Club 32 Lounge

spacemt354

Chili's
Original Poster
Updated Thoughts for Shops/Restaurants (not complete)

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1 - Pirates Themed Region (Isla Tortuga)

Caribbean Town setting
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Pirates of the Caribbean
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I could see a Grotto Restaurant working well here...something in the caves of the Pirates Cove. I don't remember that being a restaurant in other Adventurelands.

Imagine being able to see Pirates of the Caribbean (like the Blue Bayou) but inside a Grotto Cave, with waterfalls and mermaids. It would be a much different aesthetic than Blue Bayou or anything else attached to Pirates before!
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Pirates Walkthrough attraction for kids. I know it's been done in Disneyland Paris -- but I can't see why we can't make ours more interactive or unique! This could be a great addition for kids, especially if we don't have Swiss Family Robinson Treehouse or something similar to it. A walkthrough attraction in Adventureland would be nice. You could also have a small giftshop attached to it -- Singapore Souvenirs or something like that (because in Pirates 3 they have that pirate from Singapore and travel to his village. Basically just a uniquely themed Pirates gift shop (maybe even in the ship itself!)
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Transition to Frontierland----------------------

Doc Davis Magic Elixir
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This is a concept @MonorailRed had worked on in the past -- and maybe this is our "family" tie throughout the land? Small little carts that are all from the same family? It would make sense because you can travel much easier with a cart than you could with a full fledged shop.

2 - Lost Coast
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Nothing so far ----

3 - Arabian Coast
Nothing so far ----

4 - Tiki Island
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So many options with the Polynesian theme...but need to find a way to make it different than before...more to come.
 

spacemt354

Chili's
Original Poster
Tiki Island - Restaurants and Shops

Ho'omaha Terrace
A restaurant/bar area on the 2nd floor of the Enchanted Tiki Room dark ride. When guests exit the ride the can proceed back out to Adventureland or up to the Ho'omaha ("relaxation" in Hawaiian) Terrace for Hawaiian drinks, cocktails, and assorted snack foods. The indoor/outdoor seating arrangement allows for beautiful views of the Adventureland promenade and other territories in the land. Guests can also enter this area without riding the attraction. No reservations required.

Mele 'AoʻAo Luau
A tropical island sing-along table service restaurant themed around a Hawaiian luau event. Live singing, dancing, and events throughout your evening dinner on the shores of Adventureland looking out onto the horizon. Located across from the Enchanted Tiki Room. Reservations required.

Parakeet Island
A small quick service venue serving the infamous Dole Whip featured in several Disney Parks around the World.

Sails to Te Fiti
Themed around the Disney film Moana, this will be a nautically Hawaiian themed shop area selling Moana merchandise as well as exclusive Adventureland goods.

Thoughts and Feedback Welcome!!
 

JackWatkinson

Well-Known Member
Tiki Island - Restaurants and Shops

Ho'omaha Terrace
A restaurant/bar area on the 2nd floor of the Enchanted Tiki Room dark ride. When guests exit the ride the can proceed back out to Adventureland or up to the Ho'omaha ("relaxation" in Hawaiian) Terrace for Hawaiian drinks, cocktails, and assorted snack foods. The indoor/outdoor seating arrangement allows for beautiful views of the Adventureland promenade and other territories in the land. Guests can also enter this area without riding the attraction. No reservations required.

Mele 'AoʻAo Luau
A tropical island sing-along table service restaurant themed around a Hawaiian luau event. Live singing, dancing, and events throughout your evening dinner on the shores of Adventureland looking out onto the horizon. Located across from the Enchanted Tiki Room. Reservations required.

Parakeet Island
A small quick service venue serving the infamous Dole Whip featured in several Disney Parks around the World.

Sails to Te Fiti
Themed around the Disney film Moana, this will be a nautically Hawaiian themed shop area selling Moana merchandise as well as exclusive Adventureland goods.

Thoughts and Feedback Welcome!!
I like this a lot!
 

Suchomimus

Well-Known Member
Tiki Island - Restaurants and Shops

Ho'omaha Terrace
A restaurant/bar area on the 2nd floor of the Enchanted Tiki Room dark ride. When guests exit the ride the can proceed back out to Adventureland or up to the Ho'omaha ("relaxation" in Hawaiian) Terrace for Hawaiian drinks, cocktails, and assorted snack foods. The indoor/outdoor seating arrangement allows for beautiful views of the Adventureland promenade and other territories in the land. Guests can also enter this area without riding the attraction. No reservations required.

Mele 'AoʻAo Luau
A tropical island sing-along table service restaurant themed around a Hawaiian luau event. Live singing, dancing, and events throughout your evening dinner on the shores of Adventureland looking out onto the horizon. Located across from the Enchanted Tiki Room. Reservations required.

Parakeet Island
A small quick service venue serving the infamous Dole Whip featured in several Disney Parks around the World.

Sails to Te Fiti
Themed around the Disney film Moana, this will be a nautically Hawaiian themed shop area selling Moana merchandise as well as exclusive Adventureland goods.

Thoughts and Feedback Welcome!!
Me like this a lot!
 

JackWatkinson

Well-Known Member
Thanks! I'll just make my way around Adventureland as the ideas flow!:)

Arabian Coast will probably be last simply because that is the region that has the least amount of attraction ideas so far so I wouldn't know what to theme it around aside from Aladdin.
Yes, sounds good! I'll just give a list of attractions so far-

Isla Tortuga- Pirate walkthrough
Pirates of the Caribbean
Captain 'insert pirate name here''s Ghost Ship

Tiki Island- Aquatopia style ride
River Rapids (if there isnt a rapids in Frontierland, not sure if there is or not)
Tiki Room dark ride
Moana attraction

Lost Coast- Indiana Jones dark ride
Intamin looping coaster

We need some ideas for attractions in Arabian Coast and Lost Coast suggest some ideas if you have any!
 

Suchomimus

Well-Known Member
Yes, sounds good! I'll just give a list of attractions so far-

Isla Tortuga- Pirate walkthrough
Pirates of the Caribbean
Captain 'insert pirate name here''s Ghost Ship

Tiki Island- Aquatopia style ride
River Rapids (if there isnt a rapids in Frontierland, not sure if there is or not)
Tiki Room dark ride
Moana attraction

Lost Coast- Indiana Jones dark ride
Intamin looping coaster

We need some ideas for attractions in Arabian Coast and Lost Coast suggest some ideas if you have any!
Maybe a boat ride like Jungle Cruise or something similar for Lost Coast? And how about we throw in an attraction based on Arabic mythology for Arabian Coast like the Rukh, or Roc as some people spell it as.
 

spacemt354

Chili's
Original Poster
Yes, sounds good! I'll just give a list of attractions so far-

Isla Tortuga- Pirate walkthrough
Pirates of the Caribbean
Captain 'insert pirate name here''s Ghost Ship

Tiki Island- Aquatopia style ride
River Rapids (if there isnt a rapids in Frontierland, not sure if there is or not)
Tiki Room dark ride
Moana attraction

Lost Coast- Indiana Jones dark ride
Intamin looping coaster

We need some ideas for attractions in Arabian Coast and Lost Coast suggest some ideas if you have any!
I will if I can think of any sure!
 

spacemt354

Chili's
Original Poster
Isla Tortuga

Table Service
Blackbeard's Grotto
Blue Lagoon

Both options above will have a view of Pirates of the Caribbean as it goes past. One (Grotto) is themed to the beginning of the WDW version of Pirates, going through the waterfall grottos, the other (Blue Lagoon) is more closely related to the Blue Bayou/Blue Lagoon of Disneyland

Quick Service
Yo-Ho-Ho (and a Bottle of Rum) - Caribbean themed drink area near the exit of Pirates of the Caribbean. Serving snacks, wines, spirits, and other assorted pirate themed drinks with an outdoor (shaded) seating area.

Shops
Dead Man's Chest - A Davy Jones themed gift shop featuring ghostly pirate merchandise and souvenirs from the films and from the attraction itself.

Adventureland Merchado - Caribbean themed town gift shop (inspired by the actual merchant shop on the classic Pirates attraction)
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Blackbeard's Delight
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Ok that's just a joke:p
 

spacemt354

Chili's
Original Poster
@JackWatkinson so I've been thinking and I really don't have any good content for Lost Coast/Arabian Coast because I think we might need to flesh out the attractions first.

I know you said before that you were wishing for some ideas for those areas but I don't want to just take over haha so I'll tag @D Hindley @MonorailRed and anyone else who might have some ideas for attractions in those areas!

The only idea I have is...

- A darker, less comical Jungle Cruise (with real animals) that flows in-between Lost Coast and Arabian Coast (Nile River)
 

MonorailRed

Applebees
TOWER OF TERROR
Pacific Wharf, E-ticket drop tower


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

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

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


QUEUE


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


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

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


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

PRE-SHOW

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


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

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

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


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

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

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

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

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

Doors open.

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


RIDE


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

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

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

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

Now wave, and say farewell to yourself.”

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

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


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

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

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

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

- and the elevator drops!


But this is never the same fear twice!

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

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

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

Madame Otis: "You have survived. But beware. You must not become obsessed by the lure of fear. Never again must you brave the Tower of Terror!


POST-RIDE


Guests exit via hallways formed of lath-and-plaster drywall interiors. On-ride photos display within a series of wall-mounted picture frames. Past a dried-up fish pond is the gift shop, Tower Merchandise, housed within Barbary Tower’s dilapidated greenhouse. Exit back out to the lively streets of Pacific Wharf is a shocking contrast, making the terror which just transpired all the creepier.

*****

(This will surely be the darkest attraction at our park, but hey, it IS Tower of Terror! I’ve leaned rather heavily on spiritualism and the occult, which might be a touchy subject matter. If anyone feels these elements are in poor taste or inappropriate for a Disney park, please let me know. Otherwise, I hope you enjoyed dropping in!)
Can't believe I missed this!:eek: One of my favorite attractions ever on here...love the backstory!:D:bookworm:
 

spacemt354

Chili's
Original Poster
So there are 4 ideas (and can be in any combination!) In all of these though I have temporarily removed Arabian Coast from consideration (but I will get back to that)

Very rough sketch especially on the left because I came up with another idea as I was doing the first haha
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1 - Endor

There was a looping roller coaster concept -- but imagine that as a bike coaster through the trees of Endor


And an Ewok Treehouse since we don't have Swiss Family

2 - Dagobah

A little more budget friendly...but it would be an immersive walkthrough where you train with Yoda and become a Jedi.

The finale is on the water where Luke's X-wing rises out of the swamp as you reach out your hands and use the Force to make it levitate above the water.
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3 - Indiana Jones attraction
Something themed around an Arabian Temple maybe? (To blend in the Arabian Coast theme?)

4 - Lost World Expedition - The Search for Tarrant Ramn (@FigmentPigments and @mickeyfan5534 will remember this)
It's an Indiana Jones style S.E.A. inspired river expedition through time. Tarrant Ramn is a S.E.A. member that the ride is based around. Inspired by Arthur Conan Doyle's The Lost World, he and the guests travel back through time on this Jungle Cruise style expedition to the Land of the Dinosaurs.

Only reason I hesitate on that one is...Geyser Mountain is very similar...but I remember designing that with Figment and mickeyfan last year.

(Me personally I am partial to Endor and Indy) With Dagobah as the alternate for Endor if we want to consider budget (If Endor was the option we'd have 3 E tickets in the same land -- Pirates, Bike Racer, and Indy)

Let me know what you think!:)
 

spacemt354

Chili's
Original Poster
Here's Lost World Expedition in full


Lost World Expedition: The Search for Tarrant Ramn
世界の探検を失った:タラントRAMNを検索します

Introduction and Backstory

Character -
Dr. Tarrant Ramn
Time Period - 1930s
Backstory - Dr. Tarrant Ramn is a world-renowned paleontologist, intrepid adventurer, and one of S.E.A.'s top-ranking members, the first in a new generation following the glory days of Harrison Hightower and Henry Mystic. On his most recent expedition to the jungles of India, circa 1936, it has been reported that Ramn has since disappeared in the wilds of a mysterious jungle plateau, off on a "fool's quest" in search of living dinosaurs. Mysteriously, Ramn has yet to resurface, nor have the search parties who have gone off in search of him. Now, it's up to us to journey to this plateau in search of the legendary paleontologist.

Attraction Location and Map

The attraction will be placed in the expansion pad for the Lost River Delta area of Tokyo DisneySEA. Rumors have swirls of a Frozen expansion being locating in this pad, however those plans have been shelved in place of this new, S.E.A. inspired adventure.

Queue
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As we continue past the large Aztec Pyramid in Lost River Delta, we journey further into the jungle. On a hastily cleared path, we see a large arch with a sign on it. It says "Lost World Expedition: The Search for Tarrant Ramn" and we realize this is Tokyo Disney Resort's newest ride. As we journey further into the jungle, we hear classic 30s big band and jazz music playing on a phonograph and we realize that this is the base camp of SEA member Tarrant Ramn. As we journey around the camp, we end up in Ramn's massive multi-roomed tent. Here, we learn much about Tarrant and his personality.

We hear the same big band and jazz music playing in the camp over several of Dr. Ramn's many radios throughout, although here, they are interrupted by occasional broadcasts from other SEA members.

Captain Mary Oceaneer (voiced by Jennifer Hale): Fortress Adventure to Ramn Base. Fortress Adventure to Ramn Base. SEA Member Mary Oceaneer here. Do you contact? One of our number, Tarrant Ramn, has gone missing on one of his flights of fancy. You must find him or discover his fate. Numerous other groups are out searching for him as well. If you find them, please report. SEA Members will see you off deeper in the jungle. Stay safe adventurers! Oceaneer out!

Merryweather Pleasure (voiced by Ed Asner): Fortress Journey to Ramn Base. Is this on? Do you read... now how do these old thingamabobs work? Oh, it's on. Now now... your job is to find that scallywag Tarrant Ramn before he gets into more trouble than he already is. The man's clever, so I'm sure he'll let himself be found soon enough. Good luck all! SEA Member Pleasure out!

Addis Ramn (voiced by Paul McGann): Fortress Discovery to Ramn Base. SEA Member Addis Ramn here. My son, Tarrant Ramn is missing. Find him. Ramn out.

Susanna Delacourt (voiced by Véronique Augereau): Fortress Experience to Ramn Base. I repeat, Fortress Experience to Ramn Base. Do you read? Je m'apelle Susanna Delacourt, membre de la Société des Explorateurs et Aventuriers. SEA member and gentleman Monsieur Tarrant Ramn has gone missing. We request you to find him. Merci. Delacourt out.

Hikaru Toshiko (voiced by Masako Nozowa): Kon'nichiwa! Fortress Exploration to Ramn Base. Watashinonamaeha Toshiko Hikaru, Tanken-ka ya bōken-sha no kai no menbā. Ferō kaiin Tarrant Ramn rosutoribāderuta no fukai janguru ni yukue fumei ni natte imasu. Wareware wa kare o mitsukeru ka, kare no unmei o hakken suru tame ni anata no tasuke ga hitsuyōdesu. Anzen to kōun o taizai! Toshiko Out!

While also expanding the SEA mythology with numerous new bases worldwide and presenting a new team for the first half of the 1900s, these broadcasts clue us in to the ride's premise. As we continue on, we enter the study of Tarrant Ramn. A large, ornate portrait of the doctor hangs over guests and strewn about are letters and notes that clue us in to the man's personality and portraits of other SEA members.

Portrait of Dr. Ramn

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As we continue through the tent, we enter a museum of sorts where Dr. Ramn keeps evidence of his findings and discoveries. We see pictures of cave paintings and fossils with explanations behind them, before heading back into the main room of the tent and exiting deep into a jungle. The sounds of music are replaced by animals and the nearing sound of water as we journey closer and closer to board our boats to search for Tarrant Ramn.

Further expanding the S.E.A. mythology throughtout the queue are scattered notes and memorabilia, exploring the personality and wit of Dr. Ramn. Through his interactions with others you can learn more about the character and the backstory behind the attraction as you continue through the loading dock to find Tarrant Ramn in the lost world.

A Letter to Dr. Ramn's sister, Charlotte
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A Draft of a Resignation Letter to S.E.A. that was never sent.
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Ride Vehicles
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Taking several cues from the most popular adventure rides, these expedition boats combine a simpler Jungle Cruise boat design, the technology of the Shanghai’s Pirates of the Caribbean, the details of Kilimanjaro Safaris, and effects of the Expedition Everest vehicles.

At first glance, the boats look like the sister vehicles to the Jungle Cruise. However on closer inspection, the colors are muted earth tones covered with green camouflage netting on top. We are not guests on a leisurely tour of the river, but an expedition out to find a lost adventurer who has disappeared for reasons unknown. Maybe he has just wandered too far into the jungle, or maybe someone or something has taken him. Whatever lies out there in this lost world, it’s best we not draw attention to ourselves.

The clean look of the Jungle Cruise boats is lost under the encrusted mud splattered along the sides similar to the Kilimanjaro vehicles. There are a multiple of dings, gouges, and even scrapes that criss-cross the boats. Also similarly to the safari trucks, the supplies that we will possibly need for this journey are stacked in the middle of the boat with the guests seated around the piles. These vantage points are ideal while search for our lost compatriot. Although these boats look dirty and worn, they prove that they are tough enough to survive whatever the jungle may throw at them.

But don’t let the bedraggled look fool you, these boats are equipped with the best technology S.E.A. could provide. Utilizing the same mechanics seen at Shanghai’s Pirates of the Caribbean, the boats are able to maneuver with greater flexibility than any other vehicle of its time. They rotate, lean, and are able to travel uphill with great ease.

“Powering” these boats is a large engine compartment situated at the rear of the boat. The smoke stack pierces the canopy roof and puffs out smoke (similar to the Expedition Everest tea trains) as the boats approach and leave the loading docks. Although pitted and obviously well used, this engine will “power” us through rapids, and other obstacles we may encounter along the way.

Intrepid adventurers will be seated in rows of two, facing forward towards the front of the boat. Similar to Splash Mountain, this should minimize sliding and help keep everyone seated.

Load Area
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The deep darkness of the jungle gives way to a rocky outcrop which leads guests to a cave like entrance, but don’t worry about getting lost, the tunnel soon opens up into an open air cave. Looking up, guests realize that they are at the bottom of a “natural” sinkhole common in Central America. Overhead, plants line the outer rim and hang down in twisting, winding vines. The “sky” is actually a screen that shows the sun moving across the sky during the day and even changing into night. This keeps the illusion that the guests are outside instead of a smaller “show building”. Several small waterfalls drip and lightly flow down from the top into the pool of water at the bottom.

The rocky walls of the load area are covered in painted reliefs showing a large feathered serpent like creature. These reliefs show the creature devouring a helpless soul, battling another large feathered reptile standing on two legs, and other large creatures in the rivers and the sky. The slightly faded colors can’t hide that at one time, natives believed these freighting creatures existed, and according to Ramn, might still exist to today.

Near the loading docks, the greeter (dressed as a guide) will inquire as to the number of guests in the party and divide them into twos. As the boat comes to a complete stop, guests can enter and take their seats. Two guides will check each boat to take sure all guests are seated correctly. Last minutes safety instructions are given before the boat pulls away from the dock, ready to find out what lies ahead.

Attraction Ride-Through

Scene 1

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Upon leaving the dock on your floating vessel, you are guided down a river towards a lush jungle. In the background, you can hear faint jungle sounds such as birds chirping, humming, and leaves rustling in the wind. However these sounds to the guests feel much more alien than a generic rain-forest sound. The guests begin to think, as they travel towards a small waterfall to their left, whether Tarrant Ramn was right and prehistoric creatures walk among us. On the starboard side, a pair of curious capybaras peer out from beneath the surface before quietly ducking back under.

Your vessels turn towards the right hand side as the rushing water of the waterfall to your left is seen in a prominent visual field, creating a nice cool mist as you guide along your journey in search of Dr. Ramn. The perennial sounds of the jungle encompass the vessel, and you progress down the river, heading deeper into the jungle, but not before a chance encounter with a ratherhungry jaguar.

Precariously perched on a branch that seems far too close for our boat's comfort, the jaguar takes a fearsome swipe and growl at our flesh, just missing by a near-foot of airspace. Fortunately, the jungle cat denies giving chase, turning its realistic head to follow our departure into the innermost sanctums of the dark, jungle interior. Perhaps that chance encounter may be a precursor to dangers later in our trek...

Scene 2
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The light and sunny introduction to the jungle is suddenly darkened by the tall trees and thick bushes, blocking out most of the sun and creating a foggy, somewhat foreboding surrounding. The river condenses thinner and the greenery feels much more clostrophobic to your vessel. Everything appears to be closing in, creating a quaint sensation to such a large Central American Rainforest.

The jungle sounds become much more apparent, and as you curve around a bend in the river, you notice something on the right hand side of the vessel. Belongings, survival gear, and other amentities all belonging to Tarrant Ramn appear on the side. The belongings look like they were abandoned by Dr. Ramn, and his shelter that he designed for his team seems tattered and worn. As you pass by a tent, you see three large claw marks striaght through the overhang, and then a loud roar in the distance.

The water current suddenly becomes more rapid, and your vessel turns in the rush of water to the left (using the Shanghai Pirates technology) as a large butterfly-like creature is seen flapping its wings right at you as you fall down a small 12 foot drop in the river and into the next segment of the journey.

Scene 3

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The river then takes you into a large, expansive cave show-scene, with rock features 360 degrees around the floating vessel, completely surrounding the guests. The cave itself is about 20 feet tall, with protruding spikes of rock narrowly missing the top of the boat. As the rock formations smooth out, you spot a native tribe's abandoned cave paintings on the wall. Music becomes ripe with tribal drums to set the mood as your vehicle turns so you get a sharp view at them.

The tribal paintings tell the story of large dinosaurs, giving cadence to Dr. Ramn's stories of the lost world existing on earth. There are several of these drawings that elicit the truth that dinosaurs still exist on earth and in this area. Soon, you hear a loud roar coming from outside the cave, that shakes it to its core. Thunder can be heard outdoors and rain coming down hard against the roof of the cave. The roar can be heard once more, this time closer than the last.

Your vessel turns around once more and exits the cave. A projection effect shows dark storms and rain on the horizon at the exit of the cave. As you exit the cave on the left hand side, you can see paw prints in the dirt, and a small animatronic of Dr. Ramn's cat, peering out from the side of a rock, indicating that Dr. Ramn may be close by.

Scene 4
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As you exit into the "rain" a projection effect in this indoor show scene, you can see rain droplets coming down from the roof of your floating vessel, with rain, wind, and thunder prominent on the landscape. Trees and bushes blow in the wind, and you hear the roar of the animal again. The river begins to become choppy and rough as the wind blows the vessel back and forth.

Then, out of the trees, comes the face of a feathered, large dinosaur, who roars to the vessel's right hand side.

Your vessel shutters as the bellow of the beast thrusts it further down the river. On the right hand side of the boat you see Tarrant Ramn behind a tree, trying to call for his cat without drawing the dinosaur's attention.

"I know I'm right most of the time, but this time I wish I was wrong" Tarrant can be heard frantically saying to himself and the vessel as you pass by. "Save yourselves"

Scene 5
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The humidity in the air and thunderous bellows from the sky create a very strong electrical current in the sky, and a large lightning storm is projected over the entire land. This storm smacks one of the tall trees, and the dinosaur retreats. Above you can see all the lightning pounding the trees from above, causing some to loose branches in the distance. Amid the flashes of light, powerful storms, dinosaur bellows, and trying to help Tarrant, boating vessel appears to crash. Vibrations all around the vessel and overflowing waters, combined with a loud bang send the boat and scene into complete darkness, as everything goes silent.

Scene 6
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As the boat moves along at a very slow pace (creating the sensation that it almost isn't moving and is stuck) in the distance and soon on the sides of the boat, blue glow worms illuminate another dark cave on the river. As you travel within the massive cave, thousands of blue worms glow to create a bio-luminescent surrounding.

A gigantic bellow is heard and out of the darkness as you float along, a large Brontosaurus-like create stands up next to your vessel, as another one, with its long neck appears from the shadows behind the first one.

This majestic moment on the journey is met with quiet piano background music playing to create the mood and tone of the scene as one of tranquility in a world of hectic events such as the one your vessel just came from. It is a reminded of the beauty of dinosaurs and further evidence of Ramn's exploitative claims. The music swells as you travel through the luminescent cave, as the rain and thunder outside stop, and you can see sunlight appearing through a tiny opening in the cave that you are heading towards.

At the riverbed, you see Tarrant Ramn and his pet reunited and they point towards you and motion that you follow them back to the base camp and to safety. The luminescence gives way to sunlight and you re-enter outside in a new landscape.

Scene 7
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In the most technologically advanced scene in the attraction, Dr. Ramn leads the vessels out into the wild in a new area of the jungle, as a sprawling waterfall and mountains using forced perspective is seen in the distance, while dozens of dinosaurs are seen living in harmony in the landscape.

Pterodactyls fly overhead, Tricerotops munch on on plants, and Stegasaruous are scene roaming the plains. This scene will be a combination of animatronics and projection screens to simulation a fully motion based jungle of dinosaurs.

The most posterior and distant dinosaurs will be based on life-like projection screens, while the creatures close to the riverbed and to the guests will be animatronics, creating a visceral experience for the guests.
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As the river turns towards the right, you get another glimpse of the majesty of the dinosaurs, before suddenly that majestic scenery is interrupted with the horrifying sounds of the feathered, large dinosaur from the storm.

It's tall, formidable presence is noted as it slashes at your boat to no avail, but continues to pursue.

Scene 8
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As the river gets choppy, you see the destruction that the feathered dinosaur has done to the territory, with dinosaur bones scattered over a semi-barren landscape. With trees torn, and the rainforest replaced with a more mountainous canyon, the river appears to be approaching an end.

A large brontosaurus rib cage can be seen at the end of the river, almost like a makeshift dam. From atop the jagged ribs (the ribs having a similar appearance to the gnarled-up tree branch inhabited by the jaguar earlier), a monstrous, serpentine beast (is it even a dinosaur?!) looks downward, fiercely hissing as the feathers atop its crest sway in the ominous breeze.

Tarrant and his pet can be seen trying to climb down the massive rib cage, just narrowly evading the serpent's hulking tail, calling out to the guests to brace themselves for the drop. The massive feathered dinosaur roars to the right hand side, clearly challenging the mighty serpent, narrowly capturing the vessel before the boat lurches up onto the rib cage, and rides it down a 45 foot plunge towards the bottom and splashes down, exiting out of the bone dinosaur's gaping mouth, and into the continuing river below.

Behind you, the roar of the dinosaur can be heard as you approach a more serene location, and appear to be headed back to the home base.

Scene 9
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As you re-enter a more jungle atmosphere, the river remains a bit choppy and you travel a bit faster due to the current. You begin to see the belongings of others from Tarrant Ramn's expedition group along the riverbed, giving hope that you are close to your destination.

As the boats begin to bunch up for the unloading procedure, and the boats slow down from the current of the drop, you see Tarrant Ramn and his associates thanking you for taking the journey. Some subtle references to other SEA characters can be heard as Tarrant explains that he and others are the next generation of SEA explorers to take on the next decades, following in the spirit of the Society's original members who have passed on. He hopes that this journey will give him more credibility with the Society (who views him as an outsider to the group of more realistic exploring), and hopes to have more people come and explore with his team in the near future...just beware that not all dinos are friends.

The boats then unload at the dock, which is located 52 feet below the original docking location, due to the 2 drops during the attraction.

The vessels are then sent up a ramp (out of guest view) and towards the loading platform. As guests leave towards the photograph viewing area, more communications can be heard over radio broadcast, much like in the queue before the ride.

A few notes:

- The attraction will take place indoors and outdoors (much like Splash Mountain and the new Avatar boat ride)

This is so the complex animatronics do not sit out in natural conditions. After Scene 2 the boats travel inside the large show building for the AA and technically advanced scenes, before going outdoors once more for the finale drop, conclusion, and unload areas.
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Easter Egg #1 - The Fate of Reginald Caine



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Esteemed railroad baron, Reginald Caine (1820-1875), was perhaps known best by fellow members of S.E.A. for his pioneering efforts in bold adventuring and his admittedly contagious, boisterous love of exploration.Better yet, his persistent discovery of dinosaur fossils, a scientific topic that was still all-too-new, especially for the 19th Century.

So, naturally, when his body was found beheaded in his private car on his wedding night (his young bride - or his head - nowhere to be found), the Society of Explorers and Adventurers were distraught. Why Reginald?

As legend has it, Reginald's body may have died, but his soul hasn't... In death, it was rumored that Reginald's spirit retired to Gracey Manor, an abandoned mansion nestled along the banks of the Mississippi, a purportedly haunted location in which Reginald sought to explore in life but never got around to. As his dear friend Henry Mystic put it, "Reginald... Fine old chap... I have no doubt he's inside that manor of his to this day, collecting the spoils of an afterlife in adventuring..."

Ironically, Mystic's dark-humored remembrance was...correct.

Locals began claiming that what appeared to be the "ghost" of a large gentleman - with no head - had been seen leaving Gracey Manor each night, returning before dawn with a collection of ill-gotten artifacts and purportedly-stolen goods at hand. When S.E.A. finally got word of this urban legend in the 1930s, long-time "Reginald" admirer Tarrant Ramn decided to go see if the rumors were true for himself, sailing to New Orleans just prior to his impending adventure in South America...

Having been collecting dinosaur skeletons for the duration of his still-young lifetime, Ramn thought it only fitting that a house thought to be infested with skeletons would be no difficult feat for a paleontologist as himself to explore. Not much is known about what exactly happened the night Tarrant Ramn visited Gracey Manor... What it is known is he left behind a "gift" for the wayward ghost of Reginald Caine, his purported idol...

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The Easter Egg

Notoriously, the Haunted Mansion is known for not just including the ghosts of humans, but also the ghosts of animals, whether it be the hellhound in the swinging wake or the omnipresent raven... So, why can't it be that deceased prehistoric animals have a place in Gracey Manor?

Located in the Disneyland version of the classic attraction, a subtle nod to Tarrant Ramn's adventures in the Lost River Delta has been quietly placed near the out-of-tune harpsichord in the attic; concealed in shadow, a small, foot-tall replica of a Tyrannosaurus Rex skeleton has been placed near a collection of old envelopes and letters, one such envelope bearing the iconic S.E.A. shield. As "legend" has it, Ramn left the Tyrannosaurus fossil behind as a tribute to his idol, right before his mysterious disappearance in the jungles of South America...

During Haunted Mansion Holiday, the miniature T-Rex is situated atop a stack of black-lit packages, not too far from the bullet-ridden duck. As such, a wind-up key (constantly churning in place) has been jammed into the skeleton's back, seamlessly blending the reference to Ramn in the world of Tim Burton.

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Easter Egg #2 - Letter to Dr. Jones
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At the Indiana Jones Adventure Outpost in Disney's Hollywood Studios at the Walt Disney World Resort - located inside, a sharp eye will notice a letter to Dr. Jones on a wall. The letter will be from Dr. Tarrant Ramn, explaining his endeavors in Central America and encouraging Dr. Jones to join him on the next mission to the "lost world"

This letter will be a reference to the Lost World Expedition attraction at the Tokyo DisneySEA theme park
 

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