Efteling ~ World of Wonders

TheSorcerersApprentice

Well-Known Member
Original Poster
An Eastern Storm and An Oasis of Exploration...
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Firstly Sirocco is marked by an entrance to the attraction’s right, between two masts simulating shipwrecks and crowned with the ride’s signature logo. The queue, surrounded by bamboo deposits and sheltered with tent cloth, then runs around the back of the mill, with an entry more to the left. Nearby is also the exit which opens onto the Bazaar. Between the entrance and exit is the control booth, designed as a Seaside Trading Booth, partly recessed in the large thatched roof. Soon, we will participate in the trade delegation of Sindbad the Sailor and will be supported by a trader. During the trading of our merchandise, the trader's life hangs by a thread. he has to hold on to the elements that surround him. A water feature with boulders has been constructed around the attraction, between which other floating ship wreck pieces will be found, through which the queue of the attraction also leads like a kind of bridge. The planting is exotic, including large yuccas. Up to 60 visitors can sit in the trading ships per ride.
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On a plateau of 14 metres in diameter are 12 trading ships, each stocked with exotic goods, which are placed per three on a smaller rotating platform. Three of the ships are not on a smaller plateau and therefore run more quietly. By means of ears, the platforms with the ships rotate against the direction of rotation of the large platform. The ships can be turned by hand, which means that they can be moved over the large plateau at varying speeds in different directions, depending on whether the steering wheel is turned and which steering wheel has been selected on the plateau. Additionally the boats will be making a rocking movement, simulating of being at sea. In the middle of the large plateau is a trader busy getting goods from the ships and storing them, however once the storm begins it will all start to move and turn. In fact, a very threatening situation arises, where the figures and elements in the roof join in with the show experience. Through the effects around it, everything is subject to the storm. It’s interesting to see, both when you’re in it and when you look at it.
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Next will be Archipel, which means ‘group of islands’ and will replace the current Avonturendoolhof (Adventure Maze) in Travel Realm. As we saw before, Mythos fills the vacuum for the lost Adventure Maze. Archipel, the area’s Water playground will have to be considerably larger in the next construction phase than it will initially be. It will be a typical summer attraction, where children can get quite wet. This exciting island will be where young explorers can brave the elements and discover the surprises that lie hidden on the island. Though not much has been released or announced for the playground, I would like to offer some sort of vision for what Archipel could be. This exploration trail, rather than a ride will be an experience where Guests can interact with magical water in a beautiful and inspiring setting inspired by the brave sailor Sindbad. It will consist of a lush walk-through environment that engages and challenges Guests.
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Deep in the remotest jungles, buried beneath centuries of vines and rubble, the lost Archipelago waits to be discovered. Sindbad was one of the first seafarers to set afoot the forgotten group of islands. Now their mysterious trails provide a vast explorable setting. Just getting there is part of the adventure. Archipel sits across from the wildest sections of a small river. To get there, Guests are able to board wooden rafts and pull themselves towards the overgrown jungle foliage of the islands. An alternate access point is located near Sirocco’s entrance. A rickety, swaying rope bridge spans an oasis waterfall over a pond where large mysterious air bubbles are formed in the water. Both entrances meet up in a jungle clearing overlooking the island group compound. Pathways branch off in multiple directions. Efteling employees are present to hand out illustrated maps, to keep Guests from getting lost and to help them locate the many features across the islands. On one island you can find some mysterious temple ruins. Two massive stone structures sit as the temples main feature. The nearer one is the Observatory where Sindbad has set up his astronomical devices to study the stars, including a copper-colored kaleidoscope designed as a telescope. Here Guests can interact with various stations, devices and games to learn more about seafaring and astronomy.
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To access the Observatory’s ground level, Guests must pass over the Seahorse Bridge, which leads in and out of a cave. Here, a supernatural horse living underwater enchants the waters and occasionally splashes Guests who dare to cross the bridge. Once inside the cavern, Guests will be able to see an effect through which the Seahorse appears in water and projections and then dive into the seas again. Other totem-like statues will fire randomly-timed water spouts from their mouths. They will lead them into another cavern where the stone images of exotic birds can be put together in an interactive game, awakening these ancient bird idols, including one of the Bird Roc. Stairs and rope ladders ascend to the upper parapets. This vantage point looks down onto a village on wooden stilts. Mounted along the sidewalk is an array of bamboo blow dart tubes which function like button-activated water pistols. Similar water pistols are located on the observatory towers, formed from rusted metal bronze age tools. Other pistols shoot water from carved bird faces, as Guests on both levels can engage each other in an impromptu water battle. And in case there’s nobody upstairs to duel, water spigots even randomly spray across the floorboards.
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Cobbled walkways meander around the edge of a smaller pool, around a limestone quarry wall and over a black-lacquered wooden bridge with holes in the planking, from which air is blown out under high pressure when you walk over it. Here, Guests can encounter the monstrous sleeping whale on which trees have taken root. It will shoot a large spray of water out of its blowhole from time to time, dunking the entire island in water. A quarry walkway leads to Thief’s Dig, a sandy archaeological dig area inspired by Ali Baba and the forty thieves. This expansive outdoor children’s play area complete with a huge scaffolding jungle gym with cargo nets to climb on above, plastic slides to ride to the sand below and a big central sand pit with digging toys and climbable crates. There are half-buried treasures to uncover in the sand, and many more fossilized artifacts. A graceful wire metal green-and-gold gate with painted orb ornaments like eyeballs has a revolving door that is alternately locked or opened by saying ‘Open Sesame’. Gaps in the limestone cliffs lead to the Golden Valley. This damp, air-conditioned maze of claustrophobic tunnels to explore, full of dark curving paths and dripping water. One branching route leads along a small underground river, and to a secret cenote. Sunlight lights the sinkhole from above.
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The crumbling City of Apes, a place whose inhabitants spend their time in boats off-shore, while their town is abandoned to man-eating apes. Here, a ropes course spans a Stillwater pond between the buildings of the city. This is a classic collection of rope bridges found along the city’s facades, leaving a path for the apes, which occasionally jump out in animatronic form. There are three levels of rope bridges, all accessible from an ad hoc wooden tower in the central clearing. Bridges cross over the main walkways with one accessing the Observatory and two connecting to different levels of the City. Shipwrecked cannons sit mounted on the towers upper platforms. Guests can fire these massive cannons, which release puffs of smoke and create loud, echoing ka-booms. The lower level bridges access an open atrium within the City which includes an unlikely indoors waterfall. Other interactive games allow Guests to meet the apes and befriend them. Past the front base of the city, Guests will find Sindbad’s ship. Discover a boatload of rowdy sailor fun and some raucous adventurer activities aboard this authentic trader ship.
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Roam the decks of the ship and discover hands-on activities, experiences and games that will test your prowess. See if you have the sea legs, fearless heart, steady hand and adventurous spirit to be part of the crew. This includes the map room of Sindbad, where we find interactive experiences related to navigating across Archipel. By manipulating a large magnification glass mounted on a staff Guests can direct the light across the model and illuminate different areas. Guests can also find a ruin of a stone dungeon, with a barred window, the bars of which are made of rubber, above it a relief of a sad pirate and a metal sphere that is attached to the wall with a chain. Above the back of the window it reads:
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‘’Once this was the dungeon where the infamous Corsair Raackelbeyn was imprisoned. Yet he managed to escape! No one understood how that was possible.. Do you?’’

After exploring all these areas of Archipel we are able to return to the Middle Eastern Bazaar. However, this marks the complete tour of our first realm, Other Realm. Next we will pass by Mythos and Pirana and move into Ruigrijk (Tough Realm) and explore the adventurous worlds that lie ahead there…
 
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TheSorcerersApprentice

Well-Known Member
Original Poster
A Treasure Lies Beneath...
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Although originally Ruigrijk was named 'Oosterpark', where Guests could find the Efteling’s parking lots and separate swimming pools. However with the later arrival of some of the park’s main thrill rides, this corner of the park grew a new reputation towards older Guests. However, even though there is a lot to do for the thrillseekers, the area is now also trying to attract younger Guests by sharing stories of heroism, bravery and sometimes more ominous themes. Tough Realm is where Guests are challenged to brave the stormiest seas to find the legendary ghost ship ‘The Flying Dutchman’, fight against the elements conjured by the dragon or train yourself as skilled heroes at Nest. Though traditionally we would enter the Realm through the gate situated near the central square ‘Hartenhof’, however as we are travelling from Anderrijk, we will now go past Pirana to an area between The Flying Dutchman, Gondoletta and the former Canoe Pond, where at that time there was only a large green strip. The sunbathing area of the swimming pool and the ‘Zwembadlaan’ used to be on this spot. The existing path was moved to the bank of the Gondoletta for the purpose of making way for ‘Baron 1898’.
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Opened in 2015, this would become the park’s seventh roller coaster ride themed to a haunted 19th Century gold mine. The attraction is richly themed in the style of Dutch mining complexes although it is not coal but gold that is mined. The name Baron 1898 refers to the background story of the saga of the ‘Witte Wieven’ (White Women), in which a greedy mining Baron, Gustave Hooghmoed, has found a gold vein and wants to extract as much gold as possible from the ground. However, the fertile soil is protected by the White Women. Gustave calls on his miners (comrades) to help him and promises them mountains of gold. During the ride it becomes clear that the White Women are trying with all their might to sabotage the gold mining. We reach the attraction by passing by a street pole that directs at the nearby attraction. Atop of the street pole is the figure of a mysterious white woman pointing towards the mine shaft that hosts the diving coaster.
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The attraction consists of a complex of eight buildings and a section of roller coaster track. The walls are masoned with red bricks, with characteristic horizontal patterns. References to the gold can be found here and there, including gold accents and the shapes in the windows. The first building is the entrance to the attraction and is the most richly decorated, with a landing and large overhanging roof with chalet-style wood ornaments. The name ‘Rijksmijn Baron 1898’ is applied above the door. Within this are the Entrance Portal and the Clothing Room; the two spaces can be distinguished from the outside by the kink that the building makes. Behind this building is a taller building reminiscent of a warehouse, with a visible steel construction on the façade and a distinctive wooden ventilation facility on top of the roof. In this building, which is connected to the previous one by a low section, is the ‘Wage Room’ with the technical rooms for show control below. The third building is by far the largest and can be recognized by its round roof and the roller coaster that runs through it. This is the Collection building or station. The track runs through this to the adjacent Machine Room, which has a sawtooth roof. Next to the Engine Room is a large wooden structure on top of the Boiler House, from which the ascending track leaves the building towards the shaft tower. The lower depot has been built against the rear of the Collection Building, Engine Room and Boiler House.
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Between the station and the entrance is the seventh building which cannot be missed because it has a twenty meter high brick chimney from which smoke emerges. Here is the action photo. Finally, there is the high steel construction, the shaft tower, over which the track runs and where a catering point and lockers can be found at the bottom. The attraction can be entered via the entrance in the front, under the name sign ‘Rijksmijn Baron 1898’. Due to the low capacity, it is almost certain that the ‘meandering’ next to the building must first be used. The entrance to the queue can be found on the left side of the façade. Before entering the queue, there is a seat to the left of the entrance to the meandering, similar to those on the coaster trains. Here it is possible to test whether someone fits into the attraction seat, or to experience what it is like to take a seat in such a session. It has been placed in a broken elevator cabin with which, according to story, Gustave Baron Hooghmoed descended into his mine for the first time. The cubicle also provides shelter for the on-site employee and includes a childrens measurement facility.
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A gate, consisting of two lampposts connected to a rod on which the waiting time can be read, indicates the start of the meandering. You can choose the normal queue via the left and the single riders queue via the right. The latter is for those who want to do the attraction without company. This queue continues straight on for a few metres, before walking back to the attraction entrance after a bend to the right. However, the regular queue runs through the entire area between the track and the building. The music played while waiting comes from green Bose mushrooms and is a mix of different themes from the attraction. The first meters still go between the Pieck blue metal fencing, but past the facades of the state mine it turns into the ‘Productiebos’ (Production Forest), which is demarcated by a wooden sheep fence. This route winds through pine trees towards the last bend in the roller coaster track, before returning to the building. Along the way, the route passes through three ‘shelters’: robust wooden sheds with a tiled roof, containing tools for logging. Inside various radio messages, posters, letters, newspaper articles and drawings reveal the backstory of the White Women and Gustave Hooghmoed and his mining shaft. Also along the route are some mysterious effects activated from time to time including mist, moving lamps, ominous singing and a moving wagon on rails with a pile of logs.
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The row splits in two a few metres before the wooden fence returns to the meandering between metal fences. A choice has to be made whether you want to sit in the front row or are satisfied with a set in the second or third row of the train. The sign next to this indicates that the last fifteen minutes are shorter in terms of waiting time. At the end of the meandering, tickets are handed out by an employee, stating which row of the mine train you can take a seat in later. Special tickets are also available for ‘Kompel Bovengronds’ (Comrade Above Ground): visitors who do want to enjoy the pre-shows, but want to skip the ride itself. Any shortages that arise due to group compositions are supplemented with single riders from their assigned queue. The line then continues over the platform past the ‘Kompels Baggage Depot’: a wooden, covered luggage rack in the armpit of the building, where bags must be deposited. The visitors are divided into a team A and a team B, of two times 18 men, with which exactly two trains can be filled. With this group of about 36 comrades in total, you enter the building, where you first have to wait in the first room: The entrance portal.
From the queue, a staff member divides crews into two groups, who enter the left or right side of the same entrance portal via gate separated routes over the platform. Also within the room are two fences so that the two groups do not mix; the path between them is for the free passage of personnel. The same music is played as in the queue, ‘Kompels Gezocht’. In the space you can see various sight related to the building and the mining activities that take place there. On the side of team A, a ‘first stone’ has been built in the left wall:
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‘’This first stone was mined by the miners, Thomas, Joris, Yentl, Maurits, Jade under the supervision of my Baron Hubertus.’’​

Also on this wall is a bust of the owner of the mine, Gustave Hooghmoed, and a yellow square non-smoking sign. There is a sign on the back wall to the right of this. It is recommended to pass. On the side of team B hangs an authentic wooden time clock on the back wall, on the side wall to the right of this a plate with tokens for the morning shift, afternoon shift and evening shift. Miners had to take their token with them and return it at the end of their shift, so that it was always clear who was downstairs. On the other side of a window hangs a yellow authentic mining phone. To the left of the entrance door is a small staff control panel with the ability to broadcast in the attraction. The comrades in the two groups line up in front of French doors next to each other in the back wall of the room with the text ‘To the Dressing Room, ‘Team A/Team B’’ above it. First we hear an announcement by Gustave Hooghmoed welcoming us to the mine and hurries us further into the Dressing Room. A drum roll is heard and the doors swing open so that we can walk through to the Dressing Room...
 

TheSorcerersApprentice

Well-Known Member
Original Poster
Glück auf, Miners!
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The left and right sides of the room are still divided for team A and team B. This octagonal room has a tile floor and a hanging system for the mining clothes. The clothes can be seen on the ceiling. In the center of the room is a recess behind fences, where an old gramophone player plays the theme of the attraction. There is a sofa with clothes hooks with clothes and helmets hanging from it, empty bottles of milk and a lunchbox with sandwiches and an apple on it. On the bench is also the morning paper ‘De Morgenstond’, on which references can be found to Baron 1898 and other Efteling attractions. On the wall, above the door you enter, are two screens and above the doors to the next room the projectors hang in huge cabinets. A slide show is given here, and we hear Gustave Hooghmoed, explain that we have been hired as companions,
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‘’Miners! Miners! It is my honor as baron Gustave Hooghmoed to welcome you in my beautiful mine, Baron 1898. I welcome you all of you mine workers from abroad in my beautiful mine. Today you will have the privilege to descend down the mine shaft that gives you access to wealth. I will train you to be the best miners. You are requested to receive your lantern and helmet. You will be responsible for my… a large profit. With my cathedral of steel, the shaft tower, you will descend into the underground treasuries and there in the deepest depths of the mine, gold will be there for the taking! Ha ha ha, this is my old mine. This is my gold mine…’’​

The right screen shows the baron and mine in old photos. The left screen is a translation into English, and here and there the Baron himself translates parts of his speech into English. The White Women appear and destroy the equipment. They warn us not to go any further in beautiful song.
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‘’Miners, go no further but return home. Us, white women guard the gold. You have been warned…’’

The lights turn off and the hanging clothes start moving as mysterious blue lights and green branches spread around the room. The gramophone sounds again and we hear Hooghmoed saying,

‘’Miners, surely you are not frightened off by some creation of superstition and magic tricks that call themselves White Women?! Do not be discouraged by the White Women! Hurry up, now! Continue on to the salary room and prepare yourself for the descent. Riches await!’’

When the doors open, a small administrative office behind glass can be seen on the right. Especially the miners who chose the most right door can see this well. There is a desk with a telephone and typewriter and a cupboard with all kinds of useful objects. Also on the wall is an enamel shield with the image of a magpie that warns against theft. In front of us is a staircase, which takes us to the Wage Room, a wood-panelled room in which they find three numbered closed counters in front of them with the indication ‘pay administration’ above it, behind which the sound of typewriters can be heard, and one floor higher a balcony where Gustave Hooghmoed addresses us and points out the line up in rows of three in front of the door of our number. There are three closed counters here, where typewriters can be heard from behind. An employee takes the tickets and points us to the door where we have to stand. There are plaques with numbers sealed into the floor as well.
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‘’What is the daily yield of the previous descent? Tell me: how many kilos of gold is this? Has the first team already left? Make haste here! For my foreign mineworkers: please, take a closer look at the instructions above the doors. Line up in three rows of six in preparation for the descent. You will soon be expected in the collection building, where your transport is ready. Miners, time is money! You stay together. Wait for the signal and descend into the mine shaft. Mine the gold for me and riches will be yours. Glück auf!’’

In the meantime, an attraction employee has arranged the members of team B on the basis of their tickets in three rows in front of the door. A green lamp flashes, rousing the music and the doors open. They now enter the collection building. Then the Baron continues to speak to team A:
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‘’Miners, the first team has gone before you. Now is the time for yourself to prepare for the descent. Move on! Arrange in three rows of six because your transport is already being prepared in the collection building. Ah in your gaze, I see the determination I so desperately missed on the previous team. You are my dearest miners: brave, steadfast and loyal. Wait for the signal and then descend into the darkness of the underground tunnel system. Once there, mine the gold for me, and receive wages accordingly. You should know that gold sweetens labour. Haha! Glück auf!’’

This team is also drawn up and leaves for the Collection Building. When there is a delay in the handling of the flow of visitors at the station of the attraction, the Baron has an extra monologue, turning around to a fictitious person behind the curtain who brings him the unwanted message.
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‘’Yes, hello? There is delay?! Why are the signals red?! Are there any problems in the mine shaft?! What?! Is a group of miners retreating?! Dirty Cowards!’’

The Collection Building in Baron 1898 is the place where the compels are loaded into the mine train, so the station of the roller coaster ride. The track of the roller coaster runs through the large high space. Large wheels that guide a cable hang from the ceiling. Mining supplies are lined up everywhere. In the Wage Room, each team of 18 crews was already divided into three row, which here descend a staircase straight into their row into a waiting train. They can take a seat in the train while a gate in front of them still closes the entrance to the track, which is located under the text ‘To the shaft, Underground Passenger Transport’. Loose objects can be stored in three carousel boxes on the other side of the platform. The control room is also located on the entrance side. When everyone is seated, the attraction operator pulls a large lever, after which the gates open, the platforms sinks under the train, a fog cloud is created and the train starts moving. He drives a little forward into the machine room…
 

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TheSorcerersApprentice

Well-Known Member
Original Poster
Bravery comes before the fall...
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The Machine Room in Baron 1898 is the area where you enter after boarding the train and before going up the lift hill. Here we find a dark area with a large steam engine on the right that guides the same cable that could already be seen in the station. Water is leaking from the ceiling. A red lamp flashes. The white women emerge from a cauldron and sabotage the installations. They sing:
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‘’You were warned… Disobedience. We, White Women watch over the gold.. and sabotage your descent. Bravery comes before the fall!’’

The train suddenly accelerates and shoots up the elevator, towards the top of a thirty-meter high headstock. The lift hill has an angle of 45 degrees. At the top we hang for a few seconds with a view over the park. The front row then slopes so far that the gaze is down, revealing a gaping hole filled with fog. Every now and then, the song of the White Women is heard coming from the tunnel. After standing still for two seconds, the train drops 37.5 meters with a steepest angle of 87 degrees and a speed of almost 90 kilometers per hour. During the fall, the first action photo is taken. The train shoots through the tunnel; the gold mine. The inside is also themed as a gold mine. Alternatively to its current track, the ride now enters the underground ride complex, which would be a unique extension to what I believe is to short of a ride for how impressive its storytelling and theme is. The train reaches the bottom of the first drop it rushes down through the tunnels past rushing and rattling mine carts. The oil lamps swing as we fly by into the underground tunnel system. The train makes an overbanked turn followed by a backward loop until it reaches a brake and is put on a turntable.
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The vehicles turn towards various tunnel openings. In one appear ghost miners turned to gold warning us to leave as fast as we can. In another we find the promised gold shining within the rock walls. The turntable seems to tilt towards it, simulating us nearing the riches. But then the room starts to rumble and the White Women appear for one last time. The gold is turned into dust through projections and the spirits start to sing to us again,
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‘’Miners, you have ignored our warnings and braved our terrors. We, White Women can’t let you have the gold… Disappear now, or bad fortune will fall upon you!’’

The train enters a launch tunnel which is nearly collapsing by an apparent underground earthquake and is launched out on the other side, to turn with a sharp bend and goes into the Immelmann loop. The track then briefly goes down to ground level, where a second action shot is taken, then goes through a zero-G roll, an inside-out corkscrew with a moment of weightlessness, followed by a sharp spiral up. There is a small camelback and a curve where the train enters the braking section, where it is slowed down slowly and drives back into the Collection Building. After returning to the Collection Building, you can get out on the left and take your luggage with you. We can hear the Baron thanking us for our bravery and for finding the gold. A staircase leads up to a walkway along which one leaves the hall via the rear and right side of the room, behind the large gears. Many interesting miners’ memorabilia can be seen here, such as another set of lockers and bulletin boards with references to other Efteling-related items, including a postcard of Kaatsheuvel.
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A staircase takes us to a long corridor with even more attributes on the walls, after which we come out and via a small walkway enter the building of the action photos, which is located under the chimney. This space is also themed. Picture frames with old photos of the miners in the state mine hang on the walls. In addition to the attraction, there is also a catering point on the site. At the bottom of the headstock is ‘T Melkhuysje (The Little Milk House) which sells milkshakes and churros The milkshakes are sold under the name ‘Mijnshake (Mine Shake)’ and can be ordered with red fruits or banana. They can also be served in a special Baron Mining Cup. Soft drinks and beer are also available. For those who are hungry, there are also churros available. They are supposed to represent gold bars and the tray is printed like a mine cart. By default they are served with cinnamon sugar, but there are also special toppings such as Nutella, white chocolate sauce or caramel sauce. The churros gold bars special comes with white chocolate sauce, caramel sauce and golden sprinkles. The order desk is located in the foot of the headframe of the ‘Rijksmijn’ so right below the highest point of the attraction. Above the window is the name and a logo of two milk bottles in a carrying handle. The catering point is thematically related to the attraction because in the past, miners were obliged to drink milk after a long day of working in the mines to get dust and soot out of the body – by loosening mucus. On the nearby hiking trail there is a sign with the name of the catering point and the exhortation, ‘’Les hier uw dorst na elke afdaling (Quench your thirst here after each descent)’’.
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Additionally there will be a new Holle Bolle Gijs (Big Mouth) called Mijnwerker Gijs. He sits in an out of order elevator in the style of the nearby attraction façade of Baron 1898. A large gear sticks out on the right and a bag is hanging from a coat hook in which sandwiches and milk bottles stick out. A plaque reads ‘Lift’ but is covered by another smaller paper sign reading ‘Buiten Gebruik (out of order)’. Holle Bolle Mijnwerker holds a pickaxe and wears a mine helmet including a light that shines at night illuminating the area(not blinding Guests). He wears a blue mine overall and sits within a Pieck blue elevator bucket. Of course he traditionally has a monologue of its own asking Guests, ‘Kompels, kompels! Papier hier! Dankjewel, Glück auf! Dankjewel, Glück auf! (Miners, miners! Paper here! Thank you, …’.
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Opposite is a yoghurt sales point, Yoghurt Bar. It is decorated in line with the style of the adjacent attraction with wood panels in green tones and a simple canopy. It has a fairly flat hipped roof and the corners of the building are finished with steel edges. The name of the catering point appears on the façade sign in the Baron 1898 font. You could choose from the flavors mango, blueberry and strawberry each with their own toppings. It is also possible to compose your own yoghurt with three ingredients of your choice. Coffee, tea, cappuccino and latte macchiato are also sold. Around the corner to the left is the ‘Kompels Lockers Depot’, a wall with luggage lockers where visitors can safely store excess items, so that they do not have to be taken into the attraction. There is a good chance that they will end up at the bottom of the tunnel…
 
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TheSorcerersApprentice

Well-Known Member
Original Poster
Watch this legend come to life...
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The saga of the Flying Dutchman has been told all over the world for centuries long. A Dutch captain would be cursed to live forever in the waters around Cape of Good Hope to keep sailing. This Cape is located at the southernmost tip of Africa. In literature, film, music, magazines, associations and restaurants are named after the Ghost ship with its perpetually wandering captain. It even seems that The Flying Dutchman is still occasionally seen at the Cape of Good hope today. Over the years there have been many different versions of the story. The saga is always told in a slightly different way, just as here in the Efteling. Although there they claim to know the true history! The legend according to the Efteling is set in the Dutch Golden Age (17th Century),

‘’Willem van der Decken is a successful captain of the Dutch East India Company (VOC). On Java and the Moluccan Islands he manages to buy full loads of spices every time. They deliver good money in the Netherlands. His ship, ‘Den Hollander’ is the fastest of the VOC. The loads of mace, nutmeg and cinnamon are brought from the East to the Netherlands in record time. The elders of the VOC are therefore very satisfied and the captain is quickly promoted. Van der Decken lives with his wife Catharina in the most beautiful house on the city wall, overlooking the harbor. He enjoys his prosperity. Life is good in the Golden Century for him. But appearances are deceiving when there is blood on his success. The people and the VOC know nothing of the captain’s dark double life. The large success makes him greedy. Van der Decken turns into a privateer captain. He plunders coastal villages and sinks ships along the way. He doesn’t even shy away from killing to get to the loot. He keeps the gold and treasures to himself. He stores it in the secret treasury under his house that he reaches through smugglers. Although he is very successful, the captain lives more and more in solitude. He only recruits crew members in orphanages. There you will find unexperienced boys who are lured by the adventure. No one else wants to work for the strict and capricious Van der Decken. In the local café ‘Het Oorlam’, the captain only drinks to his own successes. He outsmarts everything and everyone and reaches the top, but his greed will seal his fate and cause his downfall. It is 1678, when Captain Willem van der Decken sails with his crew to the East against all the rules on Easter Monday. Not even a raging storm can beat him nor hold him back. His crew is near despair with fear. The captain writes in his log, ‘I will sail, storm or no storm, Easter or no Easter. I will sail, albeit forever!’. Willem van der Decken defies all rules, decency and the elements… and draws his own fate. Before the eyes of the spectators on the quay, the sails of Den Hollander bulge themselves.. against the wind! The ship’s hull turns into a blackened carcass and the sails become flames. The Ghost Ship is doomed forever to sail the seven seas. Van der Decken’s house also burns out from the inside. A painting of the ship falls off the wall with a sharp bang. In the secret smuggling passage under the house burns an infernal fire, exposing the captain’s dark double life. The ship disappears and is never heard of again. Or is it..? Years later, messages still reach the homeland about a mysterious Ghost Ship that seems to fly above the waves. With a blackened carcass and burning sails it would race across the sea at incredible speeds… against the wind current. A shadowy figure stands motionless on the railing. Sailors do everything they can to avoid collision. For any contact with the Ghost Ship brings misfortune, death and destruction!’’

We find ourselves on a 17th Century Dutch square in what is apparently a harbor town: the inhabitants have even been inspired by their ships for the architecture of their house. A stately house stands out: that of Captain Willem van der Decken. To its left, a stone staircase leads up to a gallery behind the battlements of what appears to be a quay. We can walk past the front doors here and even ring the doorbell. On the wall of the circulation are large stone lion statues with a coat of arms with the attraction logo that resembles the VOC logo: VHE (Vliegende Hollander Efteling). Following the roundabout to the right around the corner, you pass even more windows and doors. Some buildings have a sign: ‘Het Gulden Galleon’ (The Golden Galley), ‘De Zandlooper’ (The Hourglass) etc. At the very back we come to a high tower with a sloping, trunk-like wooden construction against it. Under this construction we have a view of a dune landscape. Returning we can descend a stone staircase and arrive at another square of the attraction with views of ‘Joris en de Draak’ and a new statue of Willem van der Decken atop of a globe. In a corner are barrels and chests of the VOC. We return via two steps to the forecourt, and the house of Willem van der Decken.
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In this version of the park this area now starts at a gate. This extra gate will be located on a square with different buildings in different styles. The gate belongs to the Flying Dutchman attraction area. It also ensures that the entire attraction is not immediately visible from the square. The second step is to walk up the bridge towards the area. From this higher vantage point, visitors get to see a silhouette of the city and the first view of the tower where the roller coaster begins. By raising the bridge in an open area, the environment feels a bit larger. The next step is the gate. Because you are off the bridge again and have fairly closed sightlines on all sides, everything feels more closed again. You can see the square and the entrance of the attraction through the gate. The idea is that you are drawn towards this square by the closedness. After you have walked through the gate you will arrive at the large square in front of the entrance. A well has been placed in the middle to break up the square. The way you enter ensures that as a Guests you immediately have a view of two of the most important elements: the lockers and the entrance.
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In addition there will now be more of a multi-level scenery street leading towards Baron 1898 from Tough Realm’s center with the high facades of the attraction on the right and the varying buildings on the left. This left side has several places where you as a Guest can go closer to the water via a staircase or higher to see the view of the city. The end of the street is marked by three arches to which the roller coaster track is attached. These arches serve both the purpose of supporting and hiding the sightlines. In the harbor itself are several smaller trading ships docked near the side façade facing Joris en de Draak. Back at the home of Family van der Decken. The door stands wide open. When we enter the house, however an ominous smell hits us: fire! The room we stepped into is empty and blackened. A painting by Van der Decken remains on the wall and in one corner is the diary of Van der Decken’s wife, Catharina. We hear her singing about her husband’s absence:
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‘’Willem van der Decken, toe zeg mij waar gij zijt gebleven. Vertrokken in een zware storm, het is precies een jaar geleden. Ze zeggen dat gij, voor altijd en eeuwig zult varen. Dat gij, vervloekt en als kwelgeest rond zult dwalen. (Willem van der Decken, tell me where you are. Left in a heavy storm, its been exactly one year. They say that thou shalt sail forever and ever. That you, cursed and like a tormentor, will wander about.’’

On the walls hangs a white placard with red wax seals on which the story is succinctly summarized. Coincidentally or not, the text corresponds in meter to the main theme music of the attraction.

‘’Captain van der Decken sailed on Easter, he left his bride in a lashing gale. His ship chose the tumultuous seas, burning, doomed to be a phantom, to sail forever. Leave the harbor at a night without a moon, a great calamity awakens and is waiting for you. The Dutchman, toy of devilish list, appears in the dark and never finds peace.’’

Through a door, we enter a second, smaller charred room. The many books suggest that this is a library. In front of us a large round mirror in which we see ourselves reflected. Although…what is that? The mirror image changes into Willem van der Decken’s face! Behind us, to the right of the door through which we entered, is a large painting of a VOC ship. It is an image of the ‘s-Lands Oorlogsschip Delft’ from 1783. From time to time the Painting falls down and rips apart. The canvas is torn and we can step through it. On the other side of the canvas there appears to be a low corridor, an excavated tunnel for smuggling. If we walk a little further we have a view on the left to a storage place. All kinds of gold objects are piled up here, including a bust of the captain himself.
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Like many other objects in the room, it was bought by the Efteling on a second-hand market. And, for this occasion, with a Flying Dutchman badge on the jacket. It’s dawning on us: we’re in a smuggler’s passageway! The captain leads a double life as a smuggler, who apparently stole an ornament from the ship ‘De Halve Maen’, and even once a cargo Donkey Stretch Your Tail coins. At that moment, we are startled. Smoke and red light are coming from above the ceiling of the corridor. It looks like the whole hallway is on fire. We also hear the roaring voice of the robber captain,
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‘’Niets of niemand, geen sterveling zal mij ervan weerhouden morgen uit te varen. Ik zal varen, storm of geen storm, Pasen of geen Pasen, verbod of geen verbod, al is het tot den eeuwigheid. Ik zal varen!

(Nothing or no one, no mortal will stop me from sailing tomorrow. I will sail, storm or no storm, Easter or no Easter, prohibition or no prohibition, even if its for eternity. I will sail!)’’

After a few seconds, however, it seems safe again and we continue walking. At the end of the corridor, we see a double closed door on the left. Do these open onto the square in front of the house? On the right we make a turn with a few steps. We enter a storage area through an iron gate. The small storage area doesn’t give much about where we’ve landed. We see some generic storage material such as boxes and barrels. That changes when we enter the next room through a door. It’s a small, dingy café! We hear the sailors shouting to the theme music, and earthenware mugs with the VOC logo are everywhere. Through the windows we can get a glimpse of what appears to be the harbor of the town. Looks like we’re on the first floor. It also seems to have become evening in the meantime. Walking past the counter, we can listen to the storytelling and greetings by a new innkeeper audio animatronic revealing parts of the Flying Dutchman story and the rumors of Willem van der Decken. This character would provide for a more lively experience during the already impressive indoor queue. We then enter the next building.
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Here, again a lot of storage space, and a view of the harbor. Above our heads a box swings precariously back and forth. After another such room, you enter a bare corridor, in which you descend a few steps. There are two old paper scrolls that summarize the story of The Flying Dutchman in animation hang on the wall. We have to choose between two queues. At the end of the corridor on the left we come to two stairs that lead to the harbor that we have already seen in the windows. From the landing of the stairs we have a nice overview of the harbor. Right in front of us we see a solid city wall; harbor houses on the left and right. A dark night sky is filled with an enchanting collection of stars lighting up the harbor town. By descending the stairs to the left or right, you arrive at the quay. We can now see the café we were just in from the outside, and it appears to be called ‘Het Oorlam’. On both sides of the harbor you can step into sloops that are ready for departure. Each sloop can accommodate 14 people, in rows in a 3-4-3-4 arrangement so that everyone can see everything well. In the front of the sloop a lion’s head is holding a lantern. The sloops depart alternately, after approval from the harbor master in the control room at the top left of the landing. When our sloop leaves we sail under the landing into the night.
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TheSorcerersApprentice

Well-Known Member
Original Poster
@TheSorcerersApprentice What happened to the ride through of Baron and its post-attraction features?
Edit: Since it had reappeared my fears of the initial post’s deletion has been resolved, but now I’m left to wonder why it had disappeared into thin air.
I edited small parts of it for misspelling but it was under moderation from the site again therefore invisible to others.
 

TheSorcerersApprentice

Well-Known Member
Original Poster
You too will sail for all eternity...
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Passing through the harbor under the gate we reach another section of the picturesque old Dutch harbortown. Citizens dressed in 17th Century clothing can be seen hard at work to prepare for ships to sail off. Merchants shout out at us to sell their goods, sailors are being recruited by tales of adventure at sea and others look concerned at the boats passing by as if they fear their departure. In one of the windows of the scene’s facades we see a mysterious apparition of Catharina, Van der Decken’s wife. Her mysterious singing can be heard before she quickly disappears like fog. As we move on we start to see two large VOC ships moored on either side. On the right-hand ship, the crew is hoisting a leaking bucket. Sailing slightly around this ship, we reach a wooden lock that opens for us. We reach a typically Dutch ‘polder’ landscape with a windmill on the left and grass fields with cows on the right. The gears of the mill open the nearby gate to pump out the water. We’re going out. We sail past a miniature diorama of the harbor town in the distance, slowly leaving it behind. Once on the open sea it is pitch dark. In the distance we hear another ship’s bell ringing and the a ship’s shadow silhouette can be seen sailing by.
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The weather is still clear, according to some stars that appear in the sky. Soon, however, we sail into a fog bank, so close that we can barely see the lamp in our sloop. As soon as we have left the fog bank, all hell seems to have broken loose out of nowhere! It rains that it pours and water splashes on both sides. In the water a green glowing ghost captain figure rises from the water, rain pouring down its shoulders and head. His eyes grow eerily white and as we near him he points to the left, before he suddenly disappears down into the seas again. On a curtain of rain, something reminiscent of a ghost ship appears in the distance. We’re heading straight for it! Shall we now be cursed or soaking wet? The rain suddenly stops but we are captured in a powerful whirlpool. Red/orange-ish lights glow in the mist as we fly by shipwrecks in the middle. We dive down and as we come up a little we sail right into the fiery ghost ship. The figurehead of a lion has red glowing eyes. Suddenly we shoot in through a hole in the hull and we fall down a bit. Inside the ship, the fire seems to have disappeared and we enter the dark indoor sections of the ship. Loud moaning of the ghostly ship crew surrounds us as the fire slowly bursts out on both sides again. The heat overwhelms Guests in their sloops as we fall down again, only to go up a little bit and come to a stop with a hard jerk at a 45 degree angle.
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Above us we see the head of Willem van der Decken projected. However, it disappears and turns into a smiling skull. We are quickly hoisted up the slope while red lit water flows on both sides. The figureheads of other fallen VOC ships emerge from behind the red water fountains on the sides as we go up the lift hill. Then, in an Orffian way we are sung to in potted Latin:
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‘’In ervis fox videor, ego expectata fox. In vestri abisus, pro infinition’’
A silhouette projection of a captain behind a wheel appears and we hear Willem van der Decken shouting,
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‘’Ook gij zult varen tot het einde der tijden! Hahaha!

(You too will sail until the end of time! Hahaha!)’’
At that moment two doors open and we suddenly see ‘Joris en de Draak’ in front of u. From the top of the attraction, we descend quickly and sharply, leaning to the right, and immediately dive into a mist-filled tunnel. Back out of the tunnel we drive through a typical Dutch dune landscape with helmets, sea buckthorn and pines. Among the dunes lie shipwrecks of Dutch, French, Spanish and British fleet ships, captured on the cliffs and in the storm by the Flying Dutchman. The dinghy moves extremely slowly through a horseshoe-shaped section of the track, hanging almost on its left side. Through a small valley, we arrive in a rectangular house, which if we didn’t know better, almost seems to have been built to contain a braking section. On the other side of this house, we quickly dive down, while an action photo is taken of us. We then go over a walkway bridge stretched between the dunes from The Flying Dutchman to Baron 1898 and then crawl over the ride building and through the themed facades, where we hop up and down into the dunes again and make a sharp turn to the left while the boat rests on its side. We then land over a hull in the water of the old ‘Kanovijver’, while the water splashes up on both sides of our sloop, but not at the front.
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The boat makes a wide turn to the left along the terrace of ‘De Kombuys’, after which we enter a gate under the side square of the attraction. Through a somewhat indefinable space with dishes on the ceiling, we eventually arrive back in the harbor where we also carry out. We leave the boat again and step onto the quay. A stone staircase behind us leads us through a photo desk to the side square of the harbor town. It was exciting, but in the end everything turned out okay..
 
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Suchomimus

Well-Known Member
A Legend in Mirage
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''Very, very far away lays an Eastern city called Fata Morgana. The Sultan is ruler of the city and possesses anything ever wanted. He preys on money and holds huge parties for rich people. These, however, are only allowed to come if they bring money. About ruling the city, however, he wants no part off, he just lets that run its course. The market is soiled by dodgy market people who will try and sell you anything. Thieves and other scum roam in the streets. It's absolutely not safe for rich people. In the prison, it's even worse. Prisoners in the treadmills keep the fire hot. It's hard and heavy work. The supervisors whip the people when they don't work hard enough. Whenever someone collapses, he is thrown into the prison cells. Many different prisoners are wasting away and justice is nowhere to be found. One day, the Sultan fancied something new. He wanted to see the future! He sent his servant out to find him a soothsayer. After a couple of weeks, the servants returned with a soothsayer named Fortuna. The Sultan was very impatient and asked the soothsayer what the future would bring. Futura said: 'You will live in wealth for forty more months and then all will be over! You can change your fate and avoid this curse by playing all the songs of the birds on this magic flute.' 'Oh, go away!', said the Sultan indignantly. 'You, liar! Be gone from my sight!'.

The soothsayer left and forty months went by. On the first day of the forty first month the Sultan stepped outside for a bit of fresh air on his balcony. Dark clouds rolled in around the city. 'Oh, my!', thought the Sultan. 'It's probably just another monsoon, I had better go back inside.' He had just closed the doors behind him when heavy weather broke loose. It rained for a very long time. The streets were empty and the water just kept rising until the whole city was completely flooded. Buildings crumbled under the pressure and everyone drowned!. Almost everyone, two servants of the Sultan had stolen the magic flute after the soothsayer left. They had been practicing the songs of the birds. When the storms started a pack of birds came to take the two servants away. In this way, only they escaped death.''
Just thought to bring this to everyone who's been following this project as this was added this past Thursday.
 

Suchomimus

Well-Known Member
You too will sail for all eternity...
View attachment 583777

Passing through the harbor under the gate we reach another section of the picturesque old Dutch harbortown. Citizens dressed in 17th Century clothing can be seen hard at work to prepare for ships to sail off. Merchants shout out at us to sell their goods, sailors are being recruited by tales of adventure at sea and others look concerned at the boats passing by as if they fear their departure. In one of the windows of the scene’s facades we see a mysterious apparition of Catharina, Van der Decken’s wife. Her mysterious singing can be heard before she quickly disappears like fog. As we move on we start to see two large VOC ships moored on either side. On the right-hand ship, the crew is hoisting a leaking bucket. Sailing slightly around this ship, we reach a wooden lock that opens for us. We reach a typically Dutch ‘polder’ landscape with a windmill on the left and grass fields with cows on the right. The gears of the mill open the nearby gate to pump out the water. We’re going out. Once on the open sea it is pitch dark. In the distance we hear another ship’s bell ringing and the a ship’s shadow silhouette can be seen sailing by.
The weather is still clear, according to some stars that appear in the sky. Soon, however, we sail into a fog bank, so close that we can barely see the lamp in our sloop. As soon as we have left the fog bank, all hell seems to have broken loose out of nowhere! It rains that it pours and water splashes on both sides. In the water a green glowing ghost captain figure rises from the water, rain pouring down its shoulders and head. His eyes grow eerily white and as we near him he points to the left, before he suddenly disappears down into the seas again. On a curtain of rain, something reminiscent of a ghost ship appears in the distance. We’re heading straight for it! Shall we now be cursed or soaking wet? The rain suddenly stops but we are captured in a powerful whirlpool. Red/orange-ish lights glow in the mist as we fly by shipwrecks in the middle. We dive down and as we come up a little we sail right into the fiery ghost ship. The figurehead of a lion has red glowing eyes. Suddenly we shoot in through a hole in the hull and we fall down a bit. Inside the ship, the fire seems to have disappeared and we enter the dark indoor sections of the ship. Loud moaning of the ghostly ship crew surrounds us as the fire slowly bursts out on both sides again. The heat overwhelms Guests in their sloops as we fall down again, only to go up a little bit and come to a stop with a hard jerk at a 45 degree angle.
Above us we see the head of Willem van der Decken projected. However, it disappears and turns into a smiling skull. We are quickly hoisted up the slope while red lit water flows on both sides. The figureheads of other fallen VOC ships emerge from behind the red water fountains on the sides as we go up the lift hill. Then, in an Orffian way we are sung to in potted Latin:
View attachment 583779
‘’In ervis fox videor, ego expectata fox. In vestri abisus, pro infinition’’
A silhouette projection of a captain behind a wheel appears and we hear Willem van der Decken shouting,
View attachment 583782
‘’Ook gij zult varen tot het einde der tijden! Hahaha!

(You too will sail until the end of time! Hahaha!)’’
At that moment two doors open and we suddenly see ‘Joris en de Draak’ in front of u. From the top of the attraction, we descend quickly and sharply, leaning to the right, and immediately dive into a mist-filled tunnel. Back out of the tunnel we drive through a typical Dutch dune landscape with helmets, sea buckthorn and pines. Among the dunes lie shipwrecks of Dutch, French, Spanish and British fleet ships, captured on the cliffs and in the storm by the Flying Dutchman. The dinghy moves extremely slowly through a horseshoe-shaped section of the track, hanging almost on its left side. Through a small valley, we arrive in a rectangular house, which if we didn’t know better, almost seems to have been built to contain a braking section. On the other side of this house, we quickly dive down, while an action photo is taken of us. We then go over a walkway bridge stretched between the dunes from The Flying Dutchman to Baron 1898 and then crawl over the ride building and through the themed facades, where we hop up and down into the dunes again and make a sharp turn to the left while the boat rests on its side. We then land over a hull in the water of the old ‘Kanovijver’, while the water splashes up on both sides of our sloop, but not at the front.
The boat makes a wide turn to the left along the terrace of ‘De Kombuys’, after which we enter a gate under the side square of the attraction. Through a somewhat indefinable space with dishes on the ceiling, we eventually arrive back in the harbor where we also carry out. We leave the boat again and step onto the quay. A stone staircase behind us leads us through a photo desk to the side square of the harbor town. It was exciting, but in the end everything turned out okay..

De Vliegende Hollander is honestly one of my favorite rides in the park due to its uniqueness, however I find the outside portion to be jarring due to it just being a wooded clearing in where the ride would otherwise have come from the sea, and I'm glad you fixed that part more cohesive, on top off of adding to the overall experience. But I also have to wonder if any of those buildings in the square would have some other purpose besides aesthetic reasons.
 

TheSorcerersApprentice

Well-Known Member
Original Poster
A Swinging Flight...
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Out on the square of the harbor town we are now left in the newly themed area dedicated to the Flying Dutchman attraction winding around it. In one of the new buildings lining up the waters that are found to the side of The Flying Dutchman, Guests will be able to shop at ‘Roversnest’ (Robber’s Nest). This shop will be themed to a secret hideaway for sea robbers and their collections of treasures attained from plundering and pillaging. Inside, we will learn about the legend of the Robber Lucifer who used smoke and fire to surprise his opponents. His name refers to the fallen angel Lucifer. It looks like Lucifer has broken into this seaside house and wrecked it into its current unmaintained yet filled with goods and desired items related to ‘The Flying Dutchman and other Dutch pirate memorabilia.
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‘’Lucifer was one of Van der Decken’s most mischievous crew members and was said to be the son of the devil himself. As a baby, the boy was found in a basket drifting in the city canals, nobody knowing its origin. The boy grew up in the harbortown, but was quickly claimed to be uncontrollable. Lucifer was always busy with trying to scam people, steal or prank them. One of his greatest steals would be his small ship ‘Den Zwarten Haas’ (The Black Hare), named after its fast paced manoeuvring and speed. How he attained the ship? It is said that Lucifer was one of the boys that Van der Decken was able to talk into the adventures of seafaring for his cursed voyage on Easter. ‘Den Zwarten Haas’ was apparently used as one of the smaller boats attached to the side of The Flying Dutchman and once the storm struck and unfortune fell upon the ship, Lucifer was the only one to safely escape the curse. People had been asking themselves if the devil had protected him that night. He then quickly grew into the befamed sea robber Lucifer himself, using smoke and fire to surprise his victims at sea to steal their booty and treasures, as inspired by what would become the legends of the fiery ghost ship.’’

‘Het Seylende Fregat’ (The Sailing Frigate), is set in another building consisting of wooden facades, a hipped roof with golden ornaments and an illustration nameplate above the sales desk. This counter can be opened and closed with a hatch. The exterior has the well-known palette of Pieck colours. Three large oval panels with paintings of drinks and sweets hang from the awning. The interior is characterized by harbor marketplace type decorations such as barrels and nets. Graceful red arc panels with beige edges can be found on which the price lists can be found. The product range consists of pre-packaged ice creams, candy, chips, hot and cold drinks, sausage rolls and waffles, popcorn and cotton candy.
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Another new addition to the area which was not aforementioned would be the re-opening of ‘De Witte Walvis’ (The White Whale) in a sit-down dining option version overlooking the boats of The Flying Dutchman in its indoor dark ride scene of harbortown. The restaurant can be found to the backside of the ride building, near the Dutch Dunes through which the boats race. It is marked by a sign on which we find ‘Jonas uit de Wallevis’ (Jonas from the Whale). The sign hangs under a clock and the text on the sign reads, ‘Jonas uit de Wallevis, wijst precies hoe laat ‘t is’ (Jonas from the Whale shows exactly what time it is). The figure is a reference to the name of the associated dining option. Jonah is a prophet from the Bible, who after being swallowed by a whale comes to his senses in the stomach of the beast, and after being spat out on the coast of Nineveh, carries out a task assigned to him by God. Guests are led into a 17th Century-styled seaside tavern, similar in style to ‘Het Oorlam’ that can be found in the queue of the nearby ride. Guests will pass by windows looking into the loading station of The Flying Dutchman as they enter the restaurant.
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Around the restaurant Guests will be able to learn the lore about Dutch piracy and sightings of Ghost ships. Others might find various hints and references to The Flying Dutchman and the story of Van der Decken and his wife Catharina. From the latter we find various written letters revealing more about the backstory of these characters. The main seating area of ‘De Witte Walvis’ overlooks the dark ride portion just after the boats leave the docks in the loading station. This is where the sloops pass through the harbortown, past busy audio animatronics. However as we round the corner, we now find the newly opened restaurant creating more kinetic energy inside the incredible simulated atmosphere of the ride. Guests in the restaurant will therefore not be able to see the audio animatronic figures but instead look out over the harbortown, various ships docked into the harbor and the sloops filled with Guests drifting past and disappearing into the open sea. At the restaurant we are offered an intimate dining experience with exclusive dishes freshly prepared by the park’s chefs. The menu includes various typical Dutch food options such as ‘Uitsmijter’ (traditional Dutch dish with sunny side up, beef bacon and toast on the side), 'Bitterballen' (crispy Dutch meatballs) and 'Erwtensoep'(Pea soup) as well as some imported from overseas including Nasi Campur Meneer and Indonesian Rendang.
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‘De Kombuys’ (The Galley) is a catering point with a counter sales and a terrace, belonging to the themed area around the Flying Dutchman as well. It has therefore to contend with the same style of the attraction. The whole is themed as a docked VOC ship, including lanterns and a sail with the name of the catering point on it in Gothic letters. There are two large brass lanterns of ‘Ingang Parklaan’ dating from 1949 restored for ‘De Kombuys’ and used as the some of the large ship lanterns on the building. The windows around the two counters are fitted with stained glass panes and log ages have been nailed into the sides of the ship, which tell the story of privateer captain Willem van der Decken. The terrace on the west side of the catering point is more or less themed as a raft, with a wooden floor, a mast and a canopy reminiscent of sails. The terrace is positioned in such a way that visitors have a good view of the Flying Dutchman’s splash. The range mainly consists out of hot and cold drinks and a variety of sweets, such as donuts, cotton candy and popcorn. Unique in the park are the ‘buddies’, cups of soft ice cream in which three mixtures can be stirred: forest fruits/ strawberry sauce, chocolate balls/chocolate sauce and nuts/caramel sauce.
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Joined with this catering point we find the new location for ‘Kapitein Gijs’ (Captain Gijs), between where we now find ‘De Python’ and the Flying Dutchman. The captain doesn’t look like a Holle Bolle Gijs at all. He has no gaping mouth and no thick, cozy appearance. He does not hang over a gate or on a lazy chair. It’s a real, stiff captain with a black sting with a golden trim and a black feather. He has long gray hair and a long wiry beard, without a moustache, and wears a red uniform with a medal pinned on it and with gold epaulettes on the shoulders, white trousers, a saber and a black boot on his right leg. The left leg consists of a wooden leg. In his left hand he holds a green bottle. The other hand points to the cannon in front of him in which to put the trash. He stands inside a guardhouse against a busy background of planks, ropes and barrels of rum and ‘buskruyt’ (gunpowder). Above the painters house is a classic Efteling-E on a shield. Against the house is a cleaning rod for firing the cannon. The whole is on a small step with a tiled floor. This Gijs does not ask for paper here, but commands with, ‘Papier daarrr!’ (Paper therrre!). When the waste is put into the canon, there is a loud bang. The gun is modelled after a small variant of a 17th or 18th Century naval gun.
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Soon, we find that Ruigrijk has received a new design in terms of location and for some buildings in design. Where today we would find ‘Speelbos Nest’ we will now find an expansion to the seaside town theme, including the Game Gallery receiving new facades and a re-location of two attractions and ‘De Meermin’ catering point. This is done to create a cohesive themed area where all these experiences take place in one area. One of the attractions that we find re-located here is ‘De Halve Maen’ (The Half Moon) or also known as ‘Het Schommelschip’ (The Swinging Ship). De Halve Maen is named after a VOC ship that actually existed: it was Captain Henry Hudson who departed from Texel in search of a Western route to the Indies, entered the river that is now New York harbor in September 1609. The entrance to the ship swing can be reached through a wooden meander that is located next to the new Game Gallery. Via a hall below the gable row, two rows can be chosen on busy days, one for sitting in the middle and one for the upper benches at the front and back of the ship. In total, the fourteen benches can accommodate an average of around 85 people.
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During the ride, the ship which measures 20 meters in height and 27 meters in length has a 25 metre tailswing and reaches a speed of 54 kilometres per hour. Behind the ship swing is a quay wall with behind it an old Dutch façade row, designed by Ton van de Ven. The leftmost house behind De Halve Maen is called ‘Taveerne d’Ouwe Liefde’ (Tavern The Old Love). During evening opening hours there is a red light behind the windows. Due to the evocative name of the building and the red light, it can be assumed that this is an old-fashioned brothel. Next to it are a narrow nameless warehouse with a hoist and wider paneled house. The year 1505 can be found on the façade. The next house with a bell gable is called ‘De Huys Duynder Visser’, as can be seen on a short protruding canopy. On the awning you will find another sign that advertises ship rental by Kees Jolleman. The last façade is a warehouse with the date 1570 as inscription...
 
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TheSorcerersApprentice

Well-Known Member
Original Poster
Try your luck...
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The Game Gallery or ‘Zuiderzee Rij’ (Zuiderzee Row) consists of two galleries, seen from Ruigrijkplein on the left, where you will find seven games. On the right the larger gallery, which houses three games and a candy store: ‘De Verleiding’ (The Temptation). They are largely based on attractions that you often encounter at the fair. There are four ball throwing games and a ball rolling game. Three other games are games of chance , in which a string has to be pulled or a bag or fish has to be fished, with which an unknown prize is won. In addition, there is a boat racing game, where you have to roll a ball and be more agile than your opponents. Finally, there is a shooting booth. The Game Gallery will be re-themed to look like many of the older Dutch harbor buildings, in the style of what we can see in Anton Pieck’s drawings.
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‘Zeeslag’ (Battleships) is the leftmost game in the gallery and is based on the camel racing game that one can regularly encounter at fairgrounds. Ten participants can sit on stools in the form of kegs with inscriptions such as rum and ‘corenwyn’ (corn wine). Each player gets a corresponding boat or dragon in the décor. A player also gets a ball and has to roll it out in front of him under a plexiglass plate with yellow, blue and red recesses underneath. If the ball enters a red recess, his boat will advance quickly, a blue one less and a yellow one only makes a small amount of progress. The ball then returns and the player can try again. The player whose boats gets across first wins a prize.
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Woelige Baren’ (Turbulent Baren) is where bags with an unknown prize are set up in the stall on a semi-circular stage. The participant may lift one of these bags with a long stick and receives the prize contained in it. The game is therefore always a prize, except in the unlikely event that the player does not manage to hit any purse at all. ‘Land in Zicht’ (Land in Sight) is a ball game. On the back wall are four wooden rows with twelve hardboard boards mounted on each row, on which seagulls are painted, which are framed with a fur trim. You get six balls with which as many as possible of the otherwise sitting seagulls have to be knocked down. The name can be found on a sign on which is a dollop of faux seagull poo. ‘Schipbreuk’ (Shipwreck) is a ball game. A china cabinet is painted against the back wall of the game, over which earthenware plates are moved horizontally. The player gets six or twelve balls and may try to destroy as many plates as possible with three, four and five plates you get a medium, large or super prize respectively.
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‘Goede Vangst’ is a game in which four nets are mounted to the back wall. The player must throw a basketball into the net. Each net is held by an image of a sea bonk. The balls are in a fishing net draped below. On top of the game is a sign with the name and five fish, in front of it a sign that reads ‘Havenarbeid’ (Harbor Labor). At ‘Recht door Zee’ (Straight overseas) three barges sloping to the rear have been installed, which are reminiscent of shuffleboard barges. At the end of each box are partitions with the points 0, 1, 2 and 3 above the recesses formed between them. Here Guests must try to let balls roll into the recesses with the highest number of points. If you have scored six points you will win a mega prize. ‘Zwaar Geschut’ (Heavy Artillery) is a ball throwing game. Four cannons are lined up with the opening of their wide barrels towards the player. He must try to throw three or six balls into that opening. The more balls left in the cannon, the bigger the prize. On top of the game is a sign with the name and a bottom sign that reads ‘Zoek dekking!’ (Search coverage!). In the background of the game are two painted figures with the inscriptions Heavy and Artillery respectively: a captain and a pirate.
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In ‘Draaikolk’ (Whirlpool) you can fish for plastic fish that move in a bowl of running water. The game is entirely a game of chance in which we use fish hooks to catch the fish whose number determines the prize won. ‘Beet!’ (Gotcha!) is where the player selects one from a thick bundle of cables. The cables run through some rings to a number of bags containing an unknown prize. By pulling his chosen cable the bag won goes up and the player wins that prize. It is therefore always a prize, but the won can not be exchanged. If you pull up an old shoe, you will receive an extra large prize. Next to Beet!, we will find De Verleiding, which is a candy store which offers an assortment that focuses on candy canes, lollipops and jelly beans, presumably named after the emblem of a mermaid via the old myth that mermaids would seduce sailors among other things through nightly singing. One wall of the interior is completely covered with jars with dozens of packages candy canes, while another wall houses transparent tubes with all kinds of flavors of jelly beans. Inside it has a nautical theme. Above the main entrance is a sign with the name and caption ‘Snoepgoed en Suykerwaren’ (Candy and sugar goods). The walls are decorated with paintings of anchors and mermaids. Magnified plastic chocolate seafood is used as witty doorknobs on cabinets and drawers.
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‘Plaetjesmakers’ (Picture Creators) is a photo studio, with a closed façade with windows and a double sliding door in the middle. On either side are two shop windows with picture frames and two screens. Inside, is a bright green wall and plateau where you can take a picture. For the backgrounds one can choose from different scenes from the Efteling: the throne of the Pasha from Fata Morgana, the Dragon Edna at Joris en de Draak, the flying carpet of the Fakir, on a musical mushroom in the Fairytale Forest, on a swing in ‘Droomvlucht’, the Dutch scene from Carnival Festival, the King’s Hall of Symbolica, a water lily of ‘De Indische Waterlelies’ and in front of the magic city gate of ‘Raveleijn’. For these photos can also use attributes such as a sword, cloth or headgear. ‘Muiterij’ (Mutiny) will be the gallery’s shooting gallery where Guests try to save the Harbortown in the style of neighboring buildings from pillaging pirates by shooting at various targets triggering effects around the scene.
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‘De Meermin’ (The Mermaid) will also be returning on this newly themed Pieck harbor square. It can be found at the entrance of Ruigrijkplein. In front of the point of sale is a large terrace and behind De Meermin there is a toilet building unofficially known as ‘Achter de Meermin’(Behind the Mermaid). The building has been painted in fresh, nautical colors. Fish dishes are sold at De Meermin, both available separately and in combination with chips. Unlike the other fries points in the park, thick, Flemish fries are baked here. They sell cod burgers, fish nuggets and loose sandwiches with herring, smoked salmon and crab salad. Finally you can also get the traditional Dutch herring with onions and a ‘Zure Bom’ (Sour Bomb).
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‘De Likkebaerd’ is another catering point next to where we now find the entrance of the Python. The building has arched windows, many wooden finishes with curling decorations and a gable roof. The name is written on the north, east and west sides of the building. Striking is the large chimney with two pipes protruding. The chimney starts above the grill plate behind frosted glass with a wooden shelf with the text grill burgers above. Under the counter at the front is a pile of wood in a niche in the wall, as if it were fuel wood for the grill. The back wall is equipped with sandstone tiles. On the menu are the burger ‘Ruig’ (Tough) (beef burger, aged cheese, arugula, yellow mustard and barbecue sauce), ‘Ruiger’ (Tougher) (same ingredients, but with a double burger), ‘Ratjetoe’ (Rugrat) (beef burger with grilled vegetables, arugula and paprika spread) and ‘No-Meat’ (veggie burger with grilled vegetables, arugula and bell pepper spread).
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‘Polka Marina’, a merry-go-round spinner attraction consisting out of 23 boats circling in undulating motion around a large whale, will also be making its return to the park in this area. Polka Marina, which literally means dance of the sea was a quiet alternative for those who find the other attractions in this park area too wild. With the idea of also giving the youngest target group something to do, a spinner was looked at. On a surface of 400 square meters, 23 flat boats with masts with a variable speed to a maximum of 20 km/h glide over turbulent waves. The boats travel on a circular track with a diameter of 18 meters on wheels made of polyurethane, making the attraction particularly smooth and silent. During the ride, the boats make undulating sideways and forward movements of one and a half to two and a half meters. In the center is an eight-foot-long gray whale rising out of the water, shooting a jet of water into the air, on which a pirate with umbrella is balancing. The whale turns in opposite direction of the cogs.
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Before we explore the fully new Ruigrijk, we will first explore what's across the 'Kanovijver' and where youngsters can play at 'Speelbos Nest'...
 

TheSorcerersApprentice

Well-Known Member
Original Poster
The dragon has a name, and is female? I thought it was a male based on this snippet of what I think was a promo video that was featured in De Magische Klok:

The dragon had received a name during the design process. Edna was used as the work title for the dragon animatronic figure, inspired by the Sicilian volcano Mount Etna (because they both shoot fire). Though Edna is often used in female cases, and the dragon does have eggs near them, it would be somewhat safe to assume its female, but accorsing to the official fairy tale by the efteling the dragon is male. This would not be totally off as male reptiles are known to hatch eggs too. Overall though, Edna remains more of a fan reference to the figure instead of its official name.
 

TheSorcerersApprentice

Well-Known Member
Original Poster
Battle Against the Dragon...
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‘Joris en de Draak’ (St. George and the Dragon) is a wooden racer roller coaster in Ruigrijk. The double track is located on the former canoe pond opposite of The Flying Dutchman, where the wooden roller coaster Pegasus used to be. The track stretches from where we currently find Python to the Pirana, and under the roller coaster a walking path runs between the two attractions, past a huge dragon animatronic. The themed area around Joris en de Draak can be entered via two sides via the wooden bridge behind De Kombuys next to where the Python is and via the roads that run behind the Pirana. Due to the presence of much decoration, the bridge is considered the entrance to the area. In the length of the track, parallel to the lift hill, runs a large wide path with several stone benches. On the second half of the trail, between the point where both lanes cross towards the ‘Roeivijver’ (Rowing Pond), the 9 meter high Dragon Edna sits next to the trail in a small swampy pond. The Dragon, which makes growls and nests in the midst of a cloud of fog, is surrounded by dragon eggs, dark vegetation and some scorched trees.
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Just as we know that the Yeti at Disney’s Animal Kingdom in Walt Disney World has been known as Disco Yeti for most of its operating time, Dragon Edna has been standing frozen in motion since 2019 due to persistent defects. The Dragon will be refurbished and fixed to its original state, moving quietly with its neck and head and as it passed the trains, it spat fire into the air. Even before the Dragon, the station and the action photo booth of the attraction can be found on the left. The station will be re-designed to look more like a medieval cottage, resembling an old smithy, damaged by fire and water. The building is paneled with wooden arches and round dragon symbols; the whole breathes the form and decoration language of the Anglo-Saxons or Vikings. The attraction queue is located on the left-hand side of the station, between the track and starting under the large curves in the track to the left of the attraction’s station. The attraction can be entered via a long queue that winds between the track. Between a red and a blue wooden pole in the shape of a dragon’s head we enter the queue, which consists of a narrow path with pebbles. To the left is a large dragon pole topped with a parchment that names the first Guests to experience the attraction. Then the path meanders further between the high faces of wooden posts. Along the way you will find a number of paper scrolls on which the Fairytale of Joris en de Draak is re-told through animation in medieval drawing style.
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‘’Once upon a time there was a small kingdom that was completely captivated by the clutches of a dragon. Not just any dragon, no! It was a horrifying monster, gigantic and strong. The enormous beasts lived in a stinky swamp and spat fire. The creature wouldn’t hurt anyone as long as it kept being fed. The dragon demanded from the king that everyday two fresh sheep would be send to him, serving as his daily meal. Of course, the king made sure that this was executed carefully. This went well for years and the king thought: as long as the dragon eats sheep instead of men, we have nothing to complain about. Unfortunately, one day one of the king’s counsellors came in with terrible news. ‘Majesty, majesty! It is terrible! The kingdom is out of sheep!’. ‘Bu..but.. the kingdom is out of sheep?!’, the king confusedly repeated. ‘It is as I am telling you, your Highness! The entire kingdom is out of sheep. You know what that means… The dragon will be furious if he finds out that we can not offer him his daily portion of sheep!’. ‘Grace, what are we to do now?’, said the king. ‘Anyways, I will have to let him know at least’.

And the brave king went to the swamp. With a fearful and shivering counsellor behind him, he ventured over a wooden bridge. A hideous growl welcomed them. ‘Wraaaah!’, the dragon roared, who appeared in front of them from the mist. ‘There we have the king himself! Wrahaha!’. He slammed his mighty tale as loud as he could into the water that it splashed upward. ‘Wrahaha! I am the ruler of water!’. The king climbed up again and pulled his beard straight. ‘Hmm, eh… indeed, very impressive, honorable dragon’, he said. ‘That’s what I thought too!’ roared the dragon proudly. ‘And I’m also the ruler of fire!’. The flames burst out his beak and reached meters away. And the wooden bridge was immediately set aflame. ‘Help!’, the counsellor shouted as he quickly jumped into the swamp water.

The fire was nearing on them quickly, but the king was able to save himself too. The dragon extinguished the fire by a wave of water. ‘Wrahaha!’, he laughed. ‘That was fun! But.. what actually brings you here, dear king?’. ‘Well, you see…’, the king calmly started ‘as you know, I usually deliver you two sheep a day’. ‘But…’, the king hesitated and took a gulp of air. ‘But the kingdom is out of sheep’. ‘O’, said the dragon, ‘then I’ll have to eat you and your little companion! Wrahaha!’. The counsellor hid behind the king, who said: ‘That would be a possibility, but who would have to make sure you get fed then every day?’. ‘Oh, my king… I was only joking’, said the dragon in his sweetest voice. ‘Old humans like you taste too tough anyways… but you know what?’. The dragon quickly looked with an evil grin at the men again. ‘From now on, you can bring me a young girl for breakfast for every morning! Wrahaha! Delicious!’.

The king and his counsellor were shocked. ‘A… a… young girl?!’ they mumbled quietly. ‘I could bring you fresh fish or.. or .. delicious hams.’ The king named a few other delicious snacks for the dragon. ‘No, little king.. a fresh young girl is what it will have to be… one every single morning! Or otherwise…!’, the dragon roared angrily. He turned around and swept his tale against the men, out of the swamp. When the king and the counsellor returned to the castle, the king called upon his people to gather as soon as possible, for he had something important to share.

The king insinuatingly spoke to them: ‘My dear people! Now the dragon has eaten all our sheep, he wants nothing other but one of our girls each day for breakfast.’ Quick chattering caused a tense atmosphere. ‘I understand how you feel and I sympathize with you’, said the king with a softer tone, ‘but we all know what the dragon can do to the kingdom if we do not comply to his wishes. He will leave his swamp and eat anyone that comes in its way. He will light our houses on fire and cause floods…’.

The king stayed silent for a while and then looked at the faces of his people. ‘In the mean time I will grant one thousand and one ducats to the one who is capable of defeating the fear bringing dragon’. The counsellor took a chalice in which hundreds of little papers carried the names from all the girls living within the ranges of the kingdom. The king shuffled in the chalice and said, ‘From now on I will have to pick one of these papers from the chalice. The girl whose name I read out to you, will have to be fed to the dragon the next morning.’ The king barely was able to hold in his tears when he tossed his hand into the chalice. But then suddenly… ‘Stop!’ There was the king’s very own daughter. ‘You have forgotten me, father’ said the princess quietly and tossed her name into the chalice together with the others. ‘B-b-but sweetheart…’ the king stammered, although he immediately understood that it was no use to speak against the will of his daughter.

In the whole land, posters were hung out which read: ‘Dragon hunters, undaunted. Listen to what the king asks, the brave one who defeats the dragon will receive one thousand and one ducats. To every fearless knight who reads this: Fight the battle with the dragon!’. A terrible time passed in the kingdom. Each morning a girl fell to the clutches of the dragon. Along with that, many brave heroes and knights who attempted to defeat the dragon, only managed to throw his sword at his large and hard scales. The king was at a loss.

And on one afternoon the one thing he had feared for weeks already happened: he pulled the name of his own daughter from the chalice. With tears rolling over his cheeks he turned to the kingdom’s people and said, ‘Is there no one who is able to defeat the dragon? With this I will not only grant you one thousand and one ducats, but you will also be granted the privilege to marry my daughter!’. Suddenly, the gate swung open. A rider came into the courtyard.

It was a handsome young man, but he did not look very big and strong. He stepped off his horse and turned to the king: ‘Your Majesty, give me a sword and shield and I will defeat the dragon!’. Everyone looked surprised and the king asked: ‘And who are you then?’. ‘I am George (Joris),’ said the boy. ‘I come from a land far away from here. I have come here to defeat the ruler of water and fire’. ‘But how are you thinking about doing that?’, asked the king. ‘The dragon is extremely powerful and has defeated many brave knights already!’. ‘You just have to know the right place to hit a dragon,’ George replied. ‘I wish you good luck with that,’ the king said, but his face did not express much confidence in George. George received a lance that was twice his own size.

He mounted his horse and reached the misty swamp by evening. The dragon had to laugh loudly when he saw the slender knight. ‘Wrahaha! It can’t get any crazier than this!’. He whipped his tale into the water and turned the swamp into a swirling whirlpool. After that he turned his head up and spat fire metres up into the sky. Woosh! ‘Impressive, huh?’, said the dragon. ‘And with who do I owe this pleasure?’. George jumped off his horse and said: ‘I am George, and I am the one and only ruler of water and fire.’ ‘Huh?’, the dragon shook his head. Did he hear that right? Then he barged out into laughter: ‘Wrahaha!’ You?! The ruler of water and fire? Haven’t you seen what I just did? Look!’. His fiery breathe set two pine trees near the waterside aflame. Then he used his wings to shovel out water from the swamp to extinguish the fire again. ‘Very nice’, said George, ‘but that is child’s play in comparison to what I can do.’ The dragon looked even more confused than before and George continued: ‘I said the water of the entire ocean aflame!’. ‘The water of the entire ocean?!’, the dragon roared. ‘That’s impossible!’. ‘Oh, but it is very possible, dear dragon’, said George. ‘The entire ocean is currently burning away, look for yourself. You can see it burn from here.’

He pointed at the red night sky above the trees. The sun was going down beautifully and it looked like an enormous fire was burning in the distance. The dragon was definitely put on his spot. ‘This can’t be true,’ he mumbled and he reached out to see better. ‘I do see a red-ish glow…’ he said somewhat frightened. ‘Reach out a little more,’ said George ‘You might see the flames!’. At the moment the dragon had stretched out fully, George jumped at him and pierced his sword between his scales, into the heart of the dragon. A shock went through the dragon’s body. For a moment he stood eerily still, to which he then next fell to the ground with a loud roar. The dragon was dead. Dragon killer George was warmly welcomed back with loud trumpet song and joyful cheering. Solemnly the king and the princess stepped forward. ‘Dear George,’ said the king, ‘we are forever in your debt and you have earned the one thousand and one ducats… and the hand to my daughter.’

George bowed to the king and said: ‘Majesty, a monster that puts itself above all these loving people, deserved to die. But I’m sorry, that is no reason for me to marry your daughter. My heart belongs to the one I love.’ The king was surprised. ‘Majesty, divide the ducats among the people in your beautiful kingdom’. Then an overwhelming loud sound of cheering filled the streets. Even before the king was able to say anything, the people took George on their shoulders and carried him through the streets as they danced and celebrated. They sang and danced and everyone partied along. Later that night George left the celebrations on his horse without anyone noticing. No one had ever heard or seen him after that, but everyone in the small kingdom lived happily ever after.’'

After several meters you arrive in the swamp, where the pebble path turns into a bridge that runs around an area with a stream and many low, often black-leaved plants. Trees scorched by fire, still lightly letting off steam are scattered around the area. We also pass by a gigantic footstep, presumably of the mighty dragon. At the end of the bridge, near the lift hill, there are two vending machines in a themed cabinet full of drinks in glasses and jars called ‘Het Kabinet der Strijdlustigen’ (The cabinet of the ones ready for battle). On both sides of the machines are distorting mirrors, one thinning with the text, ‘Voor de behandeling’ (Before the treatment) and one other fattening with the text ‘Na de behandeling’ (after the treatment). From here we again enter the path of pebbles between two high fences. After a small zigzag we enter the new station building. In a hall under the platform where the trains arrive, made out of stone and wood with a black tiled floor, you can split up by choosing the left row (Water) or the right row (Fire), which are indicated by colored banners. On the stairs, if you listen carefully you can hear voices of the people from the fairy tale who talk about whether they should slay the dragon with water or fire. There is also a single riders queue to enter to the right of the main entrance to the right of the main entrance, which leads to the other side of the station building and where an employee will point you to a seat.
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Via these two separate stairs you arrive at the station, where the queues of both lanes are also separated by a wooden fence in the middle of the station building. Above the stairs is the control room of the track. Large gold-colored chandeliers hang from the ceiling and banners in the colors of the track’s theme hang above both lanes. Weapons and other medieval armory can be found against the walls of either side of the station. That is why this space is called ‘Tuyghuys’ (The Armory): The place where the riders can arm themselves for their fight against the dragon. Just before leaving the station, anyone who enters a train is encouraged by the voice of the king who summons the warriors. A footman of the king cries:
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‘’Drakenjagers, onversaagd. Luister naar wat de koning vraagt: De dappere die de draak verslaat ontvangt duizend en een dukaat. Aan iedere ridder, onbevreesd, trekt ten strijde tegen het beest!’’

(Dragon hunters, undaunted. Listen to what the king has to say: The brave one who slays the dragon receives one thousand and one ducats. To every fearless knight, fight against the beast!)​

Although this statement is the same for every departing train, the articulation is always different. In the last part of the track, just before entering the depot, a small banner shows which train was the fastest. When the trains enter the station, the banners of the winning train drop down above the track and cheers can be heard. At the losing train there is a yelp and the light is dimmed. The water and fire trains ascend the lift hill on either side of the station. Once at the top you have a nice view above the treetops of, among other things, Fata Morgana, after which the trains with a slight decline each make a full turn (fire to the right, water to the left) so that they are pointed towards the station as soon as they reach the first drop. This drop dives under two later sections of the track before racing over the station and entering a very sharp turn to the right, where a view of what is now Python can be caught. The two tracks here alternately dive under each other, before cutting through the lifthill via a narrow passage.
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With a look at the Flying Dutchman, the track continues along the Dragon, which is once again in great condition after extensive facelifting. It breathes fire just past you and swings its tale into the water, splashing riders on the water side. Fire dives once more under the water here and over their later path. Arriving at the Kanovijver, the tracks make a wide bend (water to the left, fire to the right) after which the tracks run parallel again. It is at this moment that new fire and water jets will be used in a similar way to the effects in The IncrediCoaster at Disney’s California Adventure. They dive under the previous fire path and again under the lift hill, taking an ‘action photo’ and shooting slightly uphill under a large banner that reads ‘Finish’. The trains exit on a horizontal plane, where a movable flag with the text ‘Winner’ rotates to the side of the train that crossed the finish line first. You then pass the covered depot in which a new scene with the prize money can be found. After which the trains each reach their respective place in the station with a bend to the left, the winners are applauded and the losers are booed.
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Downstairs we will be able to see our action shot at a medieval stall themed to a mysterious medieval traveller’s collection of photos. Past this point we return in Ruigrijk. Here, near the water edge we will now find another dining option, dedicated to Joris en de Draak and its theme. At ‘Herberg ‘T Gouden Zwaard’ (The Golden Sword Inn), Guests are invited to join into the medieval fairy tale. Ladies and lords, if thy stomach might crumble and your cook be out, the solution is simple; Thy task then is only to travel. And the magic of The Golden Sword Inn unravel. Ornaments on the walls, on tables candles glow, the mood of times bygone are remembered so. And in order to keep your mouth full, they’ll serve you a roast dove, not just a mouthful. When the bell tolls midday, the cook sets your feast on the furnace.
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Discover new dishes of medieval European cuisine in the comfort of this inn. Tasty bread soup, goulash soup and roasted duck can make a deep impression on you. At this place, Guests may have good strudels, gelato and bread pudding. Guests can taste delicious fino sherry, draft beer or cordial. Musicians play live music in the evening. Around the restaurant, Guests will be able to find hints to the story of George and the Dragon as well as an occasional show interruption as we hear a footman calling out for brave knights to join the battle against the dragon as well as another show interruption during which a dragon attack is simulated with show effects such as lights, sound and smoke…
 

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