A Different Timeline

orlando678-

Well-Known Member
Original Poster

A Different Timeline - A Peek At What Could Have Been

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The mission of The Walt Disney Company is to entertain, inform and inspire people around the globe through the power of unparalleled storytelling, reflecting the iconic brands, creative minds and innovative technologies that have become major pop-influences for families all over the world. Once the company decided to share their magic and invite Guests to an actual physical ‘Magic Kingdom’, it changed the world of entertainment, forever. The concept became a huge success and resulted in the opening of theme parks and resorts in Anaheim, Orlando, Tokyo, Paris, Hong Kong, Aulani and Shanghai and the founding of the Disney Cruise Line. But what if there was an alternate timeline for the company? A different budget, different decisions, different historic circumstances. So let’s go back to the beginning to see what a different history Disney could have had, and to do that, we have to go back to the origin of the concept ‘Disneyland’, to approximately the late 40s/early 50s. After Disney opened the luxurious studio complex in Burbank, Walt grew into a literal depression during and after the Second World War. His latest films ‘Pinocchio’, ‘Fantasia’ and ‘Bambi’ failed to impress at the box office and his animation team had protested which resulted in a lack of interest for his animated feature films, and he simply missed the entertainment of having a hobby. So after the rejuvenation of having a hobby with his passion for locomotives and model trains. This, followed by a series of trips to several amusement parks in the U.S. and Europe, including Coney Island, Knott’s Berry Farm and Tivoli Gardens. These visits eventually inspired and formed his vision of what the theme park world could be, in contrast to the businesses’ reputation of being dirty, vulgar and supporting quite revolting behavior.

The concept for Disneyland began when Walt Disney was visiting Griffith Park in Los Angeles with his daughters Diane and Sharon. During an interview in 1963, he recalled ‘’I’d take them to the merry-go-round, sit on a bench, you know, eating peanuts. I felt there should be something built where the parents and the children could have fun together. This would later develop into his answer to receiving letters from fans of his productions asking to come and visit the Disney Studio, especially to come and meet with characters like Mickey Mouse, Donald Duck and even Snow White. Other studios, including Universal Pictures, offered tours of their facilities, and Walt had started considering taking a similar approach. This eventually became the Mickey Mouse Park which would have been a small peek into the world of Disney, a portal into Walt’s perspective of his youth and a monumental depiction of American history. For our first change in the mirror dimension, what if Disneyland was actually built in Burbank, would the Burbank Parks and Recreation Board not have rejected Walt’s primary proposal?
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Walt submitted his plans to the board in 1952, with ambitious plans for attractions, themed areas and all with a goal of both educating as well as entertaining. If it had passes this decisive moment, I would have guessed the actual Park would have opened in 1954/1955, which isn’t too far off compared to the actual opening date of Disneyland in 1955. Mickey Mouse Park switched its name to Disneyland, likely inspired by the ‘Disneylandia’ projects. Just for the sake of it being an alternate reality, Disneyland will open in 1954 with a larger budget than the actual Disneyland, because of the cost of the land, but with a smaller surface to work with. Later we’ll see that Disney’s success will also lead to a more powerful position, locally and therefore giving themselves the chance to expand on the location in Burbank. Unlike Universal, Warner Bros., and other movie lots, The Walt Disney Company does not offer regular public tours of its studios, even though it sits almost next to the theme park location. So in his spare time between films and other projects, Walt and a select team of ‘Imagineers’ began to dream of their very own ‘Magic Kingdom’, a place beyond reality.

The initial plan in Burbank was to be about 8 acres in size, but in the mirror dimension, we’re going to imagine that Walt managed to gain a lot more land, just a bit under the actual size of Disneyland. What would first be a collection of pony rides, a riverboat, a train and a bunch of Disney character statues, grew out to be one of the most creative, innovative and artistic collaborations in history. Designs for themed architecture were being worked into the plan to give it more flavor and it soon became much more than the formerly existing amusement parks worldwide. When they began designing Disneyland, they looked at it just like they did with a motion picture. They wanted to tell a story, or in this case a series of stories. In film-making, they develop a logical flow of events or scenes that will take us, the audience, from point to point through a story. It would become a one-of-a-kind place. As Opening Day drew near, the Disney staff worked around the clock to ready this new show for its world premiere. One by one, scenes of the Disneyland show were completed, and finally, in 1954, Walt Disney’s Magic Kingdom or ‘Disneyland’ was ready for its world debut.

’To all who come to this happy place: Welcome. Disneyland is your land. Here age relives fond memories of the past and here youth may savor the challenge and promise of the future. Disneyland is dedicated to the ideals, the dreams and the hard facts which have created America… with the hope that it will be a source of joy and inspiration to all the world.’’

Instead of the initial plan for the park to feature a few small ‘’village sections’’, including a carnival, a new town turn-of-the-Century American village, an old town Western village and more, the park had now set up a series of themed lands based on the Disneyland series that had debuted on ABC to not only promote Walt’s plans, but also partly finance the costs of the project. While initially named ‘New Town’, ‘Frontier Country’, ‘Fantasy Kingdom’, ‘Progress City’ and ‘True-Life Adventure Isle’, eventually was changed to become more linear and therefore the opening land became Main Street and the other lands were given the simpler approach with Frontierland, Adventureland, Fantasyland and Tomorrowland...
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orlando678-

Well-Known Member
Original Poster
Main Street U.S.A.
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The central entrance area of the park would be a turn-of-the-century village that was clearly modelled on Marceline, Missouri. This area would be the red carpet promenade into the world of Disney, leaving reality behind as it is and create your own adventure in this one. The choice of a turn-of-the-Century town was a thought-out one. It would capture the nostalgia of Guests, being the opening of a Disneyland story that lives on memory and adventure, something that both kids as well as their parents and grandparents would recognize and see as exciting. The village would have been built around a village green, with a railroad station at one end and the Town Hall at the other. This eventually changed to the Hub and Spoke image of the park, with the train station still hosting one end of the opening land, but the other end would have an actual Central Plaza with a shining castle at the end, luring Guests further into the park. In contrast to the actual Main Street we know today, this version would still very much capture the feeling of being built around a village green which would host benches, a bandstand, a drinking fountain, trees and shrubs and therefore would be built in quite a different shape, less linear and much more circular, almost like New Orleans Square, with its winding streets and quaint squares. Walt described it as ‘a place for people to sit and rest; mothers and grandmothers can watch over small children at play’. Main Street’s goal is to be ‘relaxing, cool, nostalgic and inviting’. Walt’s love for model trains is often cited as a key inspiration on the creation of Disneyland and that can be seen in the décor around the Main Street Train Station. Once through the ornate turnstiles, we glimpse the storied clock tower and Fort Collins-inspired gingerbread-trim and design of Main Street Station, preceded by the smile of a Mickey Mouse floral, reminding Guests that ‘it all started with a mouse…’ This railroad station would not just be for show: instead, it would be the embarkation point for a journey on a working steam train that would circle much of the park. Inside the Train Station a set of miniature model trains tour their very own Disneyland. We often hear the haunting echo of the station master calling out announcements as an authentic, 3-foot narrow-gauge heritage locomotive pulls in and out of the station. The romance and grandeur of early steam travel is captured in the excitement and adventure of the Disneyland Railroad.

Beginning at Main Street, U.S.A. Station adjacent to Disneyland’s entrance, where a pump-style handcar built by the Kalamazoo Manufacturing Company can be seen on a sliding, the trains of the Disneyland Railroad travel along its single track in a clockwise direction on its circular route. The train will take around 18 minutes to complete a round trip on the main line when three trains are running. An engineer accompanied by a fireman operates the locomotive, while conductors at each end of the train supervise the passengers. Once the signal light in the locomotive turns green, the journey from the Main Street, U.S.A. section begins with the train traversing a small bridge, passing by the many lands of Walt’s Park. The grand finale of the tour is a visit through the Progress City Diorama, Grand Canyon Diorama, as well as originally envisioned dioramas themed to the Florida Everglades, California Redwood Forests and the Louisiana Bayou and a trip back in time through the Primeval World. The Grand Canyon Diorama, opened in 1958 represents the view from the canyon’s southern rim and is painted on a 306-foot piece of seamless canvas. The diorama features taxidermy animals including mountain lions, bighorn sheep, wild turkeys and a hard to spot armadillo. Primeval World, added in 1966, is home to the audio-animatronic dinosaurs from the Magic Skyway attraction, Disney designed for the Ford Pavilion at the 1964/65 New York World’s Fair.
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From the brick courtyard beneath Main Street Station, we pass through one of two tunnels on either side of the Mickey Floral. A bronze plaque above either tunnel read a familiar sentiment:

‘’Here you leave today and enter the world of yesterday, tomorrow and fantasy’’

An iconic attribute to any Magic Kingdom, posters line either tunnel, each interchanging to offer a taste of the coming attractions and adventures. Over the years these posters have developed into something unmissable at the entrance of a Disneyland type park and have grown from simple abstract images of attractions to fully electronic posters that have one unique detail, that each poster features a simple animation from time to time. At the same time a compilation of familiar sounds, statements and songs echo through the Train Station tunnels, like for example a haunting voice saying ‘Dead men tell no tales’ or the instrumentals to ‘I’m Late’ from the Mad Tea Party attraction.

Beyond the tunnels lies the center of an idealized turn-of-the-20th-Century American town. It is inspired by Walt’s own hometown of Marceline, Missouri (as in the film Lady and the Tramp), Harper Goff’s hometown of Fort Collins, Colorado and the Henry Ford Museum and Greenfield Village which helped Walt create his vision on what a theme park should be like with a nostalgic village posing as the port of entry.

‘’For those of us who remember the carefree time it recreates, Main Street will bring back happy memories. For younger visitors, it is an adventure in turning back the calendar to the days of their grandfather’s youth.’’

Located between the train station and the park’s central plaza and surrounding the village green would be a fire station, a police station, a town hall, theater and a series of shops and dining options. All of these would be put to practical use, rather than being simply for show. The fire station, for example would contain ‘practical fire apparatus, scaled down’. It later became a game gallery in which Guests control water hoses to shoot at fire and smoke, which seems to have a mind of its own, similar to what is seen in the 1935 animated short film, Mickey’s Fire Brigade in which Mickey, Donald and Goofy employed as firefighters respond to a hotel fire filled with gags. A long standing tradition of Disneyland is a performance by a firehouse Dixieland band. The Hook ‘n’ Ladder Co. is no exception to this familiar joy of the Magic Kingdom. This live band in fireman attire perform outside the Fire Station. Walt fell in love with the feeling he got from Main Street U.S.A. and he wished to have a place where he could watch Guests enjoy his park. The fire station became the perfect place to open his personal apartment, fully furnished but off-limits to the public. A lamp is kept burning in the front window as a tribute to his memory, except at Christmas where a small Tannenbaum replaces the lamp. The Dapper Dans, a barbershop quartet occasionally pass by on their Schwinn custom four-seater bicycle as they perform lovely tunes to accommodate your Main Street adventures. In the center of Town Square, we can find the American Flag Post, where every day the Flag Retreat Ceremony take place.
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At the police station, Guests could report lost articles or lost children. Walt even suggested that it could contain a small jail that Guests could look into: ‘We might even have some characters in it’. So besides, being functional, it is also the place to start your adventure for Horace Horsecollar’s Detective Challenge, an interactive experience in which Guests are given one of many missions across the park at several story stations to complete their mission. This experience is similar to the Sorcerers of the Magic Kingdom interactive game that we can currently find at the Magic Kingdom in Florida. The premise of the game is that Horace Horsecollar is trying to prove his reputation as a detective and is recruiting Guests as his apprentices so that he can manage the many cases that he has to deal with. The player, in the position of new apprentice detectives helps Horace Horsecollar solve the cases by finding stolen items, characters or fighting notorious Disney villains that can be found throughout the park’s themed lands. Inside the Main Street Museum, you’ll find the Disney Gallery. Explore Disney-inspired art by contemporary artists-plus historic and rare theme park concept renderings, models and memorabilia. At the end of the gallery, you’ll find the Disneyland Story Theater. This large, expansive and beautifully decorated theater hosts a show, mixing physical sets and effects with sound and video footage to tell the story of Walt Disney and the opening of Disneyland, including the stories of some of the beloved attractions and features at Disneyland. As you’re walking right down the middle of Main Street U.S.A., you are sure to pass by one of the Main Street Vehicles. Travel back in time on a nostalgic ride downtown in a charming turn-of-the-century vehicle. Vehicles include a horse-drawn street car, a Jitney automobile, a fire engine from Main Street’s very own Fire Station and the omnibus, a gas-powered, open-air 2-story bus.

The retail outlets would be representative of the typical American town in the early 20th Century. What first opened as the Upjohn Pharmacy, serving as Main Street’s very own drug store eventually became the Beaches and Cream Drugstore and Soda Fountain. The front half of the store has a reproduction of an old-time apothecary shop based on three New York pharmacies that were in existence before 1886. In the back was a contemporary display of a classic Soda Fountain. It also hosts an exhibition which traces the origins of the pharmacy back to its early beginnings. It includes apothecary jars, show globes, scales and other equipment commonly used in drugstores of that period. At Midnight in a Toy Shop (based on the 1930 Silly Symphonies animated short), Guests can visit a classic small-shop selling toys in every size, color and shape. In contrast to the immense size of the Emporium, Midnight in a Toy Shop really tries to boast the style of authentic toy workshops and stores as if we’ve walked into Gepetto’s or Santa’s Workshop. Not too far is the Broken Toy Shop, based on the Silly Symphonies animated short ‘Broken Toys’. Here Guests could come over for toy repairs and even visit Disneyland’s very own Doll Hospital, with interactive games, live performances by toy repairers and of course the option for Guests to let their toys be repaired at the Doll Hospital.

The Main Street Magic Shop is another place to stop by. Rubber masks, practical jokes and gags like comical teeth, false eyelashes, a severed finger, a third eye, and an arrow through the head, are all items of merchandise that can be found at this quaint little shop, together with in-person demonstrations of hand magic and illusion tricks as well as comic patter and performance from the cast members. The quaint, cozy specialty shop relies on illusions in its interior design and could even be described as an Escher portrait, brought to life. At Fun and Fancy Fair, Guests will feel like they’ve stepped into a classic American hobby shop, offering a more mature set of items for the adult audience or specific hobbyists of all ages.

Perhaps, the most curious corner of Main Street U.S.A. is the Storybook Shoppe. This dusty old bookshop, though not as impressive as the Beast’s library, represents the world of literature in an honorary manner. A small plaque at the door reads, ‘’There is more treasure in books than in all the pirates’ loot on Treasure Island’’. Wooden murals depict classic literary characters and figures like Moby Dick, Hamlet and Tom Sawyer. From time to time, it might look like books move by themselves and mysteriously start to glow. The Dollhouse Store will be another place of interest, a place filled with full staged dollhouses and a place to find all the desired dollhouse furniture, you could ever imagine. Cast members might even custom-design some furniture for your personal dollhouse. Late into the night, an organist provides a live concert on his Wurlitzer organ, which can be heard throughout the village, a haunting musical backdrop for the romantic evening hours at Disneyland. Said organist is the unofficial proprietor of the Silly Symphonies Music Hall. Million have been treated to live music in Disneyland’s own Music Hall, whether by electric organ, concert grand, or antique player piano. Instruments of all variety, size and origin are for sale, along with the world’s largest library of Disney sheet music for purchase. The interior and exterior are inspired by Silly Symphonies animated films, in particular by ‘Music Land’, a 1935 short film. If you’re looking for souvenirs or other memorable items, visit the largest store of the whole park, The Main Street Emporium, a real Disneyland classic. Travel back through time as you enter a turn-of-the-century department store offering the largest selection of souvenirs in all of Disneyland Park. Don’t forget to peek through the windows of this store as enchanting miniature window dioramas tell some of Disney’s most beloved animated stories every now and then.
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Another small shop, inspired by pastel blue, pink and white Scandinavian architecture, hosts Baby Mine, which is a children’s clothing and toy store, especially aimed at babies and toddlers. It is inspired by the song with the same name from Walt Disney’s animated feature film ‘Dumbo’ and its interior design will be inspired by Mrs. Jumbo and Dumbo, as well as many other Disney characters and their parents like Tarzan and Kala, Bambi and his mom etc. The Main Street Post Office is where Guests are able to write letters to their families at home or even to some of their favorite Disney characters. During Christmas time, it’s where young Guests will send their letter to Santa Clause. In the Artist Quarter, serving as the Montmartre of Main Street U.S.A., Disney Artists will be able to sell their works in a separate outlet, which offer more high-quality items, often personalized. This Quarter is also where Guests can find the Photo and Silhouette Studios, where a professional is set to the task to either take a picture of an unforgettable moment or to capture a Guest’s side profile in a silhouette image. It is here that we also find the Flower Mart, one of the most beautiful sights at Disneyland. There isn’t a wilted petal in sight – the flowers are always fresh. The Laugh at the Blue Birdy Store sits in a rather carefree corner. The storied camera store offers hour long film development, cameras for rent, and on-site photo experts. Patrons can also pose for a souvenir portrait in early 20th Century attire in the attached photo parlor.

Luring Guests inside with a sweet aroma that spreads across the area, The Candyland Kitchen features sweets of all types, colors and flavors and even has a small factory attached to it, where Guests can witness the production of old-fashioned sweet goods. The Main Street Town Hall, ‘the headquarters of the entire project’, as Walt called it, would double as an administration building, but also serves as an information center for Guests. It is here that we are able to meet some of our favorite Disney Characters at the Town Square Welcoming Station. An opera house will host a theater, used for Broadway-scaled live shows, rotating throughout the years, and could be used for radio and television broadcasts. Oddly enough, the Main Street Opera is haunted by its very own phantom, inspired by Lon Chaney’s titular role in The Phantom of the Opera (1925). This bizarre trademark of the original Magic Kingdom, oddly continues into the present, a macabre gag for the ages. The eerie phantom lurks around the lobby and slithers into the viewing room to frighten unsuspecting Guests; but all in good fun. The Main Street Cinema radiates the distinctive sounds of early 1900s cinema in all its ragtime glory. Formerly, it used to host a showing of an assortment of short and feature-length subjects of the silent era. After many years, the cinema became the host for Mickey and the Enchanted Projector, a 4D- film experience in which Guests follow Mickey as he uncovers a projector touched by magic and sends him and the Guests on an adventure into the cinematic world. This experience will be randomized, which means that besides the intro and finale scenes, the scenes are rotated randomly, meaning that it gives Guests a chance to come back and experience a different story. This time these rotations are based on the short animated features that Mickey travels through, like ‘Mickey and the Beanstalk’, ‘Plutopia’ and ‘Plane Crazy’.
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The main food options in the original plans for Mickey Mouse Park were very limited, but it included a hot dog quick service, an ice cream parlor and a table service restaurant. So with this information, we’ll actually welcome over Casey’s Corner. This quick service restaurant is themed to the ‘Casey at the Bat’ segment of the animated feature ‘Make Mine Music (1946). It currently sells traditional specialty hot dogs, as well as a selection of designer dogs, chili dogs, Chicago-style dogs and BBQ pork slaw dogs. Other menu items include corn dog nuggets, and ballpark nachos with chili and cheese. The restaurant offers a small indoor seating area where Guests can down a dog on bleacher seats, while watching baseball-themed Disney short films. Gibson Girl Ice Cream Parlor is the name of the Main Street-style ice cream parlor known for its elegance and wide variety of ice cream. It is a tribute to Charles Dana Gibson, an American graphic artist, noted for his creation of the Gibson Girl: an iconic representation of the beautiful and independent American woman at the turn of the century. The Great American Egg House benefits from the entertainment of its neighbor, the Music Hall. It offers basic breakfast menus with a quaint view of all the early morning activity in and around Town Square. The Blue Ribbon Bakery is where Guests are able to relax on the charming garden patio of a European bakery with fresh baked goods, coffee and tea.

Known for its delicious Starbucks Coffee and pastries, the Market House is a counter service turn of the century Main Street style restaurant. It was originally constructed as a general store, which sold kitchen-wear and coffee related items, which it will once again sell as merchandise of the Market House. At the edge of the Central Plaza lies The Red Wagon Inn, the busiest corner of Main Street U.S.A. This 1890s inspired restaurant features ornate stained glass windows, an elaborate entry way, and crystal chandeliers. Guests can enjoy a variety of comfort foods, including a famous plate of fried chicken, and enjoy a meal on the sunny patio overlooking the Plaza and Main Street U.S.A. Nearby, the Little Red Wagon offers the infamous Disneyland corn dogs, while paying tribute to the original location of the Red Wagon Inn’s horse-drawn delivery cart. In the symphony of Main Street, the Shooting Gallery and Penny Arcade add another nostalgic note. The Penny Arcade holds a number of vintage arcade cabinets from the turn of the 20th Century, including the turn-the-crank kinetoscope movies, mechanical fortune tellers, and various other tests of strength and skill. Based on the Lady and the Tramp, which takes place in Marceline, Missouri, Tony’s Restaurant offers Guests the best Italian food in the park. It’s where our favorite dog couple shared their first kiss. It will be sort of a combination of the restaurant at Walt Disney World and the Bella Notte Pizzeria at Disneyland Paris, but really tries to boast the style of the restaurant in both the live action as well as the original animated feature films.
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orlando678-

Well-Known Member
Original Poster
The Creepy House on the Hill...
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Though it was left as a mystery for Guests that entered the park in 1954, one shadier part of Main Street U.S.A. radiated a whole different energy compared to the rest. The smells of bakeries, popcorn and candy shops, the sounds of honking motorcars and horse-drawn trolley bells and the sights of a perfectly detailed town buildings slowly fade away at the edge of town. What ended up to become the New Orleans Square expansion, connected to a side street of Main Street U.S.A. stood empty for a long time. A Church and a graveyard lead to an ominous crooked street. The façade of a well-kept mysterious mansion can be seen on a hill, watching over the town. Closed gothic gates forbid Guests from even wondering what could be inside. A sign on the gates warned Guests of what was yet to come,

‘’Notice! All Ghosts and Restless Spirits, post-lifetime leases are now available in this Haunted Mansion. Don’t be left out in the sunshine! Enjoy active retirement in this country club atmosphere – the fashionable address for famous ghosts, ghosts trying to make a name for themselves… and ghosts afraid to live by themselves! Leases include license to scare the daylights out of Guests visiting the Portrait Gallery, Museum of the Supernatural, Graveyard and other happy haunting grounds. For reservations send resume of past experience to: Ghost Relations Dept. Disneyland. Please! Do not apply in person.’’

Originally, the mansion would have been a run-down building, high on a hill that towered over Main Street. It would have been overgrown with weeds, dead trees, swarms of bats and boarded doors and windows topped by a screeching cat as a weather vane. However, when Walt found out about this concept, he rejected it. He visited the Winchester Mystery House in San Jose, California and was captivated by the massive mansion and the state it was in. Disneyland, the culmination of all Walt’s ideas for the future of entertainment, would have a decrepit building right by the entrance to the park. It was the ultimate non-starter of an idea as far as he was concerned. As much as his facilities are renowned for their personal touches and attention to detail, he wasn’t about to spend a small fortune building a mansion in disrepair to stand out like a sore thumb at his otherwise beautiful masterpiece of an amusement park. So he asked his team of Imagineers to instead make it look clean and well-kept, a retirement home for ghosts.

‘’We’ll take care of the outside and let the ghosts take care of the inside.’’

Years later, when the project settled, a story was given to the mansion, the story of Captain Gore and his wife Priscilla. Around the 1850s, a young maiden named Priscilla fell in love with Captain Gideon Gorelieu in New Orleans. Gorelieu, dunked in mystery, was a wealthy man, though no one knew the origin of his fortune, nor his family. To celebrate their love, they build a house, known as the Gorelieu Mansion. Though Priscilla was convinced that Gideon was her true love, even she could not deny that she grew suspicious of him at times, especially with the many rumors spreading across New Orleans. She would sometimes hear him anxiously speak to himself, as if he felt guilty for acts he had never told Priscilla of. And then of course, there was the attic, which Gideon had warned his young betrothed to stay out of the attic. On her wedding day however, the bliss ended the moment that she unearthed the truth about her future husband. She had not been able to resist to enter the top floor of their decadent mansion, where the vestiges of Gideon’s days as a the cruelest pirate to ever sail the Spanish Main fittingly named Captain Bartholomew Gore, after the bloodthirsty murders he committed, were hidden away from sight. Since the man’s final journey had planted him in New Orleans, he had taken on a new identity as a nobleman in the polite elite of New Orleans to hide his treacherous past and couldn’t risk the locals discovering that he was a murderous letch. He had grown shame and guilt, even contacted the mysterious Madame Leota, a famous fortune teller and gypsy, known for her mystique and without anyone knowing her age or origin. Gideon grew fear of her as she predicted that spirits, demons and other inhabitants of the afterlife would come to take revenge on the murderous captain. Gideon refused to believe her prophecies and called her a witch, even falling out in rage and beheading her, leaving her eccentric gypsy cart out on the cul-de-sac in front of the mansion’s gates. When the sea captain realized his soon-to-be wife had found out about his past life, he killed her and no one would ever know where Priscilla ended up, yet people would sometimes share the sight of a mysterious spectral being, wandering around the mansion in a wedding dress, which left many to believe it was Priscilla’s ghost haunting her husband. And so she did, turning Captain Gore to madness and eventually causing him to commit suicide by hanging himself in the rafters. Ever since their deaths, infortune fell over the house and many have tried to move in the well-kept mansion, but weirdly enough they’ve all died in peculiar ways on the property, causing the house to be surrounded by the Memento Mori Graveyard. Loyal servants and groundkeepers still maintain the house, although no one dares to stay here at night. Many who have visited the house have said that they have witnessed curious presences of former residents, in particular the wicked sea captain and the murdered bride.

As Guests pass by the Memento Mori Graveyard and the Requiem Aeternam Cathedral, which acts as the doorman to the rotting confines, they find themselves in a cul-de-sac, still kept fresh in its corruptible mortal state. A peculiar chill fills the air as we meander past a collection of decrepit shops and apartments, most boarded shut or left in a state of despair. Piles of bricks and briar-like weeds litter the streets. The once lavish cul-de-sac has since fallen into a state of neglect. A cat screeches somewhere in the quiet abyss. The wolf howls once more. A haunting organ refrain bellows from within the cathedral. With a sense of morbid curiosity, we enter… Curiously the old cathedral is rather well-kempt, still in operation. It hosts concerts performed by traveling choral groups, local or international. The perfect acoustics act as a complement to the Latin texts and hymns sung on a semi-regular basis, echoing throughout the confines of the cul-de-sac. Gothic statues, storied stained glass and an authentic organ create a true departure from the outside world, unlike anything else at Disneyland. In the cathedral’s narthex, large paintings, portrayed in the Renaissance style, depict the tragic past of this area… A narrow corridor leads to the graveyard, just beyond the cathedral walls. The Memento Mori Graveyard will be an interactive exploration zone for Guests to uncover. It is here that we are able to discover the secrets of The Haunted Mansion and its former residents through the use of interactive games and a scavenger hunt which lets Guests interact with spirits beyond. These interactive games are similar to the ones seen in the interactive queue for the Haunted Mansion at Walt Disney World.
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Entering the queuing area for the Haunted Mansion itself, goes through a pair of ornate gates, after which Guests will find themselves in the antebellum-era mansion’s well-tended gardens and courtyards. This neat, trim Victorian manse is intended to reflect a southern plantation-style homestead. Keeping with the New Orleans theme, the white mansion is captured forever in a turn-of-the-century moment, with fancy French Quarter-style wrought iron and fresh paint applied routinely. Though a fanciful color scheme was imagined during the construction process, the building was eventually painted in subdued tones – though even in its monochromatic color scheme, tricks of the trade were employed to make the shadows appear heavier, and the lighting more dramatic.

‘’We wanted to create an imposing Southern-style house that would look old, but not in ruins. So we painted it an off-white color with dark, cold blue-grey accents in shadowed areas such as the porch ceilings and wrought iron details. To accentuate the eerie, deserted feeling, I had the underside of exterior details painted in the same dark color, creating exaggerated, unnaturally deep cast shadows. Since we associate shadows with things hidden or half-hidden, the shadow treatment enhanced the structure’s otherworldliness’’

The vulture-eyed Guest might notice that the Mansion is topped by a weather vane in the shape of a ship, a hint to the Mansion’s first owner, the cruel sea Captain Gore. The queuing path leads Guests past a pet cemetery, a mausoleum with pun names, a cemetery at the top whose tombstones bear the names of the Imagineers who created this attraction, and a white carriage hearse led by an invisible horse which occasionally nickers. The melody of a music box draws near, as we hear a secret siren’s song, presumably Priscilla’s haunting voice floating with the wind. On the second-floor balcony, Guests find a lone rocking chair gently tilting on its own. An ornate record player on an adjacent table comes to a grinding halt. An invisible someone rises from the chair and loudly walks over to the table. The music box cranks, seemingly on its own, and the music resumes. The invisible force returns to the rocking chair, even humming along from time to time. Hanging plants and 19th-Century furniture fill the length of the wrought-iron balcony. A telescope looks out onto the Rivers of America. Carefully groomed plants and vegetation maintain a proper, well-tended appearance, though still offering a hint of sorrow. A manicured lawn sets in front of the Mansion, adorned with sections of Mondo Grass, offering a loose, overgrown effect around the planters and lawn décor. Urns of Medusa’s Head, Weeping Mulberry, Pumpkin Leaves and Weeping Juniper exemplify a mournful appearance, as if the plant life itself is in mourning. Suddenly, we notice a ghostly appearance of a girl staring out the window on the second floor. She appears to be screaming and is suddenly throttled by a large arm which draws her back into the darkness. Stepping onto the porch, Guests are admitted inside the mansion by a servant of the property through a doorway on the far right of the house and into the Foyer, lit by a large, flickering, cobweb-covered chandelier and surrounding candelabras. An ornate portrait image of Priscilla and Gideon hangs above a fireplace, and a few bookcases line the walls. The deep, resonant voice of an invisible spirit sets the tone of the attraction with a short opening monologue, accompanied by a funeral dirge variation of the Haunted Mansion’s theme song ‘Grim Grinning Ghosts’.

‘’When hinges creak in doorless chambers, and strange and frightening sounds echo through the halls, whenever candle lights flicker where the air is deathly still, that is the time when ghosts are present, practicing their terror with ghoulish delight…’’

The portrait on the wall slowly starts to transition as Gideon in his noble wear changes to a terrifying pirate appearance and Priscilla changing from her serenity to pure anxiety. The fire in the fireplace intensifies and we then witness as the servant that previously welcomed us into the Mansion, is kidnapped by a large shadowy arm, believed to be that of Captain Gore. The lights go off and Guests are plunged into darkness until they again watch the sight of the portrait, but it seems like Captain Gore has escaped the image and can now be found laughing on top of the fireplace in Pepper’s Ghost form. The lights turn back on and one of the bookcases (depends on which pre-room Guests are ushered into) moves away to uncover a secret passageway to the octagonal Portrait Gallery, which is actually a large slow-moving elevator with two sets of walls, the lower of which does not reach the ceiling. Grinning gargoyles wait above each wall panel, holding onto flickering candles, designed to seem as if they are staring at each occupant in this claustrophobic gallery.
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The invisible spirit teasingly welcomes us, foolish mortals and introduces himself as their ‘Ghost Host’, who will take them on a tour of the Haunted Mansion. His voice seems to be gliding around the room, as well as the sounds of fluttering bats and whispering gargoyles. The room contains four paintings, one on every other wall, each depicting a former resident of the house as they appeared in their corruptible mortal state. As the Ghost Host delivers his spiel, the room begins to stretch vertically. A low rumbling emanates from the floor, and the walls begin to moan and groan as Guests actually hear and feel the chamber elongating around them. As the floor descends, the visible extent of the upper walls increases and portrait frames appear to elongate, revealing the grim fates of the previous residents. The paintings humorously depict macabre situations: a beautiful young girl known as Sally Slater holding a parasol is shown to be balancing on a fraying tightrope above the jaws of an alligator, a middle-aged bearded man known as Alexander Nitrokoff holding a document is shown to be standing atop a barrel of dynamite in his boxer shorts with a candle lighting the fuse, a smiling elderly woman known as Mary Hightower holding a rose is shown to be sitting on the tombstone of her late husband George, who is depicted as a stone bust with an axe in his head and a confident-looking middle-aged man in a bowler hat known as Daniel Patterson is shown to be sitting on the shoulders of a frightened-looking man who sits on the shoulders of a third man who is waist-deep in quicksand, an expression of terror on his face. In the other of the two Portrait Rooms we’ll find the portraits of Harriet the Opera singer picking flowers above a gravestone where a skeleton emerges from the ground, Captain Salty stepping through a stream in his rubber ducky underwear as a amphibian monster reaches for his feet, Horace Fusslebottom the former gardener of the property working on the garden as ants, a snake, scorpion, spider and beetle approaches him and Ethyl White, first female Captain of the Mark Twain Riverboat, holding a parasol while in a boat above a vertical waterfall. As the Ghost Host challenges Guests to find a way out of this seemingly windowless and doorless chamber, he concludes his speech with…

‘’Of course, there’s always MY way…’’

With a sudden thunderclap, the lights go out and the ceiling disappears. A ghastly vision manifests above: the skeletal corpse of Bartholomew Gore aka the Ghost Host dangling from a taut rope inside an octagonal cupola with four curtainless windows, illuminated by flashes of lightning. Seconds later, the room plunges into darkness, and a bloodcurdling scream is heard – falling from the ceiling to the floor, ending with the sound of the corpse hitting the floor.

‘’Oh, I didn’t mean to frighten you prematurely. The real chills come later. Now, as they say, ‘look alive’, and we’ll continue our little tour. And let’s all stay together, please

There are several prominent ghosts who have retired here from creepy old crypts. Actually, we have 999 happy haunts here – but there’s room for a thousand. Any volunteers? If you insist on lagging behind, you may not need to volunteer.

And now, a carriage approaches to take you into the boundless realm of the supernatural. Take your loved ones the hand, please and kindly watch your step. Oh yes, and no flash pictures, please. We spirits are frightfully sensitive to bright lights
.’’

The Portrait Chamber exits into a long, dimly lit hallway filled with portraits of prominent denizens of the Haunted Mansion… The left side of the corridor is lined with windows that overlook a moonlit landscape in a rainstorm, intermittently illuminated by violent flashes of lightning. Portraits hang on the wall to the right, the subject of each transforming into a nightmarish image with each flash of lightning – the beautiful Medusa turns into a hideous Gorgon, a gallant knight and his steed both become skeletons, a vampire Count Dracula transforms into a grinning bat-creature and a beautiful young woman reclining on a couch is transformed into a white tiger. Dusty mirrors, framed certificates, macabre silhouettes and even tribal masks with horrific expressions fill the gaps between the portraits. At the far end of the hallway, an ominous-looking taxidermy mount of a grizzly bear stands against the wall. Is this haunted bear actually growling and following you with his eyes, or is it your imagination? Hmm…? The portrait of an elegant ship turns into a fiery ghost ship, believed to be the ship of Bartholomew Gore. An enormous picture window at the top of a Grand Staircase looks onto a sinister, moonlit landscape illuminated by flashes of lightning. As the lightning flashes, the scene is drained of all color, becoming a melancholy, monochromatic grey landscape. A supernatural wind blows to the tune of Grim Grinning Ghosts. The sculpted bats that top the stanchions throughout the Portrait Corridor and Grand Staircase are original designs. We board a Doom Buggy of our own at the foot of the Grand Staircase. The ethereal outline of a phantom hearse and its ethereal driver ride alongside our carriage in the picture window.

‘’Do not pull down on the safety bar, please. I will lower it for you. And heed this warning: the spirits will materialize only if you remain safely seated with your hands, arms, feet and legs inside. And watch your children, please.’’

Once Guests ascend the pitch-black staircase to the second floor, they come across a moving suit of armor, and a chair which appears to be embroidered with a hidden abstract face. The Doom Buggies also pass by the end of a seemingly Endless Hallway. Halfway down the hallway is a candelabra, floating eerily. From time to time, the spirit of Priscilla in her wedding dress appears, holding the candelabra and singing her siren song. Moving down the passage and around the corner, we encounter the evil Captain Gore at his table, plotting his next cruel scheme. A sickening laugh and a grin, as he turns around at Guests with a ghostly look in his face. It looks like Gore has a document in his hands. A treasure map, perhaps? We then open into the Library, which is filled from floor to ceiling by shelves lined with hundreds of books. Invisible hands pull books from shelves, and a ladder slides to and fro as an unseen force climbs for some late night reading. One book ‘’crawls’’ along the floor unassisted, while another open book at a table flips pages on its own. And among the shelves, ubiquitous marble busts turn to glare at us and follow our every move.
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A Rachmaninoff-style arrangement of ‘Grim Grinning Ghosts’ fills the air. A dusty square piano sits in the center of the vacant Music Room. The piano plays itself or so it seems… The shadow of the pianist is cast onto the floor through the pale moonlight of a picture window, a desolate forest in the eerie landscape beyond. Other instruments in the room gather dust, perhaps a hint at the musical forces that will later band together in a ‘swinging wake’. A ghastly gargoyle crouched on the banister of a rickety staircase leers down at our Doom Buggy as we begin to ascend. The window stretches along and we pass by a cyclorama featuring a bayou and a ghost ship, from which ghostly orbs emerge. And on the side of the bayou, we peek into the swamps where a mysterious voodoo ritual is taking place with scary creatures from somewhere beyond. We climb the creaking staircase in near-complete darkness, a short, gloomy ascension in which the glowing eyes of unnatural creatures peer out from the overwhelming shadow that surrounds us. The melancholy cords of the phantom pianist echo through the empty chamber. We end up in the bedroom of Captain Gore. In the bed we can see a terrified sea captain moaning in fear as several spirits torment him, including the spirit of his bride Priscilla. He screams to be left alone. Moving forward, we glide into the Conservatory, where a somewhat premature funeral is taking place among the rare specimens of dead flowers and plants. A large coffin sits at the side, surrounded by decayed floral arrangements. Two gnarled hands protrude from within the coffin, desperately trying to pry open the lid and escape with a muffled, ‘’Let me outta here!’’

A cawing raven, who will become a sort of mascot for the ride, makes its perch near the coffin, seemingly warning us to not disturb the living corpse inside. The ornately carved coffin contains many creatures and animal-like details, as if it too were a living thing. The greenhouse-like windows of the conservatory look to a moonlit, fog-enshrouded forest, an appropriately sinister backdrop for such a macabre scene. An unsettling red light is cast from the chandeliers above, as if to almost blur the lines between reality and imagination… The funeral dirge has since silenced, replaced now by the omnipresent ambiance of a supernatural rumbling – a low ‘whoosh’ sound, if you will. The spirits have grown restless and make their presence known as we turn down into the long Corridor of Doors. Doorknobs and handles twist and turn every which way, and knockers in the shape of spiked maces bang against the doors – by themselves. Eerie sounds of moaning creatures pounding, knocking and begging for escape fill the air as we continue onward, and green light pours from behind a door that seems to bend and shake violently at its edges. One door appears to breathe, bulging from the middle as a powerful force acts upon it from within. A painted portrait of a sad gentleman suddenly comes to life – the face of a tortured soul presses against the canvas from behind, horrifically bulging the face outward. Some of the entities aren’t confined to their rooms: countless eyes glare at us from the corridor’s iconic sinister wallpaper and Guests will even notice the sound of loud knocking on the Doom Buggie from behind. Disturbing, post-mortem family photos line the walls in fancy wooden frames, grotesque foreshadowing of the creatures that might lie ahead. A knitter sampler reads ‘TOMB SWEET TOMB’. But most frightening of all, we glimpse the sight of a sorrowful spirit, presumably Priscilla, frantically pounding from behind the glass of an ornate mirror, begging for escape.
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Having escaped one final door that seems to be snarling like a rabid animal, we creep past an ornate grandfather clock that is perpetually struck on thirteen. The hour and minute hands spin madly around the face as the shadow of a vampiric claw scrapes over the clock. If one peers closely into the darkness, one might discover the top half of the cabinet to be the head of a demon; the clock’s face sitting inside its gaping maw and the swinging pendulum, the demon’s forked tongue. With the thirteen chimes of the grandfather clock still ringing in the air, we enter the dark séance circle, an eerie sanctum in which an age-old ritual is taking place. A mist-filled crystal ball floats high above a table littered with candles and tarot cards. The red-eyed raven sits perched atop a chair directly behind the table. An ancient tome, Necronomicon: The Book of the Dead, rests on a nearby bookstand, opened to pages 1312 and 1313, and a spell that summons those unfortunate spirits trapped in limbo. A phosphorescent orb floats mysteriously along the wall, located directly behind the Doom Buggies as they first enter the room. The orb illuminates a number of horrific faces. As we continue our slow circle around the table, we finally meet our medium, the disembodied head and spirit of Madame Leota, trapped in the levitating crystal ball. She summons the Mansion’s restless spirits and encourage their arrival by reciting an ancient incantation.

‘’Serpents and spiders, tail of a rat, call in the spirits, wherever they’re at.

Rap on a table, it’s time to respond, send us a message, from somewhere beyond.

Goblins and Ghoulies, from last Halloween, awaken the spirits, with your tambourine.

Creepies and crawlies, toads in a pond, let there be music, from regions beyond.

Wizards and witches, wherever you dwell, give us a hint, by ringing a bell.’’

Music instruments and other objects spin lazily through the air, as the aforementioned spirits begin to materialize in the far corner of the room. We leave the Séance circle and travel onto an elegant balcony overlooking a spectacular, panoramic view of the aptly named Grand Hall. A green fire ignites itself in a lavish fireplace and a not-so-empty rocking chair beside it begins to rock. A group of otherworldly revelers have gathered at a long banquet table to celebrate a mysterious wedding party. Other swinging specters enjoy spirits of a different kind while sitting atop an ornate chandelier high above the room. Hooded wraiths fly in and out of the room through the upper windows as lightning flashes behind them. And a steady stream of specters pours in from a hearse crashed just outside the ballroom, eager to join in the jamboree. At the opposite end of the hall, ghostly couples waltz the night away as an evil organist plays a madcap, frantic version of ‘Grim Grinning Ghosts’ on an enormous pipe organ. With each note, transparent skulls, not musical notes, fly out of the pipes and vanish like wisps of smoke. The intimidating image of Captain Gore stands halfway up the staircase, greeting Guests disembarking from the hearse crashed outside, with every lightning flash revealing his true evil appearance. On a wall above the dance floor hang the large portraits of two duelists wielding pistols. Their spirits emerge from the canvas, turning and shooting at each other in an eternal attempt to settle their score long after death. It is truly a party to die for.

The music and murmur of the Grand Hall behind us, we enter the Mansion’s dusty attic, which is filled with cobwebbed bric-a-brac and long-stored furniture and artifacts from a former lifetime. Cool blue light and the sound of a beating heart permeate the space, and the ominous atmosphere is underscored by various shrieks and moans. The pulsating heartbeat grows louder as our Doom Buggy moves further into the dark collection of plundered treasure and other items that relate to Captain Gore’s past, secreted away in the old house. Suddenly from within an opened trunk, a freakish phantom pops upward with a shriek, similar to the phantoms that tormented Gore in his bedroom, presumably the spirits of people betrayed by Gore in his past life. Then without warning, another from the other side of the attic. A fluttery motion catches our attention – bats flit about, flying ‘round and ‘round the dark shadows above. One pop-up ghost after the next transitions into our mysterious encounter with the luminous, floating owner of the heartbeat – the forlorn bride, Priscilla, carrying a decayed bouquet in one hand and a flickering candle in the other. Her once beautiful face, a beacon in the dark, is punctuated with eyes that glow as embers – and with each heartbeat, her heart glows the color of blood. She shimmers in the light, levitating as her wispy bridal gown and veil flutter in the ethereal breeze. Another ghostly manifestation appears just outside the Attic on a balcony overlooking the Memento Mori Graveyard. This figure would be of the Captain once again, as he emerges in a watery and dripping state, and then suddenly disappears, leaving a puddle of sea water where he stood.
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After passing the lovelorn bride and her ill-fated suitor, our Doom Buggy falls out an attic window, all under the watchful, glowing red eyes of the cawing raven perched in a nearby tree. Grim Grinning Ghosts, this time arranged as jazzy, 60s-era jamboree, fills the air once again as we swivel past a terrified caretaker with quivering knees, obviously too frightened to speak, and his whimpering, near-skeletal hound dog. We will soon encounter what appears to be hundreds of ghosts rising from their graves. The spirits cross all boundaries of time and space, from a band of medieval minstrels to a properly paranormal English tea party and an Egyptian mummy. All are singing and playing along with their hosts for the evening’s festivities, a group of warbling marble busts. Madame Leota’s incantations have worked like a charm, and all of the Mansion’s 999 happy haunts have come out to socialize at last. First we encounter a band of medieval minstrels, a drummer with bone-sticks, a flutist upright in his coffin, a bagpipe player in a kilt, a harpist with a hook-nose and a horn player in his long pajamas. This band was actually a group of musicians that played at houses dressed up as minstrels for Halloween. However, once they ended up at the Manor, they met their gruesome deaths when a floating piano fell on their heads. A gathering of scrawny cats and plump owls join the revelry and add their own harmonies. A skeletal hellhound bays at the moon.
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Nearby, a trio of Lonesome Ghost relatives await a mug of fresh brew – two transparent witches, ghost witches, respectively, are stirring a black cauldron of glowing, green soup. The witches cackle and hum. In the distance, added in 2015, a digital quartet of skeletons reanimate and dance to a Skeleton Dance of their own. Of course, the minstrels would be most unimpressive without the frightful vocals of the Phantom Five, a quintet of Singing Busts led by Uncle Theodore. The rest of the Phantom Five is composed of Rollo Rumkin, Cousin Algernon, Ned Nub and Phineas P. Pock. The harmonic busts sing Grim Grinning Ghosts in a macabre barbershop arrangement. Victorian spooks enjoy a chorus with a game of chess and a spot of tea alongside a cozy, crashed hearse – its occupant now upright and la-la-ing along. On the near horizon, a number of cloaked wraiths ride bicycles around a gnarled tree. A former French aristocrat tips his hat – and his head – to welcome our arrival. An Egyptian Mummy sits upright in his golden sarcophagi, desperately trying to entertain a befuddled old man with an ear-horn. A flapper of the Roaring 20s enjoys a spot of tea with a ghost laden in chains. In the open coffin below, a boney arm pours tea into the flapper’s removed shoe. A former pirate captain raises a pint o’ grog in toast of the swinging wake, joined by an incredibly short Viking perched atop a small tombstone. A presumably drowned flight attendant sings near the sight of a big game hunter and a spectral tiger – the hunter’s pants grasped in the tiger’s jaws. A headless knight and his executioner show there are no hard feelings as thy sing backup for a pair of opera singers dressed as Vikings, the duo madly warbling in time with the music. It truly isn’t over until the fat lady, Harriet sings. A short and bearded convict, who will soon attempt to hitch a ride with us, stands nearby. Also nearby, the occupant of a brick tomb attempts to seal himself within via concrete perhaps too afraid of his paranormal activity.

‘’Ah there you are! And just in time – there’s a little matter I forgot to mention – you must beware of hitchhiking haunts! These grim grinning ghosts are tagging along, determined to establish a permanent alliance with a favored mortal: you. You have been selected to fill our quota, and we will haunt you until you return. Now I will raise the safety bar, and a ghost will follow you home!’’

The raven puts in one last appearance, glaring at us with its glowing red eyes as we enter a giant stone crypt. We then come face-to-face with the Mansion’s most popular characters: The Hitchhiking Ghosts. From left to right, Phineas is the large ghost in a top carrying a carpetbag: Ezra is the tall, bony ghost tipping his hat and Gus is the short convict with a bushy beard and the ball and chain. Our Doom Buggy continues deeper into the Crypt, passing in front of a series of large mirrors. We soon learn that one of the three ghosts has hitched ride and is seated right next to us. The digital effect from Walt Disney World’s version has been implemented here as the hitchhiking ghosts pull all sorts of tricks on the Guests in their Doom Buggies.

‘’Hurry ba-ack…Hurry ba-ack. Be sure to bring your death certificate if you decide to join us. Make final arrangements now. We’ve been dying to meet you.’’

A lit sign urges our return to the World of the Living. Since departed from our Doom Buggy and onto a moving walkway, we embark on an uphill climb through an old crypt, but not before we catch a glimpse of a little ghostess, Priscilla, leading us outside. Walking through the courtyard as we leave Gore’s property, we pass an old well that seems to be gurgling. A massive clue to the events scratched in the walls appear ‘’Ding dong dell, Priscilla’s in the well. Who threw her in? The wicked cap-a-tain!’’. A ghostly voice finishes by saying ‘’and about the color of the water, maybe it’s the reflection of the sun, but by an odd coincidence, it’s blood red.’’
 

Evilgidgit

Well-Known Member
Well, damn. Someone beat me to it! XD Thought I was the only person with this idea.

This is an absolutely fantastic read. Given the limited amount of space, a question of size must be challenging. Does the park later gain hotels, etc.?
 
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orlando678-

Well-Known Member
Original Poster
Well, damn. Someone beat me to it! XD Thought I was the only person with this idea.

This is an absolutely fantastic read. Given the limited amount of space, a question of size must be challenging. Does the park later gain hotels, etc.?
Hahah would still love to see your ideas though!

About the hotels etc. What I'm thinking right now is that I might connect the park and studio to another location with for example a monorail where a second gate, hotels and something like downtown disney could be, but I'm not sure yet
 

Evilgidgit

Well-Known Member
Hahah would still love to see your ideas though!

About the hotels etc. What I'm thinking right now is that I might connect the park and studio to another location with for example a monorail where a second gate, hotels and something like downtown disney could be, but I'm not sure yet

Well, the high school across the road from the Disney studio wasn't built til 1955, so you could put a hotel there. Next door is the Johnny Carson Park, which 17.6 acres in size.
 

orlando678-

Well-Known Member
Original Poster
The Central Hub
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The Central Hub at our alternate Disneyland is much less of a big circle and more like a smaller-scaled Village Green, which was the original plan of a port of entry at the Mickey Mouse Park. This area would mainly serve as a relaxing transition into the exciting worlds that lay ahead of us. This is where Guests can lay down in the grass and enjoy the view and atmosphere of the area. Trees serve enough shady areas and benches almost invite Guests to just sit down for a second and appreciate their surroundings. The Central Plaza celebrates the wonders of nature and the joy of the imagination, offering an absolute escape from the everyday world. At the end of Main Street, fanning out like spokes in a wheel, are the other lands – easy to find, easy to enter, each a complete thematic experience. At the center of the plaza, Guests can find ‘Partners’, a storied tribute to Walt and his most treasured creation, Mickey Mouse. Walt and Mickey, hand-in-hand, look down Main Street, a timeless capture of a ‘Man and his Mouse’. A plaque at the base of the sculpture reads: ‘’I think what I want Disneyland to be most of all is a happy place – a place where adults and children can experience together some of the wonders of life, of adventure, and feel better because of it’’ – Walt Disney.

Although I have mentioned the importance and function of Disneyland’s central focal point, the castle, I haven’t mentioned its appearance and theme. It is an iconic symbol of the Company and the resort. However, the park will not feature its’ famous Sleeping Beauty Castle. Instead, it pays tribute to its very first animated feature-film fairy tale, Snow White and The Seven Dwarfs and will have a design very similar to its original concept (except for the fact that the castle was meant to be at the end of Fantasyland, which was surrounded by castle walls). The castle is based on the medieval castles in Germany, including of course the fairy tale-like Neuschwanstein Castle. The castle will be noticeably larger than the existing Sleeping Beauty Castle, but it stays true to the petite feel and atmosphere it has today, using forced perspective to make it appear taller; Design elements are larger at the foundation and smaller at the turrets. A draw bridge leads to the castle, as the castle is separated from the Hub by a circling moat. Above the archway to the castle, you might notice a coat of arms. It belongs to the Disney family. Disney fanatics might notice small details added to the castle like small forest animals worked into the architecture and the presence of seven towers, representing the Seven Dwarfs towering above the structure. Inside the castle, you’ll find large sculpted caryatids of the Seven Dwarfs holding up the structure of the castle, an homage to the movie, similar to the Team Disney structure, also known as the Seven Dwarfs Building at the Walt Disney Studios.
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Inside, the voices of Snow White, Jiminy Cricket and Peter Pan lead you with their songs ‘One Song’, ‘When You Wish Upon A Star’ and ‘The Second Star To The Right’. Leading you through the castle is the Once Upon A Time Adventure. Step through the Magic Mirror portal and enter an enchanted dimension of wonder: Snow White’s Fairy Tale World. In a similar manner to what the Sleeping Beauty Castle Walkthrough and the Once Upon A Time Adventure at Shanghai Disneyland offer, this walkthrough lets Guests experience the classic tale like never before. Although the walkthrough will be very similar to the Sleeping Beauty walkthrough, it will include some of the interactive elements that are found at Shanghai Disneyland. While the action of the story plays out, you become part of the fun, villainy and romance. And when this exciting tale finally ends ‘’happily ever after’’, it’s sure to live on as an experience you’ll never forget. Underneath the Castle another surprise awaits. It is here that the bravest of Guests are dared to enter The Evil Queen’s Dungeon. Similar to La Taniere du Dragon at Disneyland Resort Paris, Guests will find themselves wandering through eerie castle dungeons, past skeletal remains, menacing shadows, creepy rats and crows and even leading you to an encounter with the Evil Queen in her Old Hag disguise offering an enchanted apple to Guests.
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Although it could be easily missed, to the side of the castle, you’ll find Snow White’s Grotto and Wishing Well. Listen to Snow White’s enchanting voice as you make a wish by throwing a coin into this magical well. The grotto consists out of statues of princess Snow White, the Seven Dwarfs and even a few of her woodland creature friends. The princess stands atop of a cascading waterfall. The statues were once donated anonymously to Walt Disney. However, Snow White was made the same size as the dwarves which led to a problem when Walt decided he wanted these statues incorporated into the park. Forced perspective was used to make the statues work. Guests wandering through Fantasyland might notice a hidden gem inside one of the windows of the castle. Watch closely and you’ll see the curtains swish. The Evil Queen watches over Fantasyland Guests every few seconds.

The Central Hub of the park is also known for a perfect viewing spot of the park’s many spectacular parades and castle shows over the decades. Parades have been part of Disney theme parks since Disneyland opened. It seemed appropriate for a small-town Main Street to host a parade for special occasions. Of course, at a Disney theme park, every day is some type of special occasion and therefore you can find a parade going down the park’s route every single day, changing its appearance, themes, songs etc. over the years. Since there is not much to discuss for a permanent Disneyland park parade, I’m just going to throw out a few ideas of my own for a new parade, partly inspired by other parades I personally enjoyed a lot. By day, Guests curb to see and hear the astonishing sights and sounds of Disney’s Enchanted Extravaganza Parade, a traditional Disney parade combining dance, color, song, storytelling and magic in a celebration of Disney’s legacy. The beloved parade features glorious, state-of-the-art floats, colorfully costumed performers and many other tricks to amaze Guests with magic right in front of their eyes.

The parade is set around a similar atmosphere to parades like Festival of Fantasy, Disney Stars on Parade and the most recently debuted Magic Happens parade in style of music and costumes. During the parade, Guests are invited to join Mickey as he longs to celebrate with us the magical moments in various Disney stories, which is what the parade tries to achieve through show stop moments, similar to the show stops in Walt Disney’s Parade of Dreams, where certain climax moments lead to a special effect to represent a magical transition in a Disney story. Besides many well-known scores from Disney feature films sprinkled into the parade’s soundtrack, a theme song ties all the units together into its unique tone. The parade’s theme song will be inspired by the score to The Greatest Showman in style, especially songs like ‘The Greatest Show’, ‘Come Alive’ and ‘This is Me’ and even the entire parade’s design might be partly derived from the film’s style. The spectacle fleet of fantastical floats are all themed to Disney films and their characters and try to reflect the atmosphere and themes of these stories as accurately as possible. Following up is a quick description of the parade and its units:

The Sorcerer’s Apprentice/ Fantasia Unit: This pageantry of enchantment celebrates Disney magic. Mickey Mouse in his sorcerer’s attire is accompanied by enchanted brooms who perform a dance using water that streams down the main float which is themed to a majestically shaped rock, on top of which Mickey himself can be found controlling the waves and sparks that float around him. Behind him, an enchanting garden themed to the Fantasia segments emerges, filled with flower topiaries, Greek ruins and mythical creatures. A group of dancers follow the main float of this unit, dressed in costumes which are inspired by Ben Ali Gator, Hyacinth Hippo and Madame Upanova from Fantasia’s ‘Dance of the Hours’ segment. A smaller mini-float features Elephanchine and her elephant ballerinas, beautifully stacked in a Roman fountain, as bubbles emerge from their trunks. The unit’s climax show-stop is set around Mickey Mouse who enchants the skies with a blast of fireworks.

Songs featured: The Sorcerer’s Apprentice, Dance of the Hours, Dance of the Sugarplum Fairy, The Nutcracker Suite, The Pastoral Symphony

No Strings Attached: Our next parade unit is based around Disney’s 1940 animated film, Pinocchio. It is set around the moment Pinocchio is brought to life and starts to dance with his father and his many wooden creations. The unit is led by dancers that perform an up tempo dance in puppet-inspired costumes. The float itself is made to look like perfectly connected cuckoo clocks and wooden dioramas, each with their very own animations and moving elements. Pinocchio himself, stands on what looks to be a small wooden stage. During the show-stop, the cuckoo clocks go off and announce a special dance performed by Pinocchio and his fellow puppets, slightly incorporating the style of mannequin dancing, which fits the theme of wooden dolls in my opinion.

Songs featured: I’ve Got No Strings, Hi-Diddle Dee Dee, Little Wooden Head, Give a Little Whistle, When You Wish Upon A Star

Fate in Your Hands: A group of Celtic couples wearing traditional Scottish clothing announce the arrival of Princess Merida from the 2012 Disney-Pixar film, Brave. They step to the melodies of the Great Highlands in celebration. A float that somewhat combines the Brave float in Walt Disney World’s Festival of Fantasy Parade and the Mulan float from Shanghai Disney’s Storybook Express Parade follows with Merida riding on a big version of Angus and rehearsed Scottish war drummers. Her three little bothers can be spotted in their bear forms, popping their heads up from unsuspected places. The show-stop has Merida shoot an arrow in a target’s bullseye, while a loud roar announces the change of a medieval tapestry on which Queen Elinor changes her bear appearance to human again.

Songs featured: Touch the Sky, Fate and Destiny, Remember to Smile
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A Midnight Journey: Filling the streets with more magic, are the dancers dressed as mice and birds from the 1950 animated film, Cinderella. They perform around a mini-float which features the white and pink dress they tried to sew for Cinderella during the Work Song scene in the film. Following this mini-float is the fairy godmother skipping along the parade route, joyfully spreading her magic. Behind her a large float, symbolizes the moment she gifts Cinderella a visit to the Royal Ball. The float itself is somewhat organic and is inspired by the shape of a pumpkin and its roots. Guests will witness how the pumpkin is perpetually trying to form the shape of an enchanting regal carriage. In the center of the float, we see Cinderella herself, with a show stop climax during which she is transformed from rags to a ball gown. This will truly be a sight not to be missed.

Songs featured: A Dream Is A Wish Your Heart Makes, The Work Song, Bibbidi-Bobbidi Boo, Cinderella (Main Title), Oh Sing Sweet Nightingale
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A Moment To Let Go: A snowy pinewood forest grows along the route. Mystic northern lights surround us as we have reached the Arendelle woods, themed to the 2013 cinematic phenomenon, Frozen. Led by dancers who are dressed up like the trolls, the float itself is centered around a troll festival (similar to the Fixer-Upper scene from the film), visited by Anna, Elsa, Kristoff, Sven and Olaf. The unit is themed around the idea of family laughter and the moment Anna and Elsa embrace and accept one another into their lives. The show-stop moment is centered around the trolls and Elsa performing a few magic tricks to capture Guests into a moment of enchantment. The snow giant, Marshmallow, can be found on the back of the float in his festive attire to join the celebration and often waves and winks at Guests.

Songs featured: Fixer Upper, For the First Time in Forever, In Summer, Let It Go, The Frozen Heart, Vuelie, The Trolls

Topsy Turvy: Joining the celebrations are a group of acrobats, clowns, stilt-performers and dancers. Leading this colorful troupe of party-goers is Clopin from the 1996 animated feature, The Hunchback of Notre Dame. The parade route is suddenly filled with Parisians celebrating their Topsy Turvy Carnival. The main float of this unit will be themed to tents and topsy turvy decorations like flags. On top of a stage, Quasimodo proudly celebrates along, together with a bunch of smiling and colorful gargoyles. During the show-stop, Clopin will gather Guests around to see ‘the mystery and romance, to see the finest girl in France, make an entrance to entrance… Dance la Esmeralda… Dance!’ With a blast of purple smoke, Esmeralda appears on a suspended pole and dances a high-tempo routine and then greets Guests.

Songs featured: The Bells of Notre Dame, Topsy Turvy, Out There, A Guy Like You, The Court of Miracles

A Royal Claim: From the loud and bright celebrations in Paris, we turn to a more serious setting, based on The Sword in the Stone. It is as if we have just jumped into a medieval tapestry. A series of knights showcase a dance that combines sword fight with dance routines. The dancers wear medieval suits of armor, each with their own patterns to represent a different ‘kingdom’. Merlin and Archimedes wisely lead the way for young Arthur, who finds the magic within himself as he pulls the Sword from its stone, claiming his place upon the throne.

Songs featured: Higitus Figitus, That’s What Makes the World Go ‘Round, King Arthur, The Legend of the Sword in the Stone, Big News
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Unbirthday Celebrations: Our next unit is proceeded by a group of dancers, whose costumes are inspired by characters from the 1951 animated film, Alice in Wonderland, in a similar manner to the costume design for the Lost Boys in Walt Disney World’s Festival of Fantasy Parade. Our float will resemble a pile of tea cups and pots, in strange and odd patterns and colors, pouring ‘tea’ from one to another, surrounding a large Unbirthday Cake. Each of these cups and pots will be spinning, stretching, hopping etc. and the pots will also let out smoke from their spouts. Alice and the Mad Hatter can be seen in a teacup that move on a type of seesaw, similar to the one seen in the Alice in Wonderland Unit for Tokyo Disney’s Dreaming Up parade. The show-stop features a gigantic Unbirthday celebration, with the Dormouse getting launched from the Cake’s top.

Songs featured: I’m Late, Alice in Wonderland (Main Title), The Unbirthday Song, The March of the Cards, In a World of My Own

Good Conquers Evil: Based on the 1989 animated film, The Little Mermaid. This will be the real climax unit of the parade, and will be less light-hearted in comparison to the other units, similar to the Sleeping Beauty unit in Walt Disney World’s Festival of Fantasy Parade. It features a battle on the streets between Prince Eric and Ursula’s minions, including Flotsam and Jetsam in puppet forms. The main float will be an impressive piece of art which has Ursula in a somewhat Steampunk puppet-style towering above Ariel who appears without a voice and helpless. The giant figure will be similar to the one seen in Tokyo DisneySea’s live production titled ‘Under the Sea’. Her claws seem to be swirling around a floating orb, seemingly Ariel’s voice. During the show-stop, Eric fights his way past Ursula’s goons and finds a way to defeat her. This reveals a light effect that simulates lightning or electricity going all over the Ursula figure. The figure goes in down mode, and the glowing orb falls down to Ariel, who is able to use her voice once again, a spectacular finale to this exciting parade.

Songs featured: Part of Your World, Poor Unfortunate Souls, Eric to the Rescue, Flotsam and Jetsam, The Storm, Happy Ending

(skip to 6:40 to get an idea of what I mean)​
 

orlando678-

Well-Known Member
Original Poster
New Orleans Square
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In quite a similar manner to Tokyo Disney’s Dixieland Square, New Orleans Square will receive a different location as in this alternate timeline, The Haunted Mansion opened up as part of Main Street U.S.A., but would later expand as the whole of New Orleans Square. The design of this themed area is elaborate, yet small. What sets it apart from Main Street U.S.A. is its playfulness with its winding streets, corridors, courtyards and squares. Though the name is ‘New Orleans Square’, the themed land itself is nothing like a square at all, but instead a series of streets that meet one another in various turns. Plans to include a New Orleans-themed area were made in the late 1950s with the idea that it would represent a part of American culture and history. It evokes the energy, elegance, colorful culture, music and architecture of the French Quarter, where Guests can celebrate the spirit of this Dixie-loving land. Walt Disney believed it would be in line with his vision that,

‘’Disneyland would be a world of Americans, past and present, seen through the eyes of my imagination – a place of warmth and nostalgia, of illusion and color and delight.’’

Therefore, New Orleans Square, though close to boasting reality, is far from what the real New Orleans is like, it is by fact a ‘Disneyfied’ version of it, a cleaner and shinier replica of the city’s most notorious district. But the plans didn’t come out from nowhere; Frontierland always had its ‘Southern’ spirits, from its sparkling Mississippi River and Mark Twain Riverboat, to Aunt Jemima’s Pancake House. And with all these ideals in mind, Walt Disney was set on the idea toward a few new attractions for this new expansion. In reality, Construction began on the new ‘New Orleans Square’ in 1961, but with Disneyland opening in 1954 and the Haunted Mansion opening sooner than in reality, New Orleans Square would open up a bit earlier as well. Because of the fact that special effects and audio animatronic technology was far behind, what it would be after the New York World’s Fair in 1964, a ‘Pirate Adventure’ attraction was put on hold and instead opened up as the Rogues’ Gallery, in which Guests would stroll into the recreation of a typical coastal town of the Caribbean to witness the salty sea dogs carousing in a tavern, aboard their docked ship, exchanging cannon fire with the town’s fortress, and burying their looted treasure in a secluded cove. From the set design, costumes and props down to the last golden doubloon, these scenes were quite authentic – and also completely static. At best, Guests would view sweeping dioramas of scenes populated with still figures, accompanied by sound and music cues. This was a far cry from the lively, carousing Pirates we know today.
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After the 1964 New York World’s Fair, huge innovative and technological advancements were made and when Walt looked back at his park, he wanted to make a few tweaks. The Rogues’ Gallery closed down and was now destined as the centerpiece of his highly anticipated new land, and all his team’s energies were directed to redesigning this show as the innovative spectacle now expected. The problem, however, was the fact that the size of the Rogues Gallery would prove to be way too small for a flume ride on the scale Disney wanted it. So another show building was constructed beyond Disneyland’s berm, doubling the size of this Pirate-themed attraction. A stately manor house at the head of Royal Street, inspired by the famed ‘Cabildo’ in New Orleans, stands as the façade to a swashbuckling adventure back in time. Upon entry, we find ourselves walking past a brick canal in which wooden boats sail around a tropical sandbar. A seagull perches atop the post to which the rowboat is hitched, quizzically watching the boats as they sail past him. On a treasure map, that lies deserted in the sand, the attraction’s title ‘Pirates of the Caribbean’ materializes. Past this, the queue pays tribute to the former Rogues’ Gallery by portraying famous nautical personages, like for example Sir Francis Verney, Captain Charles Gibbs and even a mysterious pirate named Jack Sparrow, and other objects related to piracy. Guests are greeted by glimmering fireflies during an evening abuzz with the croaking of a bullfrog in a quaint Louisiana Bayou.

Daring adventurers board their boats at Lafitte’s Landing and are at once afloat in the heart of bayou country. On one side is an actual working restaurant, the Blue Bayou Restaurant, made to look like the backyard dinner party of a Southern plantation home. Although seated in a large, enclosed building, diners experience the illusion of eating outdoors at nighttime, achieved through the use of a dark and distant ceiling, air conditioning and carefully coordinated lighting. The theming is intensified by the sounds of crickets and frogs, the meandering glow of fireflies and projection effects above that imitate the night sky. Guests can see riders of the Pirates of the Caribbean attraction floating by in their boats, and the riders can see the festive nighttime lighting of the restaurant as they pass by, setting a calm tone for the intro of the attraction. The restaurant’s atmosphere is partly inspired by the Blue Bayou segment from 1946’s Make Mine Music, which is set to the music ‘Clair de Lune’. From time to time, live music is performed to even create more of a quaint atmosphere here.
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Once past several rickety houseboats, the soft strumming of banjo melodies can be heard over the peaceful symphony of nature as Guests pass by one houseboat, on the porch of which an old man calmly rocks back and forth in his rocking chair. But then a talking skull and crossbones, above an archway provides this taunting warning:

‘’Psst! Avast there! It be too late to alter course, mateys. And there be plundering pirates lurking in every cove, waiting to board. Sit closer together and keep your ruddy hands in board. That be the best way to repel boarders. And mark well me words, mateys: Dead men tell no tales! Ye come seeking adventure with salty old pirates, eh? Sure you’ve come to the proper place. But keep a weather eye open mates, and hold on tight. With both hands, if you please. Thar be squalls ahead, and Davy Jones waiting for them what don’t obey.’’

Then a more chilling sound becomes audible: the thundering of a waterfall, down which Guests plunge. When they reach the bottom of the waterfall, Guests then get to enjoy the theme for the ride briefly. Then they hear the frightening echo of: ‘Dead men tell no tales!’ Two disembodied voices warn us of the rewards reaped from the life of a pirate,

‘’Hear ye a dead man’s tale o’ a dastardly deed. Brave seamen, these… helped bury the gold they did, then silenced forever. Har! So thought that black ‘earted divil! … But stay, I told their tale ‘afore… now I be tellin’ it again. Here be where the gold… Dead men tell no tales!’’

’Dead men tell no tales, Harrr, heh-heh-heh! Look there upon these pirates bold, take heed whilst I tell ye the gruesome details o’ their slight misfortune… and the treacherous act what did them in. Unsuspectin’ rogues, unmindful… Dead men tell no tales!’’

After a second hair-raising plunge further into the depths of an underground grotto (believed to be the grotto from the Rogues’ Gallery storyline in which the pirates hid their acclaimed treasures, making the ride a sort of re-telling and sequel to Rogues’ Gallery), Guests behold the skeletal remains of an unfortunate band of pirates, guarding their loot and treasure with macabre delight. The boats glide gently past a thunderstorm tossing an old pirate ship about, though its pilot is nothing more than a skeleton. The boats pass through the Crews Quarters, complete with skeletal pirates playing chess, the captain looking up treasure on his map, an old Harpsichord playing the theme, and a huge amount of treasure being guarded by another skeleton pirate. In leaving this elusive cache, we see the chest of cursed Aztec gold – the same cursed gold that transforms men into skeletons in the moonlight in the Pirates of the Caribbean movies. Two ghostly voices warn us of the ancient curse placed on the treasure, and the grim fate that awaits anyone foolish enough to take it from its subterranean keep.

‘’No fear have ye of evil curses, says you? Ahhh… Properly warned ye be, sez I. Who knows when that evil curse will strike the greedy beholders of this bewitched treasure? Dead men tell no tales!’’

‘’Perhaps ye knows too much… Ye’ve seen the cursed treasure, you know where it be hidd’n. Now proceed at your own risk. These be the last ‘friendly’ words ye’ll hear. Ye may not survive to pass this way again… Dead men tell no tales!’’

As the cannon fire draws near, we glimpse one final skeleton – caught in a rope-suspended booby trap. The skeleton, with a remarkable head of hair, holds a treasure chest full of gold and jewels. Depending on our angle, his skull is either that of a human being or a hallowed skull – as we float past, we watch flesh overwhelm his barren skull once more with life. At his feet is an octopus fiddling with jewels. This scene is used to tell the story of the cursed treasure chest, sending us back in time to the golden age of piracy. As the cavern clears and transitions into the waters of the 18th century and the Caribbean Sea, we come across the sight of an isolated beach bordered by miniature waterfalls and odd rock formations. A brash commander stands aboard a small schooner, cannon, sword and oars at the ready. His two comrades do their absolute best in pushing him out to sea from the shore, though it seems to be the schooner’s weight is too difficult to budge. An epic sea battle is visible ahead. The commander points in its direction, barking orders back and forth.
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‘’Ho! … Lookie here, boys, thar be a hot time in the old town tonight! Heh- heh! Quit yer blubbering, ye salty dogs! Morgan sez the streets be paved with gold! Now push, lads – puuuush! Hurry! We’ll miss the treasure! Put yer backs into it! Heave! Ho! ... Heave! Ho! … Storm the fort and steal a fortune! … Push! Push! Push, me cutthroats, push! Time to set sail! Our fortune’s made, lads. Quick now – we’re keepin’ the ladies waiting! Heave! Ho! … Avast there, mates- we waited fer dark! We waited long enough! Now… push! Puuuuush! Aye, the ole’ Cap’n – his heart’s as black as his beard! He’ll ring your neck if ye lubbers don’t push faster! Now heave!’’

Next, cannonballs whistle overhead and explosions throw water into the air – a fierce battle between a marauding pirate galleon and a Caribbean fortress is in full swing. Before reaching the brutal sea battle itself, we glimpse one unfortunate brigand afloat off the starboard side, a seagull perched on his head.
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’Strike yer colors, ye bloomin’ cockroachers! By thunder, we’ll see ya to Davy Jones! Surrender Captain Jack Sparrow or by thunder, we’ll burn the city down! Give them a brog side! Pound ‘em lads! Pund em’!

The Pirate Captain barks orders to his crew as they fire the guns and cannons aboard ‘The Wicked Wench’. Colonial defenders can be seen manning the fort’s cannons, barking orders to each other in Spanish and shouting threats at the invading pirates. Between the splashing waters and smoke, we helplessly drift through this nautical melee. When a cannon is shot, Guests may feel a powerful blast coming from the cannon accompanied by a large splash and underwater lighting effect to simulate cannon fire. The village on the Isla Tesoro beyond is overrun with pirates in search of the Town Treasure. The first sight is the town square where some pirates have kidnapped the mayor and threaten to drown him in the well if he doesn’t tell where Captain Jack Sparrow and his Town Treasure is. Carlos’ wife tells him to be brave and not to listen to them, but the attempts are useless; she is shot at as the mayor continues to repeatedly get dunked in the water, while several other city officials tied up look on. Jack is seen hiding behind some dresses looking to see if anyone sees him.

Followed by that is the famous auction scene, where the Auctioneer auctions off the townspeople their most prized possessions. His female cohort, Redd, a sultry redhead pirate of questionable repute, keeps the drunken spectators across the way in check with her rifle. The Auctioneers extols the value of a plump aristocratic woman’s family jewels. The drunken bidders across the waterway loudly and clearly make known their preference for Redd, and not the items on the bloc. A stern-faced henchman fires a rifle to silence the hecklers, but it does little good as the Auctioneer continues his sales pitch in an effort to unload his stolen inventory. Various livestock watch the scene, often spooked by the sporadic gunfire. The aristocratic townsfolk are roped in a line behind Redd and have brought all their belongings forth, including a grandfather clock, a Renaissance painting, a marble bust and a chicken. One woman sobs into a handkerchief, while another struggles to hold the marble bust in her frail arms. Redd holds her rifle in one arm, and the rope connecting the captured townsfolk in the other.
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The next scene is the chase where pirates run around holding treasure chest, chasing girls, and two foolish buccaneers have stolen some snacks and are chased by an angry woman holding a rolling pin. An ominous-looking group of scalawags examine a treasure map at a table. The pirates don’t speak – instead, they communicate through inaudible grunts and groans, as if they are mumbling words in secret. The meanest of the group tip-toes his knife along the map, while the portly Henry Morgan lookalike falls asleep between looks. Just beyond is the infamous ‘pooped pirate’ drunkenly waving a map and key to a treasure vault, boasting that Captain Jack Sparrow will never see it. Little does he know, Jack is hiding in a barrel just behind him, popping out and getting a good look at the map over the pirate’s shoulder. Carefree, tipsy pirates succeed in ravaging the town and setting it aflame, filling the night air with an orange glow.
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Floating rum bottles surround the boats. A starboard dinghy has begun to sink from the weight of the excessive rum bottles on board. The sad-faced man at the oars is already waist-deep underwater, while his drunken comrade sits in a precarious fashion on the skyward bow, singing the attraction’s theme song, between hiccups and firing his pistol in every which way. Slightly further ashore, a scalawag has fallen asleep at the base of a rum barrel ‘mountain’, bullet holes having raptured the barrels, sending a steady stream of rum onto his shoulders and into his overfilled cup. Below the burning skyline, we glimpse another dinghy filled to overflowing with stolen rum. Though this boat remains afloat, the torch-wielding, peg-legged pirate inside sings. His comrade takes an endless pull from a jug of rum. Riders next float past a jail cell where imprisoned pirates are doing their best to escape as flames draw near. A small dog just out of their reach holds the key to their escape in his teeth; he seems all but immune to their pleas trying to coax him closer with a bone. One of them holds a noose, hoping to trap him. Timbers are smoldering and cracking overhead as riders sail through a storage room filled with gunpowder, cannon balls, and rum-filled, gun-shooting pirates singing the attraction’s theme song. A shootout between the inebriated crew and captain of the pirate ship in a flaming ammunition warehouse threatens to demolish the entire village.
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Finally, Captain Jack Sparrow is seen in a room full of hidden treasure. Slightly drunk, he is draped over a large throne-like chair and waves his new treasures around happily while chattering to himself and passing Guests. We climb up a waterfall (only at Disneyland, you guys!) and the music and sounds of the pirates fade away. We pass by scattered remains of the cursed treasure along with skeletal remnants of still another buccaneer and his mate who had tried unsuccessfully to make off with it. The glowing eyes of bats and rats blink at us from distant caves and catacombs as we ascend forward and up in time and space, heading back to the relative safety of New Orleans Square. Riders then return to the sleepy bayou where the journey began, passing by the aforementioned seagull near the queue.
 
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orlando678-

Well-Known Member
Original Poster
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Our adventure with these cutthroats exits out onto Royal Street, near the Pieces of Eight, a converted warehouse filled to overflowing with ill-gotten goods, stolen, bartered for or otherwise… Choose from all kinds of pirate wares, including swords, thick-brimmed hats and of course, lots of gold. After leaving Pieces of Eight, any pirate will leave Disneyland with all kinds of new treasure. The hawk-eyed Guest might have noticed that there are several references to the Haunted Mansion in the Pirates of the Caribbean attraction. In reality, all that remains from the plans to unite these attractions is a bricked-up sunken archway labeled 1764 in the esplanade along the river front, out in front of the Haunted Mansion, quite the curious sight… Back in the Memento Mori Graveyard we’ll find a tomb that is marked by Jean Lafitte, a real-life pirate from the early 1800s in New Orleans, who might have connections with our Bartholomew Gore, the owner of the Haunted Mansion.
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Frequent Guests might recognize the name from the Pirates of the Caribbean loading zone, where a sign reads ‘Lafitte’s Landing’. Before its replacement with La Petite Patisserie, there was also a Lafitte’s Silver Shop in New Orleans Square. All these references would eventually have united Pirates of the Caribbean with the Mansion and the island into one underlying theme. Instead of a riverfront archway, a crypt stands tall above the headstones which belongs to New Orleans’ most notorious pirate citizen, Jean Lafitte. Upon closer inspection, thieves have dug up their brother’s grave and opened his crypt. Dare we venture inside? Once inside the crypt, Guests discover that grave robbers opened up a wall, revealing a spiral stair leading to adventure. From here Guests will tunnel through a series of secret chambers lined with skeletal victims of pirate/privateer Jean Lafitte. These tunnels will be inspired by the Parisian catacombs. It would represent a sort of macabre tribute to Lafitte's fallen comrades and shadowy conquests. Violations of ship’s articles and embezzlement were taken seriously and thus the Pirate’s Court was created in a riverside grotto. Lafitte held court from a Spanish throne in this cavern where we hear the splash of the surf and witness the plank of the convicted.
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In a way, this experience would be similar to the grottos on Adventure Isle at Disneyland Paris, where you are also following the rumors of hidden treasure. During your underground journey, you’ll find more and more clues related to the story that Jean Lafitte faked his death and created a burial crypt in the Memento Mori Graveyard along the river in front of the Haunted Mansion. Grave robbers, knowing it was actually a secret passage had broken through to the series of catacomb-like chambers, littered with treasure and the remains of Lafitte’s conquests. Anyway, you will eventually emerge into the hold of a buried ship with stairs leading to the light of day and Lafitte’s Island. Inside this capsized ship, Guests will find piles of treasure, covered with foliage and serving as a pirate hideout on the island. There will be a few activities for Guests to enjoy, like a cannon-firing arcade and a pirate’s pub called The Keel hauler’s Nest. Here you can even try the Gunpowder Grogs, drinks mixed with flavored pop-rocks, based on the gunpowder grog that Chinese pirates drank.
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The second-floor to the Pirates of the Caribbean building became in reality the Disneyland Gallery, but in this version of Disneyland pays tribute to the former Rogues Gallery. Guests can now find a walk-through exhibit and arcade here in a darkened gallery that teaches Guests about the life of a pirate and in particular various iconic historical figures in the age of piracy. Iconic cutthroats are united under one roof, their crimes detailed through placards, painted backdrops and humored narration as spoken by a Ghost Pirate. Inside beautiful wooden cabinets with rope edges, Guests will also find various arcade games related to pirate culture. Besides Thieves Markets, Pirates and Hitchhiking Ghosts, New Orleans Square offers Guests real charm with romantic courtyards, exquisite restaurants and quaint little shops. The real New Orleans is even further enhanced by The Royal Street Bachelors, Dixieland musicians who stroll through the narrow promenades playing authentic Dixieland jazz.
 

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