Club 32 - Villains Land, Fantasyland Project

Suchomimus

Well-Known Member
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StevenU

Well-Known Member
Been kind of a crazy work week and getting kiddo ready for t-ball season, so haven't had a chance to fully flesh out this idea for Villains Academy. Here's what I have so far. Not entirely sure I'm crazy about it, but figured I'd post. Gearing this as a family based ride and a little light hearted. Tried to use some villains that wouldn't have a presence in FL to limit overlap.

Villains Academy
Low key, track based dark ride
No height requirements
Each vehicle will be geared to hold 4 adults or potentially up to 6 people if small children are boarding.

Background
The World of Disney has been filled with countless villains over the years. Many have had their successes, but in the end they’ve ultimately failed. What happens to these ne ’r do wells though after their failed plans? Most are never heard from again with our last images of them doing hard labor or being banished into other realms, or teeny tiny living spaces.

After 25 years of piracy, poisoning and pilfering, enough was enough.
Established in the spring of 1962, the Disney Villains Academy officially opened its doors.
Mission Statement: To try and find happily ever after for everyone. Yes, we know, we have our work cut out for us.

Meet & Greet
Adjacent to the ride entry will be M&G with a small rotating cast of Disney Villains

Queue
The exterior of the attraction will be an older ivy covered building and similar styling to the Haunted Mansion nearby. Guests will enter through large covered archways that serve as both the front entrance of the academy and the starting point of the queue.

Along the way you’ll see some of the success stories (before and after picture of Prince John sucking his thumb and then a more regal Prince John). You’ll also pass through the Relic Room. Many of the villains tools of evil are stored here as a reminder of where they came from. Among the items displayed are Cruella’s smashed up roadster and the spinning wheel from Cinderella.

As you enter the latter portion of the queue you are greeted by a life size Dean Hardscrabble, the current head of the academy.

“Welcome to the Disney Villains Academy. I would thank you for coming, but I don’t have time for such nonsense. I’m here to ensure that these students are properly rehabilitated so that they can try and do some good in the world to rectify all of the problems they’ve caused. “

“We’ve had some successes over the years, and many of our graduates have gone on to do great things. We have a few though that have proven more difficult than others and after many…….many years, we still have work to do. “

“You are going to meet some of these students today, but beware, everything is not as it seems. While they appear to be on the right track, they are just as evil as ever and will stop at nothing to leave these gates. Be on guard at all times.”

“We’ve had to go above and beyond in our training for some of our students, so you may encounter a few parts of the academy that require a spell or two. Fear not, we’ve not lost one guest yet”

After the parting words from the Dean, guests will make their way to the loading area.

Ride
Synopsis: Visitors will be taking a tour of the academy, seeing many Disney Villains up close and personal. As a background story of the ride, Cruella/Horace/Jasper from 101 Dalmations are met early on and tag on with the tour to attempt an escape from the Academy.
Scene 1
Grand Foyer of the Academy
Scene 2
Dormitories Cruella/Horace/Jasper escape plan
They will have minor pop up presence in each of the following rooms as they attempt an escape
Scene 3
Lamp room with Jafar/Giant Iago
Scene 4
Kitchen scene with Evil Queen and Hades on kitchen duty
Scene 5
Dining Hall
Scene 6
Classroom
Scene 7
Finale
Like this too!
 

Daveeeeed

Well-Known Member
Been kind of a crazy work week and getting kiddo ready for t-ball season, so haven't had a chance to fully flesh out this idea for Villains Academy. Here's what I have so far. Not entirely sure I'm crazy about it, but figured I'd post. Gearing this as a family based ride and a little light hearted. Tried to use some villains that wouldn't have a presence in FL to limit overlap.

Villains Academy
Low key, track based dark ride
No height requirements
Each vehicle will be geared to hold 4 adults or potentially up to 6 people if small children are boarding.

Background
The World of Disney has been filled with countless villains over the years. Many have had their successes, but in the end they’ve ultimately failed. What happens to these ne ’r do wells though after their failed plans? Most are never heard from again with our last images of them doing hard labor or being banished into other realms, or teeny tiny living spaces.

After 25 years of piracy, poisoning and pilfering, enough was enough.
Established in the spring of 1962, the Disney Villains Academy officially opened its doors.
Mission Statement: To try and find happily ever after for everyone. Yes, we know, we have our work cut out for us.

Meet & Greet
Adjacent to the ride entry will be M&G with a small rotating cast of Disney Villains

Queue
The exterior of the attraction will be an older ivy covered building and similar styling to the Haunted Mansion nearby. Guests will enter through large covered archways that serve as both the front entrance of the academy and the starting point of the queue.

Along the way you’ll see some of the success stories (before and after picture of Prince John sucking his thumb and then a more regal Prince John). You’ll also pass through the Relic Room. Many of the villains tools of evil are stored here as a reminder of where they came from. Among the items displayed are Cruella’s smashed up roadster and the spinning wheel from Cinderella.

As you enter the latter portion of the queue you are greeted by a life size Dean Hardscrabble, the current head of the academy.

“Welcome to the Disney Villains Academy. I would thank you for coming, but I don’t have time for such nonsense. I’m here to ensure that these students are properly rehabilitated so that they can try and do some good in the world to rectify all of the problems they’ve caused. “

“We’ve had some successes over the years, and many of our graduates have gone on to do great things. We have a few though that have proven more difficult than others and after many…….many years, we still have work to do. “

“You are going to meet some of these students today, but beware, everything is not as it seems. While they appear to be on the right track, they are just as evil as ever and will stop at nothing to leave these gates. Be on guard at all times.”

“We’ve had to go above and beyond in our training for some of our students, so you may encounter a few parts of the academy that require a spell or two. Fear not, we’ve not lost one guest yet”

After the parting words from the Dean, guests will make their way to the loading area.

Ride
Synopsis: Visitors will be taking a tour of the academy, seeing many Disney Villains up close and personal. As a background story of the ride, Cruella/Horace/Jasper from 101 Dalmations are met early on and tag on with the tour to attempt an escape from the Academy.
Scene 1
Grand Foyer of the Academy
Scene 2
Dormitories Cruella/Horace/Jasper escape plan
They will have minor pop up presence in each of the following rooms as they attempt an escape
Scene 3
Lamp room with Jafar/Giant Iago
Scene 4
Kitchen scene with Evil Queen and Hades on kitchen duty
Scene 5
Dining Hall
Scene 6
Classroom
Scene 7
Finale
Would you like to have this as an Olivander's?
 

Daveeeeed

Well-Known Member
So guys... I have a pretty neat idea for how we can connect the Villians land.

Instead of having a disconnect between the Villians though, and the Haunted Mansion etc. I would really like everything to bond together.

Frontierland (DLP) and Hogsmeade have mastered this.


Just to confirm... is this a dark land with villains, or a villains land? I think I have an idea (that I will write-up tonight) for the former.
 

spacemt354

Chili's
Original Poster
So guys... I have a pretty neat idea for how we can connect the Villians land.

Instead of having a disconnect between the Villians though, and the Haunted Mansion etc. I would really like everything to bond together.

Frontierland (DLP) and Hogsmeade have mastered this.


Just to confirm... is this a dark land with villains, or a villains land? I think I have an idea (that I will write-up tonight) for the former.
Dark land with villains is what its leaning to -- as the Haunted Mansion has less to do with the Disney villains...but just the dark theme.
 

Daveeeeed

Well-Known Member
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So I'm wondering... do you want the opposite side of the town (possibly with swampy water) and across from the Haunted Mansion to be like the boarder for an ocean? The other side could have the Adventureland/SEA land. It could serve as a wonderful transition while being a very unique aesthetic feature. It could also mesh with a story of "the bad" and "the dead" get banished to the island. This could tie-in to the "good magic" Fantasia land.
 
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spacemt354

Chili's
Original Poster
Haunted Mansion Backstory and Queue

I'll also add in the portrait of George Bluebeard that Red made
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The Haunted Mansion (Part 1)
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Backstory
In 1475, George Bluebeard began construction on a sprawling mansion for his 7th wife, Lucretia. Featuring a plethora of eclectic rooms and a unique design, Bluebeard spent the next several years trying to build the perfect mansion for his perfect wife. Unfortunately for Bluebeard however, his situation took a turn for the worst.
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Picture of Lucretia

George had seven winsome wives, some of them were fat, some thin, but the seventh one did him in. George Bluebeard died in the mansion he built, and rumor has it at the hand of the woman he married he built it for. Lucretia took control of the mansion, but ever since she claimed her inheritance, she began experiencing ghostly appearances throughout the house and grounds.

The organ in the ballroom began to play on its own, doors would swing open, voices would cry out to her, and the clock never told the right time. She decided to bring in a seance in order to discover any ghosts in the mansion, and to possibly rid her of her daftly spirits. However, that just made matters worse.

The seance, named Leota, called on the spirits, wherever they're at, and George Bluebeard's mansion soon became a portal to 999 happy haunts from all around the world, practicing their terror with ghoulish delight. The spirit of George Bluebeard rose from the dead to haunt Lucretia, and drive her out of the mansion he built. Some say they can still hear her screams from the room in which she saw him. For the next few years, the mansion was known for its spiritual dwellings. Those who sought to dare venture inside were met with the ghouls within, touring the mansion at their own behalf and risk.

Queue
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Approaching the queue for the Haunted Mansion brings guests around a bend and away from the Mansion itself. You enter into a myriad of plants and shrubbery, much of which has been decayed over the years. As you arrive at the front gates, you can hear the howling of a dog in the distance, foreboding a haunted journey ahead.


The overgrown plants encompass the dimly lit walkway that meanders around a bend and sends you into a maze of triangularly shaped trees, along with an eclectic variety of poisonous plants. If you look closely at one of the triangular trees, you'll see that it is a passageway to the "ground" and realize that the trees are actually tombstones designed as plants. With one of them open, as guests walk past, during some points a puppet figure will pop out of the ground and frighten guests with his ghostly smile.

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Continuing on into the gardens, guests can now see that the entire garden is an overgrown and overcapacity graveyard, with tombstones on top of one another, all with unique sayings on them.

Here lies sweet little Sally, she wanted to fly, but fell into an alley.

The remains of our loving brother Dave, he had a pet lion that didn't behave.


And several other descriptions of the deceased members of the haunted graveyard. Surrounding the tombstones are also descriptions of the plants themselves.

Deadly Ivy, do not touch if you want to remain lively.

The dog howls once more in the distance as you can see the side entrance of the Mansion approaching even closer. Mist begins to permeate through the area, clouding your vision in the process. (In summer days, this mist could be a nice cool down after being outdoors in the queue for a long time) And it's cool blast symbolizes the presence of ghosts on the grounds.

Towards the end of the outdoor section of the queue is the tombstone of Lucreita -- with the Bluebeard family crest on the top of it, and a passage that reads. While the 7th wife did him in, she eventually met her timely Fin
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The second half of the queue begins with a sign that says - to the Bluebeard Mansion. However the sign itself points you into a large hedge maze that you have to navigate around. 8 foot tall blackish/green bushes surround you and envelop you, taking away your sense of boundaries to the area. You hope you're walking in the right direction. To add to this psychological paranoia, the queue actually takes you to a dead end at one point (which is the holding pattern similar to the doors opening in the WDW version of the Haunted Mansion.

Rather than doors opening - the "ghosts" open the hedge maze using a mirror projection seen in Enchanted Tales with Belle in Fantasyland -- and guests walk up to the front porch of the Mansion and into the open doors ahead, venturing into the medieval mansion.

A cast member gives you a grim greeting and points you into the library with no doors and a window above. Books stacked up around 15 feet in the air, marble fireplace burning, paintings all along the high walls, with eyes that watch you as you circle around the library for the pre-show
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A deep and powerful voice comes over the loudspeaker:

"Welcome foolish mortals, to the Haunted Mansion - I am your host, your ghost host *evil laugh* Our tour begins here in this library, which is filled with the greatest ghost stories the literary world has ever known. But one story has yet to be revealed, and that story is yours *evil laugh* You might be contemplating why you're here."

As the ghost host says that, books begin to come out of the shelves, as if ghosts are picking them out. Lightning flashes and the paintings on the walls change to evil grins and faces as the thunder roars. The window above you begins to shake as rain begins to pour onto it from above.

"Oh, are you feeling a sense of discomfort? A chilling choice of fate? You're wondering how to escape from this deprecated mansion, I can tell you one way out hahaha...but we wouldn't want to noose this tour prematurely. Your tour's just getting started. Your sense of reality will be challenged, and your beliefs might just change...shall we begin? "

Thunder and lightning flash and a cool breeze is pumped into the library. Everyone can feel a chill running down their spine, as the lights completely go dark...and a rush gives you the sense that something is behind you.

Then suddenly, the lights come on to reveal a haunting cast member in front of you as one of the library shelves has moved to its side and you enter into a long hallway to approach your ride vehicle.

The Ghost host narration comes back on.

"This is just a taste of the entrees of haunts we have planned for you. Kindly watch your step and let's all stay together. We wouldn't want anyone to be left behind muahaha."

As you approach the boarding area of your doom buggies...the voice comes on again.

"Now, a carriage approaches, to take you into the boundless realm of the supernatural."

Blueprint of the Attraction
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Part 2 coming up tonight!​


Haunted Mansion Attraction Ride-Through
Part 2 - The Attraction
(drawn images will come later)

As your doom buggy pulls away from the loading station, the booming ghost host returns
"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 quietly seated at all times. Oh...and no flash pictures please, we spirits are frightfully sensitive to bright lights."
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The errie Haunted Mansion theme is played over an organ (dissimilar from past editions of the attraction) and the dog howl can be heard from the outside. The out of tune and ghostly organ sounds continue as you ride into the extravagant foyer. In the foyer is a wide canvas of several prominent medieval soldiers lined up for battle. As you ride underneath the painting, it comes to life with ghosts on each side firing at one another. The organ music picks up once more and you look around to see the entire foyer covered in cobwebs and knickknacks.

The dog howls once more and lightning/thunder can be heard outside, as the rain pours down. The Ghost host comes back on

"Our foyer is the prominent entrance of this ghostly retreat. Systemically invested with collections from the ages, it is a marvel of historical value here at the welcoming Haunted Mansion"

Wind howls outside as you look out the large window to the right side of the doom buggy, the effect of rain sweeping the side of the window is prominent, with lightning flashes as you ride past, and the trees blowing in the wind.

"Our Mansion is home to 999 happy haunts, but there's room for 1,000 -- any volunteers? hahaha"
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The doom buggies then begin an ascent up the marble staircase and to the 2nd floor of the mansion. The staircase spirals around and so does your vehicle, giving a different perspective on the foyer and the rooms to come. As you ascend up the stairway, other doors to nowhere appear as secret passageways. The organ music changes to a more errie piano edition of the music being played.

"The Mansion is home to all sorts of surprises and suspense, you'll never know what you'll see...and you might never know where you're going" The ghost host chuckles as you take a secret passageway, gazing down an endless hallway.
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latest

Down the hallway you see a 3 pronged candle floating in the distance, with doors on both sides of the hallway knocking, opening and closing, as ghosts try to push themselves out of the rooms. A ticking clock stuck on 13 continues to spin as you sail past it in your doom buggies.

"The happy haunts have materialized for a swinging wake, and they'll be expecting me. I'll see you all a little later" exclaims the ghost host -- as the doom buggies sail out onto a balcony over a grand ballroom.
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The ballroom has dozens of ghosts and details lined up in it. Starting from right to left as you sail past it, the first thing you see on the far right side is a massive fireplace with a "ghost fire" going and a ghost tending to the logs, putting more on the fire. Next to him, you see a variety of ghosts dancing with each other on the dance floor to the organ music which plays the original tune at a more quick pace, tending to the more joyful side of the tune. With the dancing ghosts spinning around, you then see two ghosts sitting in large windbreaker chairs having a brandy and a conversation with one another. Continuing, you see two knights having a sword duel with one another, practicing their marksmanship (a bit close to the dancers I might add)

In the middle of the ballroom is a massive dining table with tons of food scattered all around. Plates for appetizers, dinner, and dessert are available at every seat, and once seat is arranged as a hidden mickey of the plate set. As you continue to move left through the ballroom you gaze up at the paintings on the wall and two ghosts swinging from the chandelier above. A few violinists are seen next to a large organ playing the ghostly tune.

The doom buggies then circle around the ballroom (something that hasn't been done before in the HM) where you see the backside of the organ, and ghostly puffs of air coming out of the pipes. This acts as a transition into the next scene which is the upstairs "game room"
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Inside there is a billiards table as well as darts, along with a seating area, and a variety of memorabilia. The pool cue and balls move by themselves across the table and darts throw themselves. This area is new to the Haunted Mansion and would show an area of an old home that we haven't seen before. It is also the introduction of sorts to the main plot running through the mansion that George Bluebeard resides in the mansion after his 7th wife did him in. It can be inferred that the "swinging wake" is for his 7th wife entering into the mansion and George is upstairs playing games with his friends, possibly avoiding the party altogether.
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As you enter into the next room, you hear a beating heart and enter George Bluebeard's bedroom. A creepy version of here comes the bride is played as George Bluebeard's bedroom shows him with boxes and merchandise all over his bedroom as he hasn't had the chance to unpack or anything. Surrounding the bedroom are items that can be inferred to belong to Lucretia, his 7th wife.

In the next room you can hear a woman speaking, and as you enter a large seance room, a floating magical ball head, named Leota, is trying to summon spirits from the other side.
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Creepies and crawlies, toads from a pond, let there be music from regions beyond.

She continues on as you see ghosts appearing from the other side through the floorboard, some popping up right in front of your vehicles. The last ghost (inferred to be Lucretia) turns your doom buggies backwards and sends you through a secret passageway all the way down to the basement.
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Your doom buggies "fall" down the secret passageway's stairs and tumble into the basement, which is the dirtiest and worst room of all. You soon realize that it is a morgue and is the start of the graveyard that is planted out back. Some of the tombs are open and you ride through the open crack in the door outside into the graveyard, where the ghosts seem more alive...maybe because you have passed?

The creepy music becomes more gleeful and the ghosts begin singing around you.
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When the crypt doors creak
And the tombstones quake
Spooks come out for a singing wake
Happy haunts materialize
And begin to vocalize
Grim grinning ghosts come out to socialize

Now don't close your eyes
And don't try to hide
Or a silly spook may sit by your side
Shrouded in a daft disguise
They pretend to terrorize
Grim grinning ghosts come out to socialize

As the moon climbs high o'er dead oak tree
Spooks arrive for the midnight spree
Creepy creeps with eerie eyes
Start to shriek and harmonize
Grim grinning ghosts come out socialize

When you hear the knell of a requiem bell
Weird glows gleam where spirits dwell
Restles bones etherealize
Rise as spooks of every size

Grim grinning ghosts come out to socialize
Grim grinning ghosts come out
Grim grinning ghosts come out
To socialize


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All around the graveyard, a variety of ghosts in all different shapes and styles sing in harmony. Some of them are in dancing around in the background. Dead oak trees are swaying in the distance, tombstones move around, and marble busts themed to prominent imagineers on the attraction. The attraction concludes with hitchhiking ghosts and the classic "ghost will follow you home" segment.
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As you leave, little Leota tells you to "hurry back - be sure to bring your death certificate"

--------------------------------

Going to add a bit more to the ending because I have to leave now -- but let me know what you think!​
 

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