian Village
 
Critter Corner
Splash Mountain

Take a wet river ride through the briar patch and follow Br’er Rabbit on his escapades. Much like all Splash Mountain attractions, chick-a-pin hill is seen from many places in the park, as well as the final drop. The exterior of this mountain is more rustic than grassy to fit in with the abandoned town feel. Once upon a time the keen miners of the town expanded their excavations across the river and into Chick-a-pin Hill. As they dug all the caves through the mountain they had problems with the rain and water, hence they had to suddenly decide to abandon this attempt. So the critters moved into the mountain, and welcome you on your travels through it.

As you pass through the queue you can see where the miners left their tools and how the critters have made these into their homes. You wind through an old mill and into the mountain it’s self. As you pass to the load are you see more critter homes and hideaways, this included Br’er Frogs house, where he is dosing in a rocking chair. You are introduced to the characters of the story through a series of portraits. You are given your last warnings, and offered the last chance to "Chick-a-pin" out.

Once you board your hollowed out log (2-across, 4-long) you are whisked along to the front of Chick-a-pin hill and see the logs drop into the briar patch. Watch out, you might get wet! As we move on we pass up through the miners old store, where Br’er frog has his premonition about Br’er rabbit, He tells how if he moves out of that briar patch it’s sure to bring trouble. As we reach the top of the lift we pass more critters homes made out of old miners tools and greenery from the area, including Br’er Fox’s and Br’er Bear’s homes, where we hear them loudly snoring. As we enter into the show building we see Br’er Rabbit and his friends welcoming you by singing "How do you do?".

As we move further into the adventures we see Br’er Fox and Br’er bear getting closer and closer to catching Br’er Rabbit, and we know we are getting closer to the drop. When they finally do catch Br’er Rabbit we fall into a reditiong of the Mother’s Lamment. We finally enter the lift for the final hill and we see Br’er Rabbit trcking Br’er fox into throwing him into the briar patch. The vultures warn of the impending fall.

As we reach the top of the hill, mist prevents us seeing the base of the drop, until it’s too late and we’re plunging into the briars. Once again we move past abandoned mining equipment and to the finale, as we see all the characters singing "Zip-A-Dee" aboard the paddle boat many of the characters welcome back Br’er rabbit. And we pass Br’er Fox fighting off a crocodile. Our last image is of Br’er rabbit safely back at home.
As we leave we can pick up our photos or Mercantile from an old mining store.
 
Country Bear Jamboree

So, the backstory is that Fozzie, who has not yet joined the Muppets (think how he is in the Muppet Movie before Kermit finds him) and is looking for a place to showase his talents. What better place than a theater filled with singing bears? Basically, the show format will be the same, with all the classic characters performing musical numbers, but with interruptions from Fozzie. These will be the comical moments of the show, with a bear performing a song and having Rufus, the theatre's stage manager, chasing Fozzie in the background. At the end, however, Henry will ask what Fozzie is trying to do, and Fozzie tells them that he just wants to perform, and Henry lets him join in with the rest of the cast in the finale number.

Here's the list of songs

-Bear Band Seranade- Gomer, Henry, 5 Bear Rugs
-Achey Breaky Heart- Trixie
-On the Road Again- Wendell, Fozzie
-Elvis Presley Country Medley- Liverlips McGrowl
-California Bears- The Sun Bonnets, Fozzie Bear
-How Long Will My Baby Be Gone- Terrence
-Rawhide Theme- 5 Bear Rugs
-If Ya can't bite, Don't Growl- Ernest
-Swingin' in The Rain- Teddi Bara, Henry, and Fozzie
-Ghost Riders in the Sky- Five Bear Rugs
-Blood on the Saddle- Big Al
-Thank God I'm a Country Bear- Cast

Thunder Canyon

Thunder Canyon Riverboat.

Take this easy time riverboat journey around Thunder Canyon and beyond! All aboard the authentic steam-powered paddle boat for this journey. Join your guide, Buffalo Bill, and set sail around the river bend to see what’s in store.

As guests head off they pass Thunder Mountain Buffalo Bill warns the guests of the runaway mine trains and the odd villagers, but says it’s defiantly one of the wildest things in the wilderness! As we move deeper into the woods we turn a bend and see a familiar face relaxing outside, it’s Mark Twain! He’s relaxing on his porch, occasionally waving at a passing boat.

We continue on our voyage and now we see an Indian Camp, where there are canoes and tee-pees, as well as all the villagers. Buffalo Bill tells of his exploits with these Indians and how they have come to live at peace together.

As we turn another corner we see a small scene. This is a moored boat and a "Gone Fishin’" sign. Simple but we then here of Bufallo Bill’s adventures when he was fishing. This man gets easily distracted... We also see some old mining things and a cave with a few critters in.

We turn the corner and come back to where we started!
Legends of the West

Guests board simulator vehicles similar to horses in the theater. Guests who wish to experience this attraction without motion may sit in a carriage. Once each guest has boarded, the film begins.

The ride starts out in the town of Thunder Canyon, where the local sheriff has hired new recruits to go find criminals, acting as sidekicks to legendary Western heroes that will be encountered during the ride.

First, the guests are riding through a desert, where a train robbery is happening up ahead. Just then, Zorro rides up next to the riders, and tells them to follow him. The film follows Zorro as he successfully defeats the train robbers and saves the victims.

The riders then find themselves riding through a forest. Sounds of a river are heard up ahead. Then, the river, in all it's glory, is seen. In the river are two boats, one with Davy Crockett, one with Mike Fink. Crockett tells the riders that they're going after some river pirates. Fink tells the guests to ride ahead and investigate. The guests ride up ahead, before finding themselves surrounded by the River Pirates. Luckily, Davy and Mike come in just in time and fight off the Pirates. They tell us to ride on and the ride continues.

The riders are now deeper in the forest, where they come across an Indian Encampment. The ride stops. A few suspenseful moments occur before multiple Indians emerge from all sides. They look like they are about to attack as Kit Carson appears to battle the Indians. The Indians begin to attack however, and Kit Carson and the Riders are still outnumbered. Heroic music begins to play as Zorro, Crockett, and Fink show up to help fight. The heroes succesfully defeat the Indians and ride on back to Thunder Canyon.

Once back at Thunder Canyon, the heroes meet up with the Sheriff, and everyone thanks the riders for their help. Then, the Sheriff takes a picture of the riders and the ride ends.

The gift shop has the picture embedded into a newspaper style print proclaiming the people in the picture as heroes.


Legends of the West Show
This show is a stunt show featuring characters from the Legends of the West Attraction. Each character: Zorro, Davy Crockett, and Daniel Boone, each gets his ten minute segment. Each segment will contain multiple stunts, action scenes, etc.
 
Buffalo Bill's Wild West Show
Modeled after the original Buffalo Bill Show and the one in Disneyland Paris, this show, which takes place in the Golden Horseshoe Saloon, will feature song and dance numbers, comedy routines, and simulated trick shooting sequences. Some of the material in the show also relies heavily on the original Disneyland Golden Horseshoe Revue, featuring Wally Boag, Donald Novis, and Betty Taylor.
 
Indian Village Area
Pocahontas

Entrance:
The ride sign stands in front of the entrance, which simulates an old American forest. On the background, you can not only hear the sounds of the forest, but you can also hear the sounds of men arriving in boats. As you approach the loading area, which looks like a riverbend, you can clearly see a ship docking on the horizon, and the song "Virginia Company" on the background. As you board your canoe, Grandmother Willow informs you to keep your hands and arms inside the canoe all the times, and watch your little kids. The canoes then depart.

First Scene (Steady as the Beating Drum):
As you exit the loading dock, you can see far fields full of Indians harvesting the necessary for their village. They look at your canoe like it’s something that they’re expecting for a long time, and you can see them pointing to the village, while the song is being played on the background, where more canoes are docked, and Powhatan, the village’s chief, is talking to everyone (as an advanced Audio Animatronic). He then turns to Kekata and asks "Where is Pocahontas, my daughter?". Konata answers that she follows the wind, and you can see the wind pulling some leafs from the trees and leading you to the next scene.

Second Scene (Just Around the Riverbend):
Just as you enter the second scene, you can immediately see an enormous waterfall on the right side of the tracks. You can hear Pocahontas singing on the background, and as she enters the chorus, she falls down the waterfall, coming out with Meeko on her canoe. She continues to sing as she steers around the track, disappearing on one side and reappearing on the other. The wind dances with her, and as she begins to wonder if she should marry the man that her father wants to marry and have a life steady as the beating drum, and an effect projects her and Kocoum on the water where you are steering. But, as you pass over it, the projections disappear, and you can clearly see Pocahontas entering the place where Grandmother Willow stays.

Third Scene (Listen with your Heart):
The trees make way for a more darker area. You circle around Grandmother Willow and Pocahontas. Grandmother Willow is a mix of effects and animatronics, as she seems to give life to the things around you, such as the wind and the trees, that shake and dance as Pocahontas begins to listen with her heart. When she does so, Grandmother Willow’s voice begins to become faint, as you can clearly hear something else in the background. The sounds on the background begin to overcome the music and the sounds of the forest, and suddenly the trees in front of you fall, leading you to the beach.

Fourth Scene (Mine, Mine, Mine):
Guests now are in the middle of a small river in between a beach with a docked English ship and the forest. On the beach, there are dynamites, and people mining for gold, while Governor Radcliffe sings, exploding parts of the forest around you. On the other side, you can see John Smith exploring the forest, climbing a mountain and more. On the ceiling, you can see projections of dirt being throwed over you, and Pocahontas is observing from a bunch of trees. An explosion makes the trees fall once again and the path is clear for the next scene.

Fifth Scene (Colors of the Wind):
Pocahontas and John Smith have just met, and this is the Colors of the Wind section. The whole scene appears to change in front of you as the wind passes through it. The colors change, and the projections on the ceiling change from day and night. Animals appear in the forest, and on the other side, you can see Pocahontas running through the forest, followed by John Smith. The wind appears to lift you so you can see the mountain, the river, the beach, everywhere you just went through. However, drums and fire overcome the wind and you get dropped back in the water.

Sixth Scene (Savages):
Both sides have declared war against each other. On the right side you can see the British camp, with Governor Radcliffe giving everyone guns and drums, telling they’re going to fight because the Indians are different, so they must be evil. On the left side, the Indians are also preparing for war, and they have captured John Smith. You can hear Pocahontas crying until you finally see her and Grandmother Willow. Pocahontas then realizes that John Smith is the one that she truly loves. She runs to the meeting grounds where the two factions are going to fight. The lights go out just as Powhatan is about to kill John Smith and Pocahontas interrupts her.

Finale (Colors of the Wind reprise):
Both sides agree to stop the war in this next scene, but Radcliffe has a different idea and accidentally shoots John Smith. He gets captured by his men and throwed in the ship. The ride ends with you on a rock, looking at the ship depart, together with Pocahontas, as Colors of the Wind plays on the background.
 

TrevorA

Active Member
Original Poster
In the Parks
Yes
Thanks for getting your entry in, Future Corps. Here are your evaluations:

To start, all of your attractions have been approved for both lands, which is the obvious result of pretty darn good job on your part. With that said, we did have some nitpicks about your lands. Star Tours seems like too much of a clone, we (Mater especially) were hoping for something a bit more original. Also, Howard Hughes seemed like a strange choice for the Speedway. He would have made a better fit in an attraction about planes or aviation, and not something in Tomorrowland. Overall, the land was satisfactory.

Moving on to Adventureland, we loved your Pirates ride, but the lever concept has some kinks. The choose-your-own adventure idea is great, but we were not sold on the "cave" choice. It seemed like it should come at the beginning, rather than as an alternate choice for the auction scene. Also, we feel if there's a lever on your boat, it should be used more than twice. Fire Mountain was great, but the voice in the car seems like a cop-out. Many attractions do a fine job of telling the story in a detailed queue, and yours could have done the same very simply. Adventureland was better than Tomorrowland, by our books. That’s not a bad thing; it shows the progress that you’ve all made as a team. Fantastic job so far, Future Corps.

As a side note, do any of you have a tally of how many attractions you have used? Sometimes it was hard to decipher what was considered a genuine attraction on your posts.


---TrevorA
 

ScorpionX

Well-Known Member
Here is Team Symbiosis' Frontierland/extra land.

Frontierland
Attractions:
1. Big Thunder Mountain Railroad
2. Diamond Horseshoe Presents a Tribute to America
3. Fantasmic!
4. Mark Twain Riverboat
5. Sailing Ship Navajo
6. Mike Fink Keelboats
7. Tom Swayer Island
8. Big Thunder Mountain Stagecoach Ride
Shopping:
a. Frontier Woodcraft
b. Western Wear
c. General Store
d. Frontierland Picture Parlour
e. Trading Post
f. Eureka Mining Supplies
Dining:
A. Golden Oak Outpost
B. Pecos Bill Tall Tale Inn & Café
C. Westward Ho!
D. Diamond Horseshoe Saloon
Blue Bayou:
Attractions:
1. Splash Mountain
2. Pooh’s Hunny Hunt
3. Country Bear Playhouse
4. Bambi’s Great Adventure
5. Heimlich’s Chew-Chew Train
Shopping:
a. Hoot & Holler Hideout
b. Splashdown Photos
c. Pooh Corner
d. Crocodile Mercantile
Dining:
A. Grandma Sara's Kitchen
B. Brer Bar
 

Spike-in-Berlin

Well-Known Member
Frontierland by Team ImageWorks (Illumination, Tahu, John Locke, adv.bluedude, Spike-in-Berlin)

First part:

Frontierland is located in the northwest of the park, with a direct connection to the central hub and the two neighboring lands. The layout in general is basicly the one of Frontierland in the MK, with two exceptions.

Frontierland takes up the entire area, where in the MK Liberty Sqaure is located.
Westward Ho! is located in the area that is used up by the Haunted Mansion in the MK.
To the north of the Western River Expedition, which is located in the area of the Big Thunder Mountain Railroad, lies the Klondike Square sub-land.

Westward Ho!

Westward Ho! is a thrilling and turbulent dark ride that is located in Frontierland. This ride takes place in modified conestoga wagons, which take a journey along the historic trails to the west. Guests experience some of the thrills and dangers of the trails in a high speed ride from the “east” to the “west”.

Ride Vehicle

The ride vehicle is shaped like a classic conestoga wagon, with wooden sides and wooden wheels at the corners (these wheels are purely decorative). The only thing missing is the covered top. This allows guests to feel the extra exposure and danger, and it heightens tension and reactions. The ride vehicle is a “shell” over an EMV base. It handles and maneuvers the same as the Dinosaur ride vehicle does. There are four rows of seats in the ride vehicle, which guests enter from doors to each side of the vehicle. They are individual seats, again like Dinosaur, with seat belts. there are mesh ‘bag areas’ in front of each person, as well as a long bar for use as a grip. Everything on the interior if the wagon is painted or covered to seem to be made of wood. The bars are bright red metal.

Ride Building & Queue

The ride is housed completely indoors, as is most of the queue. The building’s facade is made to look like a general store from the era of westward expansion. It is fairly tall, with the “second story” of the facade painted to look like additional shops in the space upstairs. The queue begins outside, under the usual signs showing the name of the ride and the time for fastpasses, warnings, etc. This ride will offer fastpass, and has a separate line for these guests. The line begins by stretching along the front of the “store”, following long lines of bags and barrels that are marked as holding various supplies. There are also saddles and horseshoes and wagon parts lying around as well, all marking one full twist of line. That is: the line starts on the far left, runs to the far right of the store, turns and runs back left before turning to then enter the store through it’s middle doors. The fastpass line bypasses these turns and simply goes straight to the building, and then along the front wall to enter through the same center doors.

Once inside the building, guests see more supplies as well as multiple signs for the Westward Ho! Trail Guide Service. There are many posters along the walls that speak of the riches and splendor of both Oregon and California. The queue enters the store and follows it through several twists and turns, being marked by separate rooms. The entrance room is laid out like an old fashion general store, with a counter on one side with an array of glass jars behind it. The other side of the room is stacked with barrels, boxes, and other items historically offered to travelers at the time. Each item is marked with the prices from the westward expansion era. Children will notice that one area of the store is devoted to jars of candy, which is marked for pennies. The line makes several switchbacks in this room before moving through a doorway marked “Westward Ho! Trail Guide Services Office”.

This next room is supposedly the office of the service the guests are seeking. It is a room that makes a large “u”. The walls are covered in posters that warn of the dangers of the trail, and that will highlight the experiences of guests. Indian attacks, prairie fires, stampedes, river crossing, deserts, and other dangers will be highlighted. The outside wall of the U is purely covered in posters. The inside of the U, and closed off from guests by waist high walls, is the office area. There is a large desk covered in papers and supplies, such as bullets, a bag of sugar, a pair of dirty socks, etc. Observant guests will notice one small burlap bag on the corner, almost covered by papers. It is open, and there are gold nuggets visible. The walls of the office hold a large map showing the true routes of the western trails, as well as various notes. These could include “Watch for falling rock at Devil’s Gate”, “DO NOT attempt to ford Columbia River. Lost 3 wagons.”, “Hostile indians reported along Platte River”, “Al, need shipment of mules sent to Fort Hall asap”, etc. The line switchbacks all along this U.

Pre-Show

At the end of the U guests enter the pre-show rooms. There are 2 rooms for this. The room is standing room only, and guests look through a glass window into a back room, saloon looking place. This is set up like the pre-show from RnR, where the front area is all props, and the “back” area is a projection. The projection shows three cowboy looking men seated around a barrel playing cards. The guests file in and watch them play cards together for a short time. Once all of the guests are loaded into the room, one of the cowboys notice them. He nudges the others, and they all look up. It is the cowboy in the middle of the three who narrates the pre-show.

“Looks like we have company boys. Howdy folks. I reckon you’re here looking for a trail guide. Well you’ve come to the right place. We’ve travelled that trail hundreds of times, and there isn’t a single mile of trail that we don’t know. There ain’t a river we haven’t crossed. There isn’t a danger we haven’t survived. Yes siree, folks, the trail ain’t no picnic. There’s a lot of danger out there, especially for some greenhorns like yourselves. Now, I ain’t puttin’ you down, but that’s how it is. Ya’ll are gonna need guides. The west is a wild place.

But no worries, folks, you’re in good hands. We’re the best there is, and that’s a fact. Now, we’ll be traveling in conestoga wagons, the best wagons there are for the trail. We’ve had a lot of excitement lately, and so we’ve installed a few safety features. Once we get out to the wagons, ya’ll will want to slide all the way across your rows, placing one person per seat. You best store your personal items in the bags provided. We can’t be goin’ back for any lost stuff. You’ll find one seat belt per seat. Buckle it up and pull it tight, it gets pretty rough out there.

If any of you folks are havin’ second thoughts, you best head back out to town. Folks with back problems, motion sickness, or any similar conditions had best find a different way to get out west. Parents, you best put your small children in the middle of the wagon, we wouldn’t want them fallin’ into a river. And speaking of rivers, well, ya’ll might be gettin’ a little wet. Well folks, I reckon it’s time to head out. We’ll go ahead and get the suppiles set. You folks head out to the wagons. We’ll be headed out west before you know it. Yee haw! This is gonna be an adventure! Westward ho!”

Throughout the film, the other cowboys interject with a comment or two, and also stand up and move about, gathering supplies. One disappears with a large bag halfway through the film. the second one heads out near the end, carrying a saddle. The narrator grabs his cowboy hat as he says “Yee Haw” and exits after saying “Westward Ho!”. The guests then exit.

The line then goes through another door way, where guests have reached the loading area. It is made to look like a back porch, with one wall looking like the back of the store. The wagons load along one track, two at a time. There is loading area A and loading area B. Wagons are empty when they arrive at this area. Guests follow the queue through a couple of long switchbacks before being assigned rows. The far side, beyond the loading area and track, is “landscaped” to look like the prairie, and has some trees, more supplies in piles, and other items.

The wagons move forward to a seatbelt check area. The first wagon is checked and then moves into the ride. The second wagon then moves up the seat belt check and moves into the ride shortly after. Each wagon moves through the ride on its own.

The Ride

Scene 1 - The Prairie

The wagons move out into the open prairie, swerving around bushes, and moving up a hill. At the top, guests are treated to a view of the prairie, which seems to stretch on and on. The guide, which is the narrator cowboy from the show, can be heard through the speakers throughout the ride.

“Yes folks, look at that. Open land as far as the eye can see, and it’s all available for the taking. Let’s head on out!”

The wagon plunges down the hill, picking up speed. Guests are whipped around the base of the hill, around the corner into the second room.

Scene 2 - The Storm & Fire

Guests are plunged into the dark. Suddenly lightning flashes and there is the roar of thunder. The wagon bounces along the trail, jerking guests around as it heads forward. Lightning illuminates several tornadoes off in the distance, each glowing slightly to the sides of the vehicle. Guests begin to wonder if the tornadoes are a threat.

“Don’t worry folks, storms are common out on the prairies, we should be ok.”

Suddenly another flash of lightning occurs right ahead of the wagon. It stops and idles for a moment as a prairie fire begins to build.

“A fire! Dang, and it’s a close one. Hang one, we’re outta here!”

The wagons whips to the right and bounces past several spots of “flame”. Lightning continues to flash and guests plunge down a hill and into the next scene.

Scene 3 - River Crossing

Guests emerge in a slightly brighter area, although it is clearly still cloudy out. There is a roar of water ahead, and guests power up a hill and reach the top to see a river raging below. The wagons plow down the hill and head for a rickety bridge seen across the river.

“We’ll head for the bridge, folks. Lucky for us we have one. The earlier settlers would have had to cross without it. Very dangerous. Now hold on, folks, this could be rough.”

The wagon heads over the bridge slowly at first, then jerks as guests hear the bridge crack and break.

“I was afraid of that! Hold on!”

Mist is shot at the guests as they cross the “river”, and the wagon bounces over a rock and then out of the river.

“Whew, that was close. We didn’t lose anyone, right? Good, cause we ain’t turning back now.”

The wagons bounce up a hill and into the next room.

Scene 4 - The canyons

Guests now find themselves on a narrow rock ledge along a canyon. Forced perspective makes it seem as if they are high up, with a narrow river down below. The wagon goes slow.

“Folks, this is one of the most dangerous parts of the trail. Everybody hold real still, or we’ll be over the edge!”

The wagons speeds up and takes several twists and turns as it follows the narrow ledge. Various animals can be seen on the ledge on the other side, including mountain goats. Suddenly the wagon stops completely. There are several boulders blocking the main trail.

“Well folks, we can’t keep goin’ along this way. Looks like its down the canyon we go!”

The wagon turns and makes a sharp plunge down the side of the “canyon” and turns sharply into the next area.

Scene 5 - Parting of the Ways

Here the track splits into two different rooms. The landscaping is sparse and desert-ish looking. A wooden sign hangs in the middle of the room, with one wooden arrow pointing left and one right. The left one says California, and the right one says Oregon.

A: “Well folks, look at that. We’ve made it to the edge of the west. This is where the wild truly begins. We’re almost there! Oregon or bust!”

The wagon turns to the right and enters the Oregon room.

B: “Folks we’ve made it to the edge of the West! Look at that, we’re almost there. California, here we come!”

The wagon turns to the left and enters the California room.

Scene 6A: Oregon & the Columbia River

The wagon comes in along a stretch of woods, with plenty of green plants and animal life. It is still fairly dark.

“Alright folks, we’re almost to Oregon. All we have to do is raft down the Columbia River. It can’t be that hard, right?”

The wagon comes around the trees to a long downhill stretch painted to look like a raging river. Mist flows around the scene. After the guide’s dialogue, the wagon plunges down the river, in the longest, roughest part of the ride yet. Guests bounce off of rocks, plunge under downed trees, and in the finale, plunge down a “waterfall”. The guests hear the guide call out “Waterfall! Hold on!”, and the lights go out as they plunge down. This is where the picture is taken on the Oregon side.

The wagon then bounces out of the river and through some more trees and into the unloading room.

Scene 6B: California and the Desert Sandstorm

The wagon enters along a stretch of desert scenery. Cactus, rocks, animal bones, and other dire signs are visible. It is bright out, but the lights quickly dim. Mist begins to filter in around the wagon. Soon visibility is close to zero. The wagon moves slowly to start.

“Folks, we’re almost to California. All we have to do is cross the deserts of the southwest. Early settlers nearly died of thirst in these parts, but I reckon we’ll be okay. All we have to watch out for is...Sandstorms!”

At this the wagon lunges forward and begins descending down the longest downhill in the ride. The light is yellow and reflects off the mist. The wagon swerves and bounces around rocks and bones. Howls and growls can be heard. Suddenly the wagon halts.

“Woah! Stop!”

Fans blow the mist away and guests see they are on a narrow ledge, dropping off at both sides. Suddenly the wagon lurches and the lights go out as guests plunge down the final drop. This is where the picture is taken on the California side.

Unloading Area

The wagons now enter the unloading area, which is the only outside portion of the ride. As guests move towards unloading, they can see the shops and sights of Frontierland laid out in front of them.

“Well folks, welcome to the west. Ya’ll have survived and joined thousands of others who have made the perilous journey across our wild country. Now make sure you gather those children and supplies. Once your wagon completely stops, ya’ll can take off your seatbelts and move out of the wagon. Have a good day ya’ll.”

The wagons move forward to two unloading areas, and the guests make a short walk out the exit and into the start of Frontierland.


Passing from the frigid reaches of the far north, you find yourself now in what is known as the West. The West is well known for it’s wild spirit, it’s colorful history, and it’s abundant resources. All around you are old fashioned western store fronts, stretching ahead as a welcome oasis for those just arriving off the dusty trails. In the distance is a tall mountain of orange/yellow stone, banded with some layers of white and red. It stretches very tall, and houses one of the more popular Frontierland attractions; Western River Expedition.

Western River Expedition

Western River Expedition is a boat ride through the history of Western Expansion. Guests ride in log shaped boats along a river, experiencing some exciting drops and dips as they go. Riders be warned: You will get wet!

Ride Vehicle

The ride vehicle is identical to the current boats used in Splash Mountain. Each is log shaped, and on the front of each one, in place of the brer rabbit “carving” that exists now, is a “carving” of an indian or a cowboy. Each log fits eight guests, and features a traditional front bar for guests to hold on to, should they wish.

Ride Building & Queue

The ride is housed in a tall mountain which is shaped like MK’s Thunder Mountain, though the ride’s “river” is done much like Splash Mountain. The majority of the ride is indoors, and goes through a series of rooms, though there are some outdoor scenes, as well as a long finale drop that covers the face of the mountain and acts as a focal point. The track looks like a large waterfall which falls from the mountain’s peak to it’s base, winding around the base. The opening, where the ride makes it’s final drop, is decorated along the edges with fake plants, including one large tree. The legend around town (and happily repeated by any Frontierland CM who is asked) is that there is a spring of water at the mountain’s peak that never stops flowing, and that this rich source of water is the reason for the western town’s ability to thrive. However those who are greed and try to claim the precious water source for themselves may find that their luck turns for the worse. Don’t believe in such superstitious nonsense? Well, you best go speak with the unhappy haunts of Ghost Mill Island, whose gold remains unclaimed and whose town now lies abandoned.

The ride’s queue begins under the usual sign posts stating the ride’s name and fastpass return time. (Western River Expedition is a fastpass ride). It mirror’s the line for Thunder Mountain exactly, although the themeing is slightly different, and includes many items and posters pertaining to famous western places as well as rafting gear and warning about dangerous outlaws.

The queue winds it’s way downstairs, where the boat logs await passengers. There are two loading areas and two unloading areas, set up one each on either side of the queue. Boats are released one at a time after a quick safety check. They begin by climbing a waterfall, heading for the first scene.

The Ride

Scene 1 - Initial ascent and introduction to the ride

Guests glide out of the loading area and follow the river around a corner, floating past the scene of a couple of men, whose names are Mark and Davis, are standing on a dirt road, carpetbags at their feet. A street and city background makes it clear they are standing in a midwestern town, looking out west. Guests are slowly going past this scene, and they focus on the two AA men, who are gesturing at them. The tallest one points out beyond the boat.

“Mark, that’s where the future lies! Out west!”

The shorter of the AAs nods slowly, his hands hooked around a worn jacket, as he turns to face Davis.

“I know it, Davis. Come on, we have a wagon to get to. It’s a long journey, you know.”

“Yes siree, but imagine the fortunes awaiting us! And it’s ours if we just reach out and grab it!”

The tall one nods as he speaks and his hand goes from pointing to making a closed fist at his last words. The lights on the scene dim, and guests begin to move up a long waterfall, heading for the next scene.

Scene 2 - The Western wilderness & wild animals

Guests glide off the conveyor and find themselves in a new room. The river track snakes through this room in an “s” shape. All around the guests, there are animals and trees visible. On the first staged area, we see Mark standing on a rock, shading his eyes. Deer are grazing, and a pronghorn antelope drinks from a pool. The AA is grinning and his free hand holds a rifle.

“Look, more food than a man can eat! Can you believe this Davis? And all this open land to claim!”

The second staged area, on the opposite side of the “S”, shows four mighty buffalo grazing in the tall grass of the prairie. A baby buffalo is with them. Davis can be seen behind a tree, and in front of several downed logs, which stretch away behind him and up over the waterway. Davis is peeking out from behind the tree at the buffalo, also with a rifle in hand.

“Shoot! Look at them all! There must be hundreds! Mark, quick, come ‘ere! I bet we can sell the hides for a dollar apiece! We’ll be rich men!”

Guests glide past these scenes and find themselves moving under the fallen logs and trees. A cougar perches on top with fangs bared. It is heard growling as guests disappear beneath it and experience their first small drop, which is one which rockets them down, then up and over a hill.

Scene 3 - Groundbreaking

Guests now see Mark and Davis again, both sporting much richer clothing and with two fine horses in the background. They are studying a map together.

Mark: “We’ll put the town here, next to the river.”
Davis: “You reckon the natives will put up a fight?”
Mark: “Yeah, but we’ll be ready. That spring of water is the key to becoming the richest men in the West!”
Davis: “I reckon you’re right. Water is more precious than gold around these parts.”

Guests now emerge into the light outside, and find they are circling the base of the mountain. They move past the drop, which goes underneath them, much like in Splash Mountain today. They move over to another incline which they ascend, moving under beautiful sandstone arches and past spires of yellow rock. They emerge with a small splash at the mountain’s upper level. Turning a corner, they encounter the next scene.

Scene 4 - The Town & It’s People

Guests see a replica western town laid out along their route now. Various animated figures of people can be seen, including two women doing their shopping, the sheriff snoring on a chair on the porch of the sheriff’s office, a sneaky bandit peeking out at the sheriff from inside a barrel, and other figures, including Mark and Davis, hidden within the scene. The shops appear quite lively, and guests continue to look at them and at the cacti and other desert plants on both side of the boat. They continue to circle the top of the mountain and happen upon the town’s saloon. A cowboy figure is perched upon his horse on the roof of the saloon. Several townspeople have gathered below, and are shouting at the man to get down.They include the bartender, who is waving a glass and reminds the cowboy of his tab, a couple of showgirls, off to the side in fancy dresses and laughing, and several patrons of the establishment. The man on the horse is holding a bottle in one hand, and a rifle in the other. With a laugh he shoots the rifle and a barrel on the opposite side of the waterway begins to shoot out a stream of water. It arcs over the guests heads to splash into another barrel on the cowboy’s side. Guests then pass a sign for “Dry Ditch Gulch” before plummeting down a medium sized drop.

Scene 5 - The Fight

The guests now head back indoors, where they find a lively shoot-out in progress. On one side of the boat are the towns people, hiding behind barrels and doors, rifles held ready, though no shots are being fired. The town building are peppered with arrows.

The other side of the waterway shows several native americans painted for war and armed with bows and arrows. They are hiding behind trees and rocks, and watching the settlers angrily. There is evidence of gunshots in some of the rocks and trees.

Cries back and forth indicate that the battle is a draw at the moment, and that the indians are mad that their water source is being claimed from them. Several barrels leak water over the guests, and the AAs move randomly to peek out or raise and lower their weapons.

At the very end of the scene, we see Mark and Davis hiding, one behind a tree, and another in a barrel. Two arrows protrude from the tree.

Mark: “Davis, come on, while everyone is busy. We’ll claim the source of the water while everyone is distracted. Then we’ll own the whole river.”
Davis: “Right you are, Mark, let’s get out of here.”

Guests then begin to make the climb up towards the big drop.

Scene 6 - The climb and drop

Guests begin to slowly climb to the finale drop. They pass one scene in an alcove, which shows the two men climbing the mountain, encouraging each other to hurry up, or to watch out for falling rocks.

Guests reach the top to see the indian chief standing there, very angry. He’s wearing elaborate costume, and behind him we see several green trees and plants surrounding a bubbling spring, the source of all of the water in the area. He points angrily at the people in the log boat.

“Be gone from here. You cannot claim this water, it belongs to everyone: plant, animal, and man. Your greed will surely catch you unless you change your ways. Beware! There is a curse here for those who would be too greedy…”

Guests now plummet down the long finale drop, splashing down at the end and whooshing around the bottom of the mountain. Cacti and other desert plants decorate this area, and we see some rocks with pictures drawn on them. Close inspection will reveal a hidden mickey drawn on one.

Scene 7 - The finale

Guests now enter the final room, where we see a ghost town. Only Mark and Davis are visible in the scene, standing towards the end, horses tethered behind him. Mark is looking back at the town. The background clearly shows the mountain and spring and alls in the background, looking as green and lively as ever.

Mark: “Yesiree, Davis, this place sure brings back the memories.”
Davis: “That is does.”
Mark: “We almost blew it. But the west is full of second chances. Come on, we’ve got to get going.”
Davis: “You really think it’s right? To give up all the water and the town? After all, they say there ain’t much in California.”
Mark: “No, the chief was right. It just weren’t right of us to claim the whole river. And who knows? They also say California is the place where dreams are made. Maybe we’ll finally strike it big.”

Guests then wind their way back to the loading and unloading area, where they exit the ride and leave. The ride exits very close to the entrance of the ride, and some small gift kiosks can be found there.

Tall Tales Saloon

The Saloon is a celebration of those Tall Tales that helped make the West, both featuring fictional characters (Paul Bunyan) and real life figures who may have had their adventures stretched a bit (Davy Crockett). It's designed like many saloons you will see in a Western, you enter through swinging doors, after passing a hitching post and water trough for horses on the outside, and immediately encounter the main saloon room. On both sides of you, you will see tables and to order your food, you continue along the walkway from the entrance, to the counter in the back. This CS restaurant offers the standard CS menu, as well some Western and Tall Tales inspired dishes, like Chili and Chili Dogs and Paul Bunyan Flapjack stacks.

About the main saloon room itself, after entering, on the lefthand side of the room, guests can find the Root Beer Bar, where the barkeep will serve them their choice of soda. The bar will also come with ice cream, so guests can go for a soda float or mix up whatever kind of concoction of soda they want. On the righthand side of the room, a player piano will be going, playing some tunes of the West as well as some Disney standards.

To the right of the bar, guests can find even more seating upstairs, with a great view to go along with it. Much like Pinocchio's Village Haus and the Garden Grille, the Tall Tales Saloon will be built for guests who dine upstairs to get a look at the WRE, letting them get a little bit more of that old West feel.

Two Trails General Store

The Two Trails General Store is located near the exit of Westward Ho! and is built to match the western wooden stores look of Frontierland. The General Store, as it is known, is a large store, open to the public via three sets of swinging saloon doors, like the kind seen in movies. Each set is about four feet wide, and they are spaced evenly across the front of the store.

The General Store has two distinct sections within, separated by a large circular checkout counter in the middle. To the left is the general merchandise section, which specialized in disney clothing, and typical disney merchandise. Keychains, books, CDs, clothes, toys and pins can all be found in this section.

The other section of the store, to the right of the circular counter, is the general store, and it specializes in western clothing, cowboy hats, toy guns and bows and arrows, skin hats, native american crafts, woven blankets, and a section of glass jars filled with candy priced very low, such as a candy cane stick for 25 cents.
 

Spike-in-Berlin

Well-Known Member
Frontierland by Team ImageWorks (Illumination, Tahu, John Locke, adv.bluedude, Spike-in-Berlin)

Part two:

Country Bear Jamboree

This attraction comes straight from the MK, and runs exactly the same. The theater is built the same, though the ceiling is slightly higher and doesn’t run so low in the back. The seats are long rows made of wood with backrests, and the stage is the same as in the MK.

The waiting area is larger, and features more seating options. One one wall is a stuffed bear head that comes “alive” before show time and calls out randomly to those waiting. It isn’t an LCI character, it’s simply running through some preprogramed phrases that comment on generalities, such as clothing, bears being hungry for children, etc. It also announces “X minutes to showtime”, starting 20 minutes out. It updates the audience every five minutes.

Meet & Greet Spot #1

The Location
Just outside of the DHRS (new name here) is a small alcove area that is heavily western themed, including a background showing red rocks and a blazing sun over miles of sandy desert dotted with cactus and sagebrush. In front of this background is a short stage about 3 inches high made of wood. In front of it is a queue made of rope.

The Characters
Children have the opportunity to meet the characters from Woody’s Round Up here.

Sheriff Woody
Jessie
Bullseye
Stinky Pete

Meet & Greet Spot #2
Bringing tall tales to life!

The Location
Over by the mountains of the Western River Expedition lies a small counter service restaurant called the Tall Tales Saloon. Between WRE and the Saloon is an area where there are soaring pine trees and rolling hills (on a heavy wooden background) as well as some railroad equipment and boxes. A small stage sits 3 inches high. There is no queue, only a large open space in front.

The Characters

Paul Bunyan
Davy Crockett
Pecos Bill
John Henry

Story Time

This M&G works a little differently than the other one. Legends are scheduled to appear at specific times, when children can gather round to hear them recite their legend. The character tells their legend, and is then available to meet the children and adults who’d like to say hello.

Golddiggers Island

Geography
The Island is shaped the same as the current TSI. There is a long brudge connecting Island 1 to Island 2.

Island 1
This Island has the ruins of the old western town. The ghost town features shops and buildings that can be explored. Discarded boxes, rope and other equipment are strewn around so as to create a unique playground for the kids. Old posters for outlaws still cling to the walls, and there are subtle connections with each attraction seen throughout the themeing.

Island 1 also includes the Outlaws Hideout, which is a winding pathway through pine trees to an abandoned shack. The house is boarded up, but sound effects can be heard randomly of muffled voices and snoring. Is that a glimpse of gold and money through the holes in the wall?

Island 2
This island features the mines. There are two of them, one small and full of twists and turns, much like the escape route from the fort in MK's TSI. The other mine is much larger and there are remnants of gems and gold to be found sparkling in the walls. In between the entrance to the two mines is a large play gravel pit, where western explorers can dig up huge gold nuggets and sparkling gems. This is based off of the gravel pit in Dinoland USA. Also on this side is the logger's camp, where fallen trees form a teeter totter, a fort, and a balance beam. Older adventurers can climb the lookout tower on the island's far side and look out over the water through telescopes mounted to the walls. They may catch a glimpse of the boats of WRE moving past a vibrant western town.
 

Spike-in-Berlin

Well-Known Member
Frontierland by Team ImageWorks (Illumination, Tahu, John Locke, adv.bluedude, Spike-in-Berlin)

Part Three:

Klondike Square

General Layout:

Klondike Square is a sub-land located to the north of Frontierlands Western River Expedition, located between the river with Tom Sawyers Island and the Disney Railroad which establishes the outer perimeter of the park and runs around the berm.
Klondike Square is open to the east, where we see the northern part of TSI, but completely closed to the west, where we see (from south to north) first the backside of the WRE which is painted and designed in a completely different way than the FL side. In opposite to FLs southwestern desert style the theming of the side is yukon territory style, grey rocks like granite etc and snowcapped. At the bottom of the mountains there are small, one to maximum two storey buildings that create a crescent of facades to the north around the western side of Klondike Square. Behind the facades we find to the south and west the ride building of “Life and Times of Scrooge McDuck” that expands over the berm and is built partially even over the railroad. Next follows a small gap between the buildings where Klondike Square Station is located. During its ride through the ride building of life and times, windows in the trains tunnel make it possible to see the first two scenes from the ride, which are playing in Klondike.
Next follows to the north the building that houses the souvenir shop “Lucky Duck Mine” which can be accessed from the exit of Life and Times and Klondike Square.
To the left (north) of this building we see a bay about the size of the former 20.000 Leagues lagoon but with it's major axis in north-south instead of the east-west orientation of 20.000 LutS, that expands to the north and west as far as the railroad respectively the Avalanche Peak Mining Railroad and is not connected to the river to its east. At the northern end we see, of course miniaturized to create the illusion of a larger distance between the northern and southern shores of the bay, the lower part of a glacier that ends into the bay. The glacier runs up the mountains of APMR and by forced perspective seems to end in a vally high up in the mountains. To the east of “Glaciers Bay” we finally see the major attraction of Klondike Square, Avalanche Peak Mining Railroad which looks like a Yukon mountain range that peaks at 150 feet above the sqaure level. APMR is located along the entire north of Klondike Square, from Glacier Bay to the Rivers of America and end at the shores of least mentioned.
At the base of Avalanche Peak we see a rusty, old mining building, the entrance to the APMR-ride. The building is built into the lower wall of the mountain and on its eastern side, where a creek comes running down from the mountain, we see a gold panning site. On the western side of the mining building we see a building that features a big veranda towards Glacier Bay, where a small pier is visible, with a small whaling boat on anchorage. This building houses the table-service restaurant “The Whalers”.
Klondike Square can be accessed by the tunnel from FL and from the railroad station. It’s a dead end however, no other areas of the parks can be accessed by walking from here than FL. This is a mean to increase the feeling of being in an outpost of civilization.

When the guests have walked through the tunnel Klondike Square opens to them, where straight ahead they already see the promising (and threatening) peaks of Avalanche Peak, the lands icon and weenie. But to the left a smaller but not less interesting dark ride waits for them, the Life and Times of Scrooge McDuck.

In Glacier Bay the glacier is icecalving in regular intervals and a large ice slab that falls into the bay creates a wave that runs over the bay (actually the wave is created by a wave machine, the falling ice slab is only a special effect, that repeats continiously.
Guests who dine on the premises of “The Whalers” can sit on the pier and watch the waves and other kinetics of the bay.

Tableservice-Restaurant “The Whalers”

The Whalers is a two-storey table-service restaurant located between Avalanche Peak and Glacier Bay. The wooden architecture of the facade is influenced by the architecture of buildings from Dawson, Anchorage and other Alaskan or Yukon-golddigger cities in the 1890ies. You enter the building from the south via Klondike Square. The building has three facades, the southern facing the square, the western Glacier Bay, where there is a veranda along the pier and the smallest, the eastern facing the mining building of APMR.
To the north the building is built into the lower part of the mountain behind.
The restaurant is divided into a waiting zone along a bar, the first floor where one big room is used for table-service meals and the second floor with seperate dining rooms which can be used for character meals or larger groups.
“The Whalers” is a sea-food restaurant which serves fish, shrimps, lobster and clam-based meals in an environment which is decorated in a style similar to a turn-of the century (1900) restaurant but is equipped with screens showing Disney cartoon classics
in the waiting zone, including the Mickey/Donald/Goofy classic “The Whalers” where the name of the restaurant is borrowed from. Whaling equipment (harpoons), fake whale bones, paintings depicting whaling (including famous Moby D.ck tale) are used as appropriate props, however a small exhibition “A tale of a whale” informs the visitors about the terrible losses of worlds whale population due to whaling. The restaurants theming doesn’t glorify whaling, it’s only the historic background, that’s used and that was typical for Alaskan and West Coast harbors in general, especially high in the north.
To the west of the building guests can sit along or on a small pier that opens to Glacier Bay. The waves created by the icecalving glacier are pounding against a small whaling boat that lies along the pier. In the bay water jets located under water and AAs resembling the back and tail of a whale simulate surfacing whales and their blows.

Souvenirshop “Lucky Duck Mine”

The Lucky Duck Mine is a souvenir shop that sells both attraction based merchandise of both Klondike Square attractions, Life and Times of Scrooge McDuck and Avalanche Peak Mining Railroad, and general Klondike Square Merchandise but also a variety of the major park souvenirs. It can be accessed from the front entrance which is looking southeast over Klondike Square but there is also a direct connection to the unload area of Life and Times. Guests coming from Life and Times enter through a passageway that looks like the entrance to a mine, guests coming from Klondike Square enter through a normal door in the facade of one of the buildings of Klondike Square West looking like a store for mining equipment, but the entire interior continues the mine theme from the backdoor entrance.
The shop looks like a room excavated from solid rock but in a cartoon like style (similar to Mickeys and Minnies house and the Seven Dwarves Mine in MK), with beautifully detailed mining lamps hanging from the ceiling and fixed along the walls, which emit a flackering, artificial candle-light like but electric light. The shelves with the products are lined up against walls which are decorated with fake wooden pillars which seem to carry suspended wooden beams that seem to carry the weight of the massive rock ceiling. On one side of the room we see no shelves but a huge (fake) cartoon style machinery running, that is used for the cleaning of the excavated rock and to extract the gold ore. The machine is a miniature based on the device used by Donald Duck in the animated short classic “Donald’s Gold Mine”. To the right of the machinery opens an adit, that seems to run around a corner, on the wall of the adit we see the moving shadow of Donald with a miners pick and off screen we hear Donald singing (oh my darling clementine), talking and occasionally cursing in the original voice of Clarence Nash.
All CMs in the shop are dressed in the same style like the CMs in the LaToSMcD.
Items for sale in the Lucky Duck Mine are including clothing, attraction and land based T-shirts, polos etc., mugs, soft toys like Scrooge McDuck, Magica De Spell and other characters from the ride, a replica of Scrooges Number One Dime, Carl Bark's and Don Rosa's comics of Scrooge McDuck but also Klondike Square gear etc. etc.

The Life and Times of Scrooge McDuck

The Life and Times of Scrooge is a dark ride that shows us scenes from the life of the richest man/duck in the word, the Fantastillionaire Scrooge McDuck. Scenes from his early years in the Klondike to the modern DuckTales-age.

Ride Vehicle

Guests ride in omnimovers that resemble a miniaturized version of the airplane of Launchpad McQuack. One plane can load up to 8 guests each, sitting in two rows of four.

Ride Building & Queue

The ride entrance is located in Klondike Square West, a row of building facades that enclose Klondike Square on its western half, beginning with the Klondike Square Raildroad Station as the southernmost building, overshadowed by the backside of the mountains of the WRE. The next building is the entrance building to the ride, with a facade typical for Klondike Square, inspired by the architecture of Dawson, Anchorage and other towns in Alaska and Yukon in the late 19th century.

After the guests entered the ride building they are lining up in the queing area which is looking like a Scrooge McDuck Hall of Fame. We see dozens of paintings, “fotos”, sketches etc. Showing scenes out of Scrooges life, we also see a small screen where Scrooge cartoons are shown in a loop to entertain the guests while they wait access the Pre-Show-area.

Pre-Show

After they walked through the outer queing area the guests enter one of two Pre-Showrooms, where they are watching a cartoon short about Scrooge McDuck in a Citizen Kane Style that introduces us into the present life of Scrooge McDuck, the richest man in the world. The showrooms are designed like cinemas of the nickelodeon era of movies, with interiors from the early 20th century. There are no seats, all guests are placed and standing along handrails, then the short cartoon begins:

First Szene: We see the famous Money Bin in Duckburg in BW in exactly the same perspective we see Xanadu at the beginning of Citizen Kane.

First a sign. “No trespassing” then the camera moves from this sign to the next “That means YOU!” , followed by even more signs that read “Danger! Mines!”, “Watch Dogs” etc.
The camera pans up a barb wired fence and in the background of the gates we see the money bin in Duckburg. We see that in the nearly windowless facade one window high up is lighted up. The camera pans on the window. Cut.
We see the lighted up window in a closeup and the lights go off. Cut
We see a bedroom, with a huge bed and suddenly it seems as if its snowing IN the room.
Blending over to a snow globe, featuring a small town in the mountains. The camera zooms back and we see its in the hand of Scrooge McDuck Cut.
We see an extreme closeup of the beak of Scrooge, saying one word. “Klondike”
Again we see the hand but suddenly the hand loses the grip and the snow globe falls down, bounces over several stairs and smashes.
In the reflection of the broken glass we see a door, opened by Scrooge’s butler who walks in and takes the hands of Scrooge, wanting to fold them over the breast when suddenly Scrooge awakes and shouts “I am not dead!” Cut.

A Narrator begins with telling us the life story of Scrooge, his lines supported by scenes in the movie: No he is not dead! Scrooge McDuck, the richest man in the world celebrated his 90th birthday in full mental and corporal health. Born in Scotland he came to America to make a fortune and boy he did! After numerous tries he struck gold in the great Klondike gold rush. (scenes show a young Scrooge arriving in America etc.) With his first owned million he began his shooting star like career that brought him from success to success, building up an industrial empire unseen before. Beginning with his gold from the Klondike he went around the world, founding Oil wells and diamond mines, building factories manufacturing anything vom cars to refrigerators, his airlines, shipping lines and railroad companies span America and the entire globe, hotels, newspapers and farming, not one business Scrooge didn’t endeavour and that didn’t become a success. (we see the mentioned companies in different locations and the a globe where first a few and then more and more companies shoot up like mushrooms.) His enterprises finally made him the richest man in the world (Headline of a newspaper: “Duckburg resident richest man in the world!”).
But who is this famous man really, that lives in his giant money bin in Duckburg, Callisota? (We see the money bin from the base of the mound it is built on.)
What does his family think about him? What was his life like...so far?

After the pre-show-cartoon ends, doors on the other side of the pre-show-theater open and the guests are entering the loading area. The loading area looks completely different than the rooms before, in a rustic and worn-out design that fits again to the theming of Klondike Square. The guests are boarding the suspended ride vehicles from a moving ramp to ensure a more safe and smooth boarding procedure.
After the guests have been seated, safety bars are lowered automatically.

The Ride

First scene: Leaving Dawson

We see an scene set in a cartoonish style, like cutout cardboard, which supports the cartoon character of the scene. Scrooge is leaving Dawson (in a kind of more two than 3-dimensonal AA) and after a turn around a first corner in the same scene we see a field of countless claims und their golddiggers, forced perspective lets the field look larger than it actually is. Several gold diggers are threatening another AA of Scrooge to move on and away (actually they sound even a little more threatening, some even pull their guns) as every single claim in this area is already occupied.

Second scene: White Agony Creek

The scene is set in the White Agony Creek, Klondike, a remote and snowcovered valley high in the Rocky Mountains that is shown in a realistic design, less cartoonish than the first scene. As the guests enter the scenes large room, they first see the valley and in the valley a small entrance to a mine. We hear the howl of wolves and see some wolve AAs in the distance that are looking like they are approaching the entrance of the mine but a brave husky, belonging to Scrooge protects the entrance of the mine. The omnimovers enter the mine entrance and go through a narrow tunnel finally ending in a section where we see a more realistic AA of Scrooge (threedimensional and not looking like cutout cardboard) using a miners pickaxe to mine ore. A turn of the omnimover to the other shows us another AA in the same setting but this time we see Scrooge holding an ostrich-egg large golden nugget in his hands. A little details, his eyes are continously switching between normal eyes and $-signs while he keeps shouting with a triumphant and greedy voice “Gold! Gold! I finally did it. I’m rich, I will become the richtest man in the world.“ The ride continues to the next scene.

Third scene: Back to Dawson

We see a street scene in Dawson, Scrooge is returning from his claim, a sack full of gold nuggets on his back. He is looking exhausted, rugged, dirty but tough. This scene is taken from the famous Carl Barks story “Only a poor old man”. In the background we see many golddiggers looking out of a saloon and a female saloon singer that looks towards Scrooge, but he ignores her. A conveyor belt, invisible to the guests, prevents the AA of scrooge of ever leaving this scene also he keeps walking.

Fourth Scene: The richest man in the world.

The ride enters a room that is filled with a lot of different motives from all over the world, showing us scenes where Scrooge builds up his empire, mining copper in Arizona, drilling for oil in Texas, etc. etc. At the end of the scene we see a screen with newspaper headlines showing Scrooges success in form of headlines, the last in one loop being:

”Duckburg citizen Scrooge McDuck now richest man in the world!”

Fith scene: Meeting the nephews

At the beginning of the room with this scene we see Scrooge with his nephew and heir Donald Duck and his three grand nephews Huey, Dewey and Louie in Scrooges bank palace in Duckburg (not the money bin). In this scene the family of Scrooge is introduced and we follow the five to their first common adventure in Scotland:
We see the ducks approaching the old ancestral McDuck castle, in a foggy bog, fog created by fog machines creates an eerie and gothic atmosphere for the next scene in this room which was taken from the classic Barks story “The old castles secret”
In the next scene the omnimovers turn to the other side and we see a scene from this story, the five ducks are watching the shadow of a skeleton, projected on the wall by the moonlight. The ghost is in fact only fake and in the next and last scene of this room we see Scrooge with a treasure chest full of gold and jewels, surrounded by his nephews and in the background we see the villain, who played the ghost, bound with ropes.

Sixth scene: Surrounded by enemies

For the first time during the ride we hear the narrator of the preshow cartoon again.

“But Scrooge didn’t only have to increase his wealth but also defend it againts numerous enemies”
To this narration the guests are approaching a huge scene, Scrooge surrounded by his foes: Flintheart Glomgold, Magica de Spell and the beagle boys, he is trying to fight them all of, holding his number one dime under its glas dome, trying to protect it from Magica De Spell who carries her raven on her shoulder.

Siebte Szene: Family Life

In opposite to the last scene, this one shows a more idyllic side of the life of Scrooge. We see him surrounded by his family on the farm of Grandma Duck.
AAs visible in this scene where his birthday is celebrated by his family include Grandma Duck, Gus Goose, Donald, Huey, Dewey and Louie, Daisy Duck, Gladstone Gander, Gyro Gearloose, Ludwig von Drake etc. The numerous details in this scene are too much to be explained in short.

Eighth scene:

The guests finally see the money bin, forced perspective shows it at the top of the mound in duckburg, first from far away but then the movers go around a corner in the largest room of the entire ride:
Finally the guests are inside the money bin, surrounded by mountains of gold! Easily 30 foot high, they are carrying signs that display their supposed size (more than 150 feet!), tons of gold are all around the track of the ride. After the ride continues through the bin around another gold mountain we finally see a very sophisticated AA of scrooge that is doing a famous bath in the gold.
We hear scrooge as he say his famous quote: “I love to jump in it like a dolphin, dig tunnels like a mole and let it fall on my head like a shower”. From the platform near the ceiling of the bin we see Donald and the nephews watching the entire scene with an amused but warmhearted expression on their faces.

Ninth Scene:

In this small scene we see Scrooge on a split screen on one side and Launchpad McQuack on the other with Scrooge ordering Launchpad to get his plane prepared for takeoff into the next adventure somewhere in the world.
Finally we see the plane of Launchpad filled with Scrooge and his nephews flying over a conveyor belt like landscape that shows miniatuarized scenes on land and sea. The entire scene is surrounded by a fadeout style frame.

Unloading area:

The unloading area is designed in the same slim, metallic style the interiors of the money bin looked like, steel walls with dollar symbols etc.

After leaving the unloading area the guests walk trough a small exhibition area that honors Carl Barks, the inventor of Scrooge McDuck, named “The Life and Times of Carl Barks”. From this small exhibition room two exits lead outside, one leads directly back to Klondike Square, the other ends in the Lucky Duck Mine souvernir shop.
 

Spike-in-Berlin

Well-Known Member
Frontierland by Team ImageWorks (Illumination, Tahu, John Locke, adv.bluedude, Spike-in-Berlin)

Part Four (the last)

Avalanche Peak Mining Train

Avalanche Peak is a tube style rollercoaster through a alaskan/yukon landscape, which runs mostly inside the ride building, all outdoor sections of the track are located on those sides of the ride building (Avalanche Peak) where the guests only see Klondike Square or other views of the mountain. Any optical intrusions, like large buildings from the park in the background that are high enough to still be seen (e.g. Cinderellas castle) are located behind objetcs that eliminate them from the view (Trees etc.)

Ride Vehicle

Guests ride in a mining train similar to the one used in BTMR, painted in steelgrey and dark blue colors. Every train has one small locomotive at the end not at the front, not only to guarantee free sight straight ahead, but because this configuration was actually quite common on mining trains. It features a maximum of 8 wagons, each one with a capacity of 8 guests, seated in rows of two.

Background Story

Avalanche Peak is a fictitious mountain in the Alaskan Rocky Mountains, where in the late 19th century a gold mine was excavated to exploit a very rich gold ore deposit. As the mountain lies in indian territory however, the rightful indian owners were driven from their land by the whites and the indian cursed the mountain, summoning the infamous Wendigo, an evil spirit from indian lore. To make things worse, the owners of the mine got into a fight with one partner, the prospector, who claims the majority of the gold for him because he detected the deposit, finally murdering the other, the miner, who claimed the majority because he actually did the work. But with the miner gone, the prospector, who is good at prospecting but lousy as a miner, was doomed too when the deposit was finally depleted. Fearing, that his crime would be discovered, the prospector stayed in the wilderness, refusing to go back to civilization even when his supplies ran out. Finally, trying to get some food by hunting he was attacked by the summoned Wendigo, killed and eaten. Now two ghosts, a good one, the miner and an evil one, the prospector, haunt Avalanche Peaks gold mine. The good one tries to show the guests where the new gold deposit is located, the evil one tries to kill them. Our guests will encounter both ghosts and the Wendigo during the ride.

The Ride

First the train leaves the loading zone and rolls through a tunnel that leads out of the ride building. The train rolls along the western shores of Glacier Bay and heads towards a valley that is visible in the north, finally the train rolls into the valley and out of the sight of the people watching it from the south of Glacier Bay. A sophisticated AA of Sun shines after the Storm, the medicine man, the guests encountered in the cueing area, stands at the side of the track in a small glade and looks and beckons towards the guests in a sad, dunning gesture. He warned them. The ride has lasted for 30 seconds when it reaches this position.
At the beginning of the valley the first climb of the coaster begins, its a more smooth climb that leads through a beautiful yet desolate valley with evergreen trees. We see AAs of a bellowing moose and other smaller animals but at the end of the climb for the first time the ride turns a little darker and more scary. A huge kodiak bear, easily more than 9 feet high stands on it’s hindpaws and growls and moves his claws menacingly towards the train. But before he can attack the guests the train runs into a tunnel. After a short way, the train again goes outdoor, but this time its in a deep chasm. Only high above them is the sky visible, to the left and right side, there are high rock faces, with very small space for the trains track to run. The train is still climbing and finally, at the end of the chasm, seemingly high in the mountains, it runs over a bridge. A roaring creek runs under the bridge and down the rapids. The bridge is very delapitated looking and actually begins to creak and shake when the trains runs over it, it seems to be on the brink on collapsing. After the crossed the nearly collapsing bridge the guests go again through a tunnel but only for a few more seconds. Mist in the tunnel prevents them from looking back when they finally enter a hidden valley high up in the mountains, with a thick snow layer. The ride took another 30 seconds to get to this position

There is no possibility to look out of the valley or to see any elements outside, because the valley is surrounded by the flanks of Avalanche Peak. The summit appears much nearer now but due to the used forced perspective it still looks as if it would be high above the tracks. There are evergreen trees in the valley but they look more spooky and wild than those in the lower valley and are actually artificial, in opposite to those in the lower valley.
Suddenly the guests hear from behind the trees a terrifying howl. The howl of the Wendigo. The ride took ten seconds to get here from the last position mentioned.

Under the snow they can see the remains of a human corpse, the bones of the prospector who was killed by the Wendigo. Straight ahead they see behind a curve another tunnel entrance. He really didn’t make it very far. To the left of the mine entrance there are the ruins of a small wooden hut that was destroyed by some savage creature as the marks of claws in the wood show us.
With the howl of the Wendigo the train has reached the first lower peak of the ride and now begins to descend, it runs down faster and faster, approaching the tunnel entrance and finally enters the Avalanche Peak Gold Mine, as a deteriorated wooden sign states above the tunnel entrance. The train now runs at high speed through the first section of the mine. The train runs next through a big cave, with lots of bats and approaches a sign that reads “Danger! Do not enter!”, the sign is tossed by side by the train which enters a cavern where we see among other things the skeleton of the miner, the pick-axe, used by the prospector to murder him, still sticking in its backbone. The ride took another 25 seconds until here.
After being confronted with the remains of the victim, the train slows down and running trough another adit of the mine the guests see for the first time the glowing ghost of the prospector. He knows that they know now and he won’t let them get away to tell their story.
The train begins it’s second climb (at this section the train is under the ground level of the ride building), the major one. The track leads out of the mine again or at least this it what it seems like because this section of the ride is INSIDE the building, although it looks like being outdoors. The train climbs along the flanks of the with artificial sky and clouds, and climbing up a gallery, with the flanks of the mountain on one side and a seemingly bottomless abyss on the other side. Several effects, artificial mist, forced perspective painting and landscaping, mirrors and other elements, create the illusion, that the abyss is at least twothousand feet deep!
Suddenly above the flanks of the peak they see the ghost of the prospector. He laughs in an evil and menacing tone, shouts “You won’t live to get away and tell your story! This mountain will be your cold grave” and suddenly there is an explosion. The explosion triggers an avalanche that comes thundering down the flanks of the mountain towards the still climbing.
I admit I don’t know exactly how this effect with the avalanche could be created for a ride, meaning it would have to be repeated every 25 to 40 seconds but I have some ideas how it could be delivered, after all its INSIDE a building and as they say at WDI, “There is no such thing as a bad idea” and “We don’t talk about “why not”.
Just before the avalanche reaches the train and pushes it into the abyss it reaches the next adit of the mine and climbs into safety. The ride took another 25 seconds until here, with the avalanche effect lasting about 10 seconds.
After the train entered the next adit it runs through a very narrow section of the mine and straight ahead, standing on the tracks they see the ghost of the miner waving them to follow him but also warning them “Beware of the Wendigo!”. This effect is established in the same technique that is used for the Davy Jones scene in PotC. After running through the ghost of the miner the train begins its second and major descend. This time mostly through dark caverns and mine passages, no one has been in this part of the mine since both owners deceased and it was plunged into darkness. This descend is the fastest part of the ride and lasts about 25 seconds with a corkscrew section and more gs than the other parts of the ride.
Finally the train runs still at high speed through a very dark and forbiddding looking wood where the guests finally see the Wendigo, a very sophisticated AA, 15 feet high, that lingers behind the trees and is only partially visible but what you see is enough, a terrifying demonic creature, a hybrid between a werewolve, a devil and a savage animal. It threatens the guests with its claw like arms and again we hear the howl of the wendigo but this time we see the ghost of the miner who beckons the guests into a last tunnel. The train runs through a wide section of the mine and sees the ghost of the prospector a last time. “This time there will be no escape!” he threatens the guests and holds another dynamite stick in his hand but before the can throw it towards the guests the miners ghost attacks him and triggers the explosion to soon. The blast opens a last cave and the train with the guests runs through a cavern where they see ore veins of gold all along the walls of the cavern. They finally found the new deposit. The train runs out of the cavern and out of the ride building, but before the train arrives outside the miners ghost waves goodbye to the guests. Until here the ride took another 25 seconds.

The train does a sharp turn to the right, rolling along the base of Avalance Peak at moderate speed. It passes behind a gold panning installation (where guests can gold pan for fake nuggets in the creek they crossed on the bridge), runs back into the mining building and comes to a halt in the loading zone. The entire ride took 2 minutes and 40 seconds.

The guests leave to the right while new passengers enter from the left.
From the loading zone a walk looking like a mine tunnel brings the guests to the east side of the ride building where they finally reenter Klondike Square near the gold panners.
 

Disneyson 1

New Member
I think you copied a quote for the wrong ride in your mine train exterior, making the start of the ride a bit confusing...

Wow, so much to think about! Good job, guys! I love all of 'em!
 

Spike-in-Berlin

Well-Known Member
I think you copied a quote for the wrong ride in your mine train exterior, making the start of the ride a bit confusing...

Wow, so much to think about! Good job, guys! I love all of 'em!


Oops you are right, thank you, the entire entry was so large that I mixed something accidently.
 

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