Efteling ~ World of Wonders

TheSorcerersApprentice

Well-Known Member
Original Poster
For all the Brave Adventurers...
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In favor of the Anton Pieck-styled harbor, the current location of ‘Speelbos Nest’ will be used differently and instead ‘Speelbos Nest’ will be moved over to the site of where we now find Python. Python will not be making its return to the park, as I personally believe the park holds on too much to nostalgia with this ride while its theme, story and technique are outdated and don’t fit into Efteling’s storytelling character. ‘Nest’ also known as Play Forest is a playground for young children in Tough Realm, which has been designed with special attention to children with disabilities. All about twenty play elements can be used at different heights, so they can be used sitting or standing. The whole looks as if it was ‘ridden by children’ and composed of parts of the various Tough Realm attractions, of which Joris en de Draak, The Flying Dutchman and Baron 1898 are the most prominent. There is also a place with little stimulation where children can retreat for a while, where the use of color and theming is more modest. The hungry stomachs are filled by catering point ‘’T Verwende Nest’ (The Spoiled Nest(Brat)).
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The entrance to Nest is located near where we now find the action photo booth for Python and is formed by a large gate built of wooden planks. At the top is the name ‘Speelbos Nest!’ and the payoff, ‘Voor alle Dappere Durfals’ (for all Brave Daredevils). The gate has shields in different colors with icons of the surrounding attractions in Tough Realm. Some of the shields have a joke related to the respective theme: a crab of a lion’s claw, an arrow or a dragon bite. A golden key hangs from a ribbon at the gate. This is the key to the ‘Ridderschool’ (Knights Academy/School) from the book ‘Redders van Ruigrijk’ (Saviors of Tough Realm) by Marc de Hond.
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‘’Rutger, son of a blacksmith, lives in Tough Realm. Ruger can’t walk, but he built himself a wheelchair. His neighbor Ella pushes him on. She is not able to see. The realm feels threatened by the two-headed dragon Naga, who lives on the volcanic neighboring island of Krakatoa. A knight’s school is therefore established. Rutger would like to go there, but is not allowed because of his disability. Ella finds the key to the school, lost by a teacher who was visiting their house, and together they secretly practice night after night. They decide to build their very own Play Forest using equipment from the Knight’s School and theming it around the adventures in Tough Realm. One night, Naga comes into Rutger’s father’s forge and takes his father with him. Rutger and Ella continue to train as knights.

Seven years later, Rutger and Ella are now engaged. Many knights have left for Krakatoa to fight against Naga, but the supply is now exhausted. This is Rutger’s chance to prove he can become a knight. Ella and Rutger sail to the island together. They find the knights there, and also his father. They are all busy chopping wood and heating the dragon. The dragon turns out to have a limitation that he is ashamed of: the two heads cannot breathe fire and are chronically cold. Rutger promises him that he and his father will build a machine that will allow the dragon to breathe fire again. They return to Tough Realm with the long-lost knights and Naga, and the initial scepticism about a knight who can not walk quickly dissipates. Rutger is knighted as prince, all children are now welcome at the knight’s school and they live happily ever after’’

A little way to the left of the gate is a sales point for some souvenirs and photos: ‘De Jolige Jutter’ (The Jolly Sea Robber). A reference to the whale of Polka Marina has been incorporated into the nameplate. Next to it, so closer to the gate, a part of the hull of a boat has been placed with the inscription ‘Marina’, also a reference to the attraction. At the hull, you can pose for a photo. To the right of the entrance, a few artificial grass hills (internally also referred to as ‘kaatsheuvels’ (named after the town of Kaatsheuvel)) have been installed and there is a large parchment board with information about the creation of Nest and a reference to ‘De Redders van Ruigrijk’. After the gate you enter the playground which has an area of 1200 squared metres, and which is completely fenced. The subfloor consists largely of cast rubber in various colors and patterns. For example, right behind the gate, green footprints with the numbers of a hopscotch are included in this floor. In the middle of the playground(‘Hart van ‘t Nest’(Heart of the Nest)), you will find a waterbed in the form of a wobbling compass and a treasure map and sea map of five meters in diameter. Next to it is a large totem pole of boxes and barrels with inscriptions such as ‘iced tea’ and ‘chocolate milk’. On hot days, thin jets of water squirt out of it, as if the corks in the barrels don’t close properly.
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From the compass, you can go in four directions to different themed zones. A decking path, called the ‘Levenspad’ (Life Path) runs around the various parts of the playground. This is 80 metres long and accessible by wheelchair or buggy. The straight ahead zone is primarily devoted to Joris en de Draak, although there are also ‘Python’ references (to an attraction that closed down over time). The color green that predominates in the woodwork here can refer to both Dragon Edna and the mentioned serpent. The floor is made of cast rubber in the shape of a dragon’s tail and a nest, also made of cast rubber, containing gold-colored dragon eggs on which you can balance. One apparently did not survive this, because it has now become a fried egg. The cast rubber is surrounded with play sand. Along the edges, benches are positioned against the decking.
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The eye catcher is the large dragon tower of 6.5 meters high. It weighs 2500 kg and is reminiscent of dragon Edna. You can whiz down a slide, under the dragon’s teeth. There is a periscope in the ridge, with which you can look ‘through the eyes of the dragon’ from the deck. To the left of it is a low, wide slide that is suitable for wheelchair users with a step. On the decking that runs around this area, on the left is a sand play table in the shape of a python, suitable for those who want to play with sand while sitting, with a lifting bucket and deposit. After this, a shaky bridge is also included in the deck. In the back is a hole where you can climb under the deck. Some of the fence posts are shaped like bones. On other poles, colored lances of a knight’s tournament can be recognized as an attribute; others are adorned with (peacock) feathers. On the right is a play panel with the games tic-tac-toe and memory, in the theme Joris and the Python.
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The zone immediately to the left of the entrance is hung from The Flying Dutchman and probably also refers to ‘De Halve Maen’. The dominant color of the cast floor and fences here is (sea) blue. In the middle is a large wooden shipwreck with the lion from The Flying Dutchman as figurehead. Around it is blue cast rubber with white circles in which are many black cannonballs that you can climb on, behind it is playing sand. Through a hole you can get into the forecastle, through the rear you can conquer the slope of the very sloping deck by means of a rope. The ship’s mast is Nest’s highest point and reaches 7.5 metres. Behind this is again playing sand with a wooden cannon with the VHE logo as known from the attraction. On the deck to the right is a game where you can move ducats through the profile of an anchor, honk the horn or turn a compass needle to view various images including, Polka Marina’s Whale and Pinocchio’s Monster Fish. Right in the back of this zone is a steering wheel with the VHE logo and Van der Decken’s mantra ‘Ick zal vaeren’ (I will sail); when you turn it, a ship’s bell sounds. A bronze-colored telescope is placed on a platform which is in fact a kaleidoscope. On the left are two (not connected) climbing towers, in one of them you can hoist the Dutch flag with a pine man on it. Next to the bow of the ship there is also a hammock in which you can swing. The peaks on the fence here also have a nautical touch with three-masters, sails and anchors.
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A new feature will be added to the side of The Flying Dutchman section where we will find 'Effie de Ongrijpbare'. This concept was once realized as a minor addition in which a green sea dragon emerges from the water. Here, Effie hosts a water playground in which kids can interact with jumping water fountains and other jets. Effie herself will be a Loch Ness-type creature slowly moving, turning its eyes and occasionally squirts Guests with water or bubbles. They will also be able to work with dams and other river control mechanisms and are able to interact in a game of 'Hansje Brinker' by stopping the water from breaking through a Dutch dam. The section furthest to the right of the gate is aimed at the smallest children and has four play equipment in the Baron 1898 theme. There is a slide mounted in the large wheel of the shaft tower of the diving roller coaster. The cast floor shows a track on which two seesaw chickens are standing, designed as iron mining carts with serial numbers 2 and 3. It bears the monogram of Gustave Hooghmoed and the saying ‘Glück auf!’. The front cart is on the edge of the floor where it changes into an area filled with play sand. Hanging from the fencing is a game board largely mine-themed with gold nuggets and gems; it’s mostly focused on tactically interacting with the movable things like rollers. Shade cloth hang above it to keep the little ones safe on sunny days.
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The catering point ‘’T Verwende Nest’ is also located near this corner, but will now also be accessible from outside the playground with a separate counter to prevent Guests from having to disturb the playground experience. In addition to coffee, tea and cold drinks, the specialty here is ‘De Kurkentrekker’ (Corkscrew), a snack made from twisted bread dough that is sprinkled with sugar and cinnamon or filled with even more sweetness. It is themed to a house built from wooden planks and poles, on top of which a wigwam has been built from piles of branches and sailcloth. On top of the poles are cooking pots containing branches with the specialty on them. You reach the sales counter via an ascending platform. You then first pass a crank with which you can set a colorful windmill in motion, which should give the suggestion that you can turn the bread dough into a spiral yourself. Through a large window next to it you can see the preparation of the Corkscrews. After ordering, you can go down a few steps to reach the terrace, which consists of twelve robust wooden tables. The catering point is located next to the play equipment for the smallest children, who can be kept in view by snoozing parents.
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The low-stimulus zone is to the right from the central compass. Through a triangular entrance made of twigs, you enter a part protected by fences. Here the colors are subdued, mainly grey/brown. There is a green winding path of cast rubber on the floor, occasionally interrupted by some lying logs, otherwise there are wood chips. The devices are climbing ropes and sawn logs to walk on. In the decorations of Nest ‘Pine Men’ appear in all kinds of places: figures with a pine cone as a body and an acorn as a head. They fit in with the ‘jottered’ design of the entire play forest, because they could have been put together by children, with stuff found in the forest. However, the men are larger than life-size and are all placed in high, inaccessible places to avoid damage. There are five pine men presented as figurines (one per zone and also at the entrance and on the barrels at ‘T Verwende Nest), all of which match their surroundings in terms of attributes. Furthermore, the men can be found on almost all graphic design in Nest, such as on the board, garbage cans, flags and banners.
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At an earlier stage, there was a different thematic interpretation of Nest devised, where more connection was sought with the knight school from the Saviors of Tough Realm. This new playground will be an extension to the Play Forest and will be more connected to Joris en de Draak, extending the medieval knight theme around that area. ‘De Ridderschool’ from this story will finally be brought to the park and is devised as a fortified playground full of knights’ tournaments tents, medieval houses and a small infill mill attraction. The Knight School is characterized by wooden castle shapes made out of planks and tree logs. Kids can interact with climbing towers, play panels, interactive obstacle trails and even venture to the medieval town, where slides exit the houses and stories are told within the buildings, themed to Rutger and his blacksmith background. A large play castle designed in the shape of a red dragon lays next to a spinner, known as ‘Drakenvleugels’ (Dragon Wings) in which kids can soar in a laying vehicle, known from the Giant Sky Chaser ride type. In this ride Guests are asked to train with the supposedly build dragon wings that knights can use to fight monsters. Guests will board a wooden contraption made to look like a knight’s test. In the middle a wooden dragon occasionally breathes fire and emits bubbles from its nose. Though it will be a lot smaller than originally envisioned, it will still serve as a worthy extension to the current Play Forest…
 
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Suchomimus

Well-Known Member
From here on, it gets trickier for the rest of Tough Realm. Everything stretching from behind where we currently find Python to ‘D’Oude Tuffers’ will be re-designed with the re-appearance of an earlier moved attraction and the addition of fully new themed worlds. This means that ‘Station de Oost’, ‘D’Oude Tufferbaan’ and Python will disappear from Tough Realm. Instead, Guests will be able to find a haunted forest, filled with myths and legends of ghosts and witches, goblins and ghoulies. This area will be significantly darker than other areas of Tough Realm and will really resemble the dark vs light battle that goes on within this themed land. This dark forest is filled with the ruins of a lost kingdom, which was once a peaceful paradise filled with wondrous stories, creatures and people. One day, a dark curse fell upon the kingdom which turned it into its run-down state. However, the Kingdom still connects Tough Realm to the rest of the park with its very own train station for the park’s ‘Stoomtrein’ (Steamtrain).
I really wish there was a map to go with this so I could get a better sense of scope and scale. Is the land that Python sits on really that big enough to be replaced by the playground, the catering service, and the dark forest?
 

TheSorcerersApprentice

Well-Known Member
Original Poster
I really wish there was a map to go with this so I could get a better sense of scope and scale. Is the land that Python sits on really that big enough to be replaced by the playground, the catering service, and the dark forest.
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Nest, the Knights School and catering service will be placed next to Joris en de Draak. The little green area above De Vliegende Hollander is currently home to Nest(but in this plan will be part of the Anton Pieck harbor expansion). This will stretch to the back of the railway. The Dark Forest stretches from the rest of the land where Python currently sits, but also includes Station , D'oude Tufferbaan and the present location for ship swing D'Halve Maen.

For me this is purely blue sky imagineering for the park so in terms of realistic space management, it won't be a 100% accurate. But if the challenge of space causes troubles in the dark forest expansion, then another possibility would be to either push back the railway or work past it with tunnels. The land behind Tough Realm is currently still undeveloped, besides a road that passes through there, but its currently planned to be developed into possible expansion space for the park and resort in general.
 
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TheSorcerersApprentice

Well-Known Member
Original Poster
Behold this creepy scene in the dark and try not to be afraid…
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From here on, it gets trickier for the rest of Tough Realm. Everything stretching from behind where we currently find Python to ‘D’Oude Tuffers’ will be re-designed with the re-appearance of an earlier moved attraction and the addition of fully new themed worlds. This means that ‘Station de Oost’, ‘D’Oude Tufferbaan’ and Python will disappear from Tough Realm. Instead, Guests will be able to find a haunted forest, filled with myths and legends of ghosts and witches, goblins and ghoulies. This area will be significantly darker than other areas of Tough Realm and will really resemble the dark vs light battle that goes on within this themed land. This dark forest is filled with the ruins of a lost kingdom, which was once a peaceful paradise filled with wondrous stories, creatures and people. One day, a dark curse fell upon the kingdom which turned it into its run-down state. However, the Kingdom still connects Tough Realm to the rest of the park with its very own train station for the park’s ‘Stoomtrein’ (Steamtrain).
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The open Anton Pieck harbor area slowly transitions into a dark forest with dead trees(some with terrifying faces and eyes following our every move), ominous sounds emerging from around every corner and mysterious castle ruins and gravestones scattered around the scenery. Back in the corner where we currently find, Python and a picnic field, we will find the new location for ‘Spookslot’ (Haunted Castle). This attraction has been around since the late 70s and become an instant classic ever since. However, personally I feel like the theme of a Haunted Castle suits the theme of Tough Realm like a glove in terms of adding a new more thrilling theme to the area, which wouldn’t necessarily be a roller coaster. Spookslot is a haunted house and is a fully conditioned indoor diorama similar to many other dioramas found at the park’s Fairy Tale Forest, yet on a grander scale. Personally, though it’s hard for me to say, I feel like the attraction has had its glorified years and though it has amazed Guests for more than 40 years, it is time that the attraction received some new love.
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In this version of the park, ‘Symbolica’ will still be opened in the Fantasy Realm, however it will be build in a completely new form, not utilizing the trackless dark ride system that is currently seen in the attraction. Instead, Spookslot will become a dark ride, expanding upon its lore, story, setting and characters within a trackless attraction environment. It is themed all around as a castle ruin. Whoever enters the castle eventually reaches a courtyard where ‘De Spooknacht’ (The Night of Haunts) takes place. The main show of the attraction is a scene set in a dilapidated garden, which comes to life to the tune of the dance of death, ‘La Danse Macabre’. Whoever stands in front of the castle will see a ruinous castle, on the left are the remains of a large, round tower of 20 meters high, with a large graveyard wrapping over to the side in front of it. The Castle will be significantly larger than its current version, especially because of the fact that the building actually hosts two attractions, with 'De Jongen die op Reis Ging om Het Griezelen te Leren' (The Story of the Youth Who Went Forth to Learn What Fear Was), which we will cover later on and Spookslot itself. Ivy overgrows the crumbling walls. Above a pair of arches with dragon heads hangs a bronze bell. In the garden we find a Celtic cross and some other grave ornaments which includes graves of fantasy characters and creatures as well as characters from the attraction’s backstory (old family graves and crosses within the castle garden are overgrown with plants).
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Further to the centre, in a kink in the wall, if you look closely, a skull can be recognized in the crumbling remains of a new decayed extension in the wall. In the graveyard queue portion, Guests will learn about the various characters inside Spookslot and interact with various stations related to the attraction, as well as the remains of the Castle gardens, featuring fountains and statues of for example golden deer and dragons, re-telling the folklore of the a knight who slayed a dragon tormenting the kingdom ages ago.
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Here in the queue, you can compose a frightening melody by pushing on various stone busts of instruments, orchestrating your very own spiritual music pieces. You can also interact with a stone pipe organ, from which Ghostly sounds, as well as fog, bubbles, a gust of wind and other smaller effects are activated. Guests then pass by a grave belonging to ‘Zeerover Barend de Blauwe Piraat’ (Sea Robber Barend the Blue Pirate). Here jumping water fountains emerge from the ground and the tomb, slightly splashing Guests walking past. The Wailing Man is an animatronic of an exasperated, chained figure, whose wailing can be heard throughout the queue. In another section they can help find spiders to feed to the Spider Gobbler, said to roam the castle’s stairwells. In another corner we enter the a catacomb where we are able to interact with 5 skulls, each dressed in another style. One has a snake emerging from its eye! These will each speak a different language varying from Dutch, English, French, German and Spanish. In a tomb marked for the viscount we find a stone wall of fairy tale books, each named after a story collected by the viscount. The books in this sinister library move in and out when Guests touch their spine.
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Slightly to the right of this is the decorated gate that also provides access to the attraction. Above the gate are two bricked-up windows, though one of them still lets in some daylight to show that the building behind it has collapsed. The gate itself has two doors. The gate is flanked by pillars with semicolumns on top. Also between the doors is a column with a semicolumn. The arch stones are finished with an abstract zigzag pattern. In the center of the arch is a head with a thick mustache. This arch decoration is repeated in miniature in the windows above the gate. The gate seems to be crumbling under one of the castle’s highest towers. The queue then weaves through the outdoor courtyard of the castle. The line weaves around a statue of the Count of Kaatsheuvel and his daughter Esmeralda aged as copper. As Guests enter in the hallways within the palace where flickering candelabras light the way into a large circular stone chamber, which is filled with several spooky items of sorcery and witchcraft. Among these items are a crystal ball and a large book of spells. As soon as all the Guests have found their way in, the book opens with a spark of magic, bringing several objects to life and our narrator introduces them to the history of the castle:
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‘’Long, long ago, when the Meuse still reached the foot of this fortress in times of storm and high water, the fourth viscount of Capelle van Kaatsheuvel lived in this castle. He collected fairy tales and sagas from all over the world and utilized magic. He could make flowers sing and walls dance… There was only one plague in his life: the evil witch Visculamia. She lived under lock and key in nearby ‘Druinen’. She wanted to take his fairy tales from him. One bad day, when the witch had disguised herself as a young virgin on a rampage, she was caught by the gardener of Castle De Efteling. She was sentenced to be burned at the stake in the east wing of the castle by the three judges of the duchy. At last… she casted a curse in which the viscount was forever doomed to search for his last fairy tale: his daughter, Esmeralda. And every time the water of the Meuse rises again, the enchanted crow of Visculamia strikes the clock at twelve o’clock. Then the corpse of the gardener who betrayed her dangles again from the bell cord. The judges who sentenced her, lament in the attic and in the catacombs, the count rushes after his daughter, never finding her. As the flowers sing and the walls dance, the witch hurls her curses into the sarcophagus where the count’s remains are imprisoned. His daughter will find no rest on the south hill of the palace courtyard, and she will not for many years to come… until the song of the flowers makes the owls close their eyes, has lulled the evil crow to sleep and the curse is broken.’’
 
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TheSorcerersApprentice

Well-Known Member
Original Poster
The Graves Start to Creak and The Ghosts Start to Feel Restless as Their Pasts Torment Them...
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The story is projected using simple animation onto a stained glass window re-tells the tale of the castle’s haunted past. We notice that the voice comes from the crystal ball in the room, in which a head of a man slowly changes into a skeletal one. As the story ends, a holographic audio animatronic figure of the Count emerges from a balcony on the right gazing at the portrait of his daughter Esmeralda hanging on the wall. Visculamia, the witch, comes in from the left balcony holding a lantern, asking the Count whether he has found his last fairy tale. After the Count runs off searching for her again, the witch casts a curse on the Guests, opening a door where they are lead into a circular room. After passing through a low, dark corridor, the ceiling becomes a lot higher and you enter ‘De Ronde Zaal’ (the circular hall). In the center of the room, a chandelier hangs from a hairy arm. Every now and then the arm moves a little, causing the chandelier to rock dangerously back and forth. The underside of the eight walls is of rough stone, but the part above is smooth, light stucco, tapering into an arch.
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On the walls we find reliefs of classical goat-like devil figures holding a shield. The shield is quartered and has a gold heart shield with a spider in it. The quarters alternate between a skull on throat and a heart in throat on azure. The shields bearer is believed to be a devil figure reminiscent of 19th Century images of Baphomet. Baphomet was a god worshipped by the Knights Templar and often associated with idolatry, whose theme was wisdom and knowledge. Later this partly anthropomorphic goat played a role in all kinds of occult rituals and mystical emblems. On the pilasters between the walls are cartoonish, bat-like devils each holding two candles. We’ll also find four medieval styled tapestries depicting some of the Fairy Tales that the Count collected. On one we’ll find a young blonde princess wearing a blue dress in a forest setting, on another Guests will see a mother with her baby near the window of her medieval bedroom, another shows a wealthy man near the Coast and lastly two lovers in a boat. The narrator’s ominous voice is heard again and we notice that the tapestries are starting to change. The voice continues, saying that after Visculamia’s curse, the fairy tales and stories that were collected by the Count, were re-written, changing their happy endings and kind appearance.
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The tapestries will reflect these re-writings, revealing how they became lost fairy tales or turned gruesome; the young blonde princess is revealed to be hiding in a tree from three angry bears trying to attack her, the mother and her baby are being tormented by an imp, the wealthy man near the sea is revealed to be Bluebeard sitting on a tomb on which the faces of his 6 former wives can be seen and the lovers appear to be nearing a waterfall. The ceiling looks massive, but looks are deceiving. Each cycle, the three ‘Vlederiken’ (strange bat-like creatures) become visible in the ceiling’s panels after the gardener’s body can be seen hanging from the clock tower that loudly echoes through the room, signalling that the Night of Haunts has commenced. As they begin their nosedive towards the visitor, a clap of thunder sounds and the ceiling is solid again in a flash.
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Guests are then led into a dark dungeon-like area of the castle, where spider webs and mysterious skeletal remains set the somewhat scarier tone. From time to time we see ‘De Wenende Weduwe’ (The Whining Widow), a mysterious young spectral figure crying away in a corner of one of the dungeon’s cells. As we walk past her, we notice that the young figure ages into an old woman and then suddenly disappears as she looks up at us. In an opening we see a dark night scene of outside, where the water in the river has started to rise, slowly nearing the Castle. We then reach the loading dock, set inside a somewhat larger cell-like area, separated by stone busts, holding up the structure. Mysterious creaks and sounds of mice, bats and crows spontaneously emerge from every corner. A sudden gust of wind moves old shattered tapestries and through the cobwebs. Guests will board their rickety carriages, dressed in black and browns. These carriages will be trackless vehicles that will be able to dance along to the music of the show scenes within the attraction, as most recently seen in Tokyo Disney’s Enchanted Tale of Beauty and the Beast.
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The carriages, each seating 8 Guests go into the various show scenes with 6 at a time. First, they’ll quickly rush out of the dungeon and into an outdoor night scene, presumably somewhere at the foot of the castle. The vehicles circle around to offer clear view on the castle’s bell tower. Here in a flash of light we find the Enchanted Crow of Visculamia is ringing the bell above the large double door in the center of the scene. It is striking that the crow is a devil-like creature that, apart from its bat wings, looks nothing like a bird. He gives us an evil grin as the vehicles rush into the next scene, where we find ourselves among a collection of musical instruments. We circle around a violin placed next to a music stand. Suddenly, a ghostly conductor appears, based on a never-executed figure for the original Haunted Castle attraction, and the violin is raised, omitted in a green glow. The conductor would be placed as an animatronic on the platform at the front of the scene to control the various ghost elements like an orchestra. A ghostly hand picks up the violin bow and starts playing the ‘Danse Macabre’, which is originally a symphonic poem by the French composer Camille Saint-Saens. The work premiered on January 24th in 1875 under Edouard Colonne. However, the concept of the Danse Macabre or Dance of Death that Saint-Saens based his work on is much older: it is an allegory from the late Middle Ages about the universality of death: whoever you are, death affects us all.
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Artistic interpretations of the allegory show Death, who dances and accompanies various souls from all walks of life – pope, emperor, child and worker – to the grave. This reminded people of the relativity of life and its achievements. The piece of music, whose title literally translates as ‘Ghostly Dance’ is based on Henri Cazalis’ poem of the same name. The allegorical elements are clearly reflected in the poem. The English translation of the poem reads:
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‘’Back and forth, Death is on the move

Hits a grave with his heel, death plays a dance tune at midnight

Back and forth on his violin



The winter wind whispers and gloomy is the night

The wail enchants the linden trees;

The white skeletons shine right through the shadows

The airstream dances beneath their great shrouds,



Back and forth, everyone is busy,

You hear the beating of the dancers’ bones.

A lascivious couple is sitting on the moss

As if enjoying past pleasures



To and fro, death continues

Scratching his shrill instrument.

A curtain moves aside: the dancer is naked!

Her dance partner hugs her lovingly.



The lady is said to be the Marquise or Baroness

And the green lover of a poor wheelwright -

Yikes! See how she surrenders

As if the fool were a baron!



To and fro, what a sarabande!

Circles of the dead shake hands!

To and fro, in the gang you see

The king is hopping with a jack!



But sssh! Suddenly the round dance stops,

They hurry, they flee, the rooster has crowed

Oh, the beautiful night for the poor souls!

And long live death and equality!’’

As the violin plays its melody, a magical glow floats in the air and brings life to all the instruments scattered around the room as they begin to play. The music follows the carriage and plays in the background for the remainder of the journey...
 

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TheSorcerersApprentice

Well-Known Member
Original Poster
Will the Restless Spirits Ever Find Peace...
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We quickly rush into a ghostly ballroom where the carriages start waltzing to the music together with the apparitions of ghost couples. Some of these dancers seem to be odd couples; one woman seems to be dancing with a ram-like creature based on ‘Le Mouton’ a French literary fairy tale by Madame D’Aulnoy , another seems to be dancing with a frog-like prince ( a reference to the Frog King story). The chandeliers seem to be floating from side to side to the music. Blasted backwards into the kitchen, the carriage looked down a long dining table set for a feast. They would then loose their lunch at a haunting dining table, above which candelabras, plates and bowls with oddly looking food, including a pig holding a rotten apple(could it be poisoned?), and ghostly figures drift past. Wine glasses, plates and silverware seem to dance to the dance of the death as well. Under one of the covers, a skeletal head is revealed, screaming at us as it notices us.
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Guests then move up a staircase-type pathway that through clever painting and the tilting movement of the carriages is able to simulate the sense of riding up a stairway. Here we glide past what seems like a thousand spider webs, inhabited by huge green and red spiders, with glowing red eyes. From time to time, a spider drops down at our carriage, nearly missing us. Yet, the creepiest ghoul that inhabits this part of the castle is the Spider Gobbler. This creature appears and disappears on one side and then moves to another, where a spotlight reveals the troll/goblin-like creature trying to eat a spider. Another light focuses on the victim of the castle’s spiders; a corpse that of man stuck in a cobweb, moans and shrieks as Guests pass by his rotting remains. (‘Het Geheim van de Spinnenvreter’ (The Secret of the Spider Gobbler) is a booklet and published by the Efteling in 1997. The Story is based on the Spider Gobbler in the original attraction. The book tells the story of a young spider, Zinta, who teases gnomes in the Fairy Tale Forest. When she hears that a Spider Gobbler lives in the Haunted Castle, she only sees it as a challenge. She now lowers herself in front of the Gobbler’s mouth and then quickly waves away when he wants to bite.)
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We are now upstairs and passing through various hallways of the castle. Guests would pass by suspicious suits of armor that seem to be whispering and even moving as we pass them. Watch out! The suits of armor adorning the long hallway come to life, stepping off their pedestals and jabbing spears towards riders. One of the helmets falls off, ricocheting off the floor and levitating in front of our carriage, it’s face-guard lifting to reveal a skeletal face screeching within. We then pass by a series of doors which seem to be moving, being knocked on or actually opening up to reveal terrifying sights. One of them shakes intensely, while others have their knocks moved or their handles shaking. Another seems to be bending and the next one seems to be breathing. The last one has broken open slightly to reveal two hairy claws emerging from the chamber behind it. Nearby lies the book of the ‘Kludde’, a nocturnal shouting monster known as a horrifying tormentor in Brabant, but mostly in parts of Belgium. Some people have described him as a big dog that walks on its hind legs with heavy chains around its ankles, bear claws, a black beak, green glistening scales on the batwings on his back and crimson colored bulging eyes. The creature seems to be growling, in search of its next victim.
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The carriages then move into a mysterious Arabian themed room where a gigantic figure of an Eastern spirit sits at a round table, in front of a crystal ball as she conjures evil spirits, warlocks, witches, ghouls, demons and other creatures of the night. Judging by her tusks, the Spirit is a real villain. Around her, floating candles burn to offer some light in this ominous dark scene. Inside the crystal ball she’ll reveal the face of the beautiful Esmeralda, yet it quickly changes to an old and decayed corpse. Glowing orbs appear and morph into creepy faces. The floor seems to be covered in a thick mist and the pillars as well as the walls seem to be moving. We then pass by a series of arches where the carriages come to a halt. A procession of five faceless monks singing a Gregorian chant, candles in their hands, move through a corridor in the middle of the scene only to disappear behind a heavy door.
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Next, we are led into the attic where we are again surrounded by enchanting objects, as well as other artifacts related to the Count, Esmeralda and the other inhabitants of the castle. These will start moving as well as activate pop-up effects of scary fairy tale creatures such as ‘Blauwe Gerrit’ (Blue Gary), a poltergeist and monkey-type creature that tormented the people of the Dutch Veluwe region, or the ‘Ossaert’, a black dog with fiery eyes notorious in Zeeland, Gelderland and parts of Belgium. The scariest inhabitants of the attic, however are the three zombie-like spirits of the judges that were cursed by the witch before she was burnt at the stake. They jump up to reveal themselves, pronouncing a haunting judgement, laugh and then disappear again. The last judge seems to push the carriages out of the room, dropping them down into the castle’s catacombs through a drop effect.
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Here we pass by coffins and graces that are opened by their skeletal inhabitants as well as the skeleton hands attempting to pry open a coffin from the inside. Through one of the passageways we see the spirits of Esmeralda and the Count racing after each other until the end of days without ever finding each other – as befits wandering ghosts. This effect will be realized through a variant of The Ghost Carousel, also known as the Ghost Mill, an element from the Haunted Castle show which is present at the park right now. Two larger-than-life puppets hanging on a turning mill are projected through a pepper’s ghost effect. However when the Count’s crypt opens to reveal the skeletal remains of the Count, their apparitions disappear.
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We then emerge from the catacombs and are now in the Castle Courtyard, the climatic scene of the attraction. Tombstones and walls seem to be dancing, flowers seem to be singing and countless creatures and haunts can be seen roaming the property celebrating the Night of Haunts together with the swinging carriages. Owls with glowing green eyes are lurking from the trees and castle walls. Hands seem to be emerging from the some of the graves; the dead must be very eager to join the celebration. As the music unfolds, the scene comes to life even more. We see moving skulls among the loose leaves on the ground, gargoyles that move subtly and to the right, we see the ghost of Visculamia chained to a plank. Here we seem to be reliving the last few moments of the witch Visculamia as we see a figure burnt at the stake. The flames illuminate the night sky. The scene abruptly ends in a loud thunderclap that shakes the ground. After that, the scene is dark and the carriages proceed into the next scene.
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This scene is set inside a cavern where a spirit dragon appears to be duelling a headless knight raising its sword at the beast. This will be one of the most impressive scenes of the attraction and links back to the queue of the attraction about a legend of a dragon tormenting this magical kingdom. The Ghost Dragon will be a fluent animatronic figure that uses smoke, lighting and heat effects to strike at Guests. Carriages circle the duellers and we witness the headless knight striking the beast with its sword, just as the dragon lunges at him. We are blasted out of the scene as thunder roars and lightning flashes brightly and into an open grave, slowly descending past Esmeralda’s grave, which reads 'PVELLA INNOCENTA' (innocent girl). Her restless spirit emerges from the tomb and points our way out of the Castle. We again pass by the Conductor, who the carriages circle around. He does a few last swings and then the music slowly dies down as he vanishes into thin air. Lastly, we pass by a series of mirrors in which we find the enchanted Raven following us home in our carriage…
 

TheSorcerersApprentice

Well-Known Member
Original Poster
A Hair-Raising Journey to Learn What Fear Is...
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At the rear of the castle, ‘De Jongen die op Reis Wilde om Het Griezelen te Leren’ (The Story of the Youth Who Went Forth to Learn What Fear Was) or simply ‘De Griezelcoaster’ will be opened by the Efteling. This eerily good roller coaster is based on an unrealized idea by Peter Reijnders, a designer of the park. In the spirit of the Grimm fairy tale of the same name, the whole is built within the Haunted Castle. The attraction is partly open-air but the most important part of the ride is inside the imposing castle ruins as seen in the Spookslot description. Via the seemingly nearly collapsed entrance, the visitors enter the subterranean vaults of the castle, where a variation of the main theme of the attraction can be heard softly. Torches light the pathway into these dark crypts that lie underneath. In the queue Guests are given hints to the story by the Grimm Brothers through torn book pages scattered all around the scenery. Weird noises can be heard as Guests pass through the passageways, and weirdly looking eyes appear in various corners. Additionally, Guests will learn that the King has sent you to the castle to check on how the Boy is doing on his challenge to learn how to shudder.
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‘’There once was a boy who was too dumb to even dance the horlepiep. Nothing came out of his hands and his father was worried. His son was so stupid he didn’t even know what fear was. Sometimes visitors came and exciting stories were told in the evenings by the fire. Then everyone shouted, ‘Oh, how creepy! The shivers are running down my spine!’. But, the boy never felt anything run down his spine and wondered what the others meant. One day, his father said, ‘Son, you’re big and strong now. It’s time you learned a trade.’ ‘Then I’d like to learn how to shudder, father,’ said the boy. ‘What are you telling me here?’. ‘Well, if I have to learn something, I like to learn how to shudder.’ ‘You won’t earn a living with that’, his father laughed. ‘Anyway, we’ll arrange it!’. He told the sexton at the church that his son had to learn a trade. ‘And ha ha ha, now he wants to learn how to shudder!’. ‘I’ll gladly hire him,’ said the sexton. ‘And shudder, he will!’. The next day the sexton tried to teach the boy how to ring the church bells. But the boy kept doing it wrong. Wait, thought the sexton, tonight I’ll make you shudder! At midnight, he woke the boy up. ‘Climb up the tower and ring the bell,’ he ordered. ‘Oewaaah!’ yawned the boy, who was not used to getting up at night. Sleepily, he got out of bed and slowly began to climb up. He did not know that the sexton had already preceded him. Wrapped in a white sheet, he hid in a dark alcove. The moment the boy emerged, the sexton jumped out, disguised as a ghost. ‘Boo! Booooo!’. ‘Good evening,’ said the boy kindly, ‘you can help me out. Do you know what rope I have to pull to ring the bell?’. It was impossible to see, but under the sheet the sexton looked very surprised. ‘Boo!’ he tried again, making scary movements with his arms. The boy laughed: ‘You’re imitating a cow, that’s clever!’. And then he yanked very hard on the wrong rope, causing a beam to come down and it fell.. BOOM! On top of the poor ghost’s head, who fell to the ground, unconsciously. ‘Oops!’, shouted the boy and he quickly pulled away the sheet. ‘Hey, it’s the sexton! What a clown!’.

The boy, of course, got fired, after which has father told him: ‘Listen, my boy, go into the wide world and learn a trade. Only once you’ve succeeded, I want to see you back here.’ The son looked sadly at his father, but determinedly said: ‘Alright. Firstly, I will try to learn what fear is. And once we see each other again, you’ll be proud of me father.’ ‘I hope so’, replied the father with a sobby voice. He embraced his son and waved him into the wide world. The boy crossed through the country, and one night he heard someone in an old inn tell the story of an enchanted castle. According to the story there would be a chest filled with golds and treasures in the cellar, but no one had ever dared to go there. An old man sitting at the bar said: ‘That cursed place is haunted! The king, however, wants to have the treasure so bad, that the one who is able to spend the night there and successfully retrieves the treasure chest, may marry his daughter, the princess.’ ‘That’s right,’ said the inn owner. ‘Many brave knights and young princes have braved the castle, but none of them have ever managed to get out of there!’. ‘So you want to learn what fear is?’ asked the old man with a penetrating look. ‘Then you’ll have to go to that cursed castle!’. The night thereafter the boy went out in search of the castle. A chilly wind howled through the dusty hallways, in which here and there bones and skulls were scattered around. ‘What would be the reason for these poor knights and princes to find their unfortunate fate here?’, the boy wondered. ‘Oh well, as long as I learn what fear is here, I’ll be satisfied.’ In a large, seemingly abandoned room, the boy made fire, from which the flames illuminated a bed standing in the corner of the room. ‘Now that’s convenient,’ said the boy as he laid down in the bed.

But a good night of sleep was not exactly what the bed offered, because it quickly started to shake heavily. ‘Hi, hi’, the boy giggled, ‘that’s funny!’. All of a sudden, the bed blasted forward, out of the room and through the hallways. It almost seemed to fly on two feet during the turns, rushed up the stairs and down again. The boy could barely hold on to the bed and was heavily shaken from one side to the other. ‘I don’t know how it’s possible, but it certainly is a lot of fun!’ he yelled. Back in the large room, the bed started to float above the floor and then suddenly turned itself upside down, throwing the boy off the bed. BOOM! ‘Ouch!’. He stumbled back up and then heard the clock ring midnight. Quickly after, sounded a terrifying wail that transitioned into a loud noise. ‘PLOOF!’ Down from the chimney fell half a person in front of the boy. ‘That doesn’t seem right’, the boy said confused. ‘Where is the other half?’ ROOTSCH! There came the other half sliding down the chimney. ‘Now, that’s a lot better!’, the boy said cheerily. The two halves melted together into a scary little man with deep, hollow eyes. He brought his frightening face close to the boy’s and he whispered hoarsely: ‘From midnight to dawn, the searching souls wander.’ ‘I always say, the more souls, the merrier,’ said the boy. And with a loud noise more half people tumbled into the room. They melted together into a lot of scary shapes. One of them propped up nine bones and started bowling with a skull. ‘Ah, a game to kill time!’ the boy cheered. He also picked up a skull and happily joined in. ‘Hooray, I hit them all!’. After a while, the scary figures disappeared one by one.

The boy was just about to sleep by the fire, when a white figure flew straight through the wall into the room. ‘Gosh, that’s great!’ said the boy with admiration. ‘For a moment, I thought you were the sexton again.’ The ghost turned into a large man with a long white beard. He echoed in a hollow voice: ‘Poor mortal!’ Your last hour has come!’ ‘That would be a shame,’ said the boy. ‘I would have liked to learn how to…’ ‘Shut up!’, the other roared. ‘No one braves this castle without punishment. You shall die.’ ‘Who are you bringing along for that?’ the boy asked. ‘I’m stronger than you, you know.’ ‘We’ll see about that,’ the man said. ‘Follow me!’ He led the boy to a forge, where two large anvils stood. There he picked up a heavy axe with which he split an anvil in one swoop. ‘That’s great!’ said the boy. ‘Now it’s my turn.’ He also took an axe and raised it high above the other anvil. Suddenly, the boy grabbed the man by his long beard. BOOM! He hammered the beard into the anvil with his axe. ‘OUCH!’ groaned the man who had nowhere to go. ‘Let me go!’ ‘Now it is you who must die,’ said the boy waving another axe menacingly in the air. ‘No, no, you win!’ the man yelled frightened. ‘Let me live and I will bring you to the gold.’ The boy freed the man, who then took him to the cellar where they found a treasure chest. ‘That was terrifying,’ said the large man. ‘A shiver ran down my spine!’ ‘Ugh, everyone knows what fear is,’ the boy grumbled, ‘and I don’t even know what it is.’

The king was very surprised to see the boy returning from the cursed castle fully unharmed. And he even brought the treasure with him! Such a brave man fell into the king’s liking as his son-in-law, and the boy quickly married the princess after. One third of the treasure was assigned to the king, one third was for the poor and the last share was kept by the boy himself. Why, wouldn’t his dad be proud of him now! They had a good marriage, even though the new prince often grumbled that he still didn’t know what fear was. It made his wife go nuts and one day she thought of a plan. That night she emptied a bucket of fish over her sleeping husband, without any hesitation. He was startled awake by the beasts thrashing about. ‘Oooohh, help! What is that? Brrrr!’ The princess laughed terribly and he laughed with her: ‘Finally I know what fear is!’ ‘’

On our left we find a scene that features the Boy from the story playing cards with two black cats. Every time the boy plays, the cats let out a loud shriek as if they are shocked at how often he defeats them. Skeletal remains forcefully seem to try and escape their coffins and tombs; they must be curious to see who braved into their home! Through the dark caverns the visitor is led to a dark station, which is themed to a dusty, dark and spider-infested bedroom where they can board. A fire seems to have been made and its flames dimly illuminate the room. To make the roller coaster more sensational, the normal roller coaster cars have been replaced by moving beds, though the ride’s scale and technique is mostly similar to that of for example Matterhorn Bobsleds, yet modernized and enhanced. The beds will be squared and made out of wood, covered in white linen sheets and blue-ish pillows serve as the seats for Guests. The beds will seat 6 passengers each. When ascending and descending the carts also make the recognizable swishing sound to enhance the sensation. Additionally, the beds will be able to tilt on its side during various turns. This new technology simulates the swaying and tipping, one would expect to experience during a hair-raising journey like this. During their journey, the visitors are accompanied by the Boy who went forth to learn how to scare, with whom they make the journey through the castle. Just before the beds take off, they will start to shake heavily and we can hear a mysterious voice say,

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(Ghosts and Ghouls, Devils and Dragons
Can't Make Me Learn What Fear Is!)​

The beds race out first across the dark forest where scary looking trees with glowing eyes and terrifying faces seem to bend over our beds, and then back to the abandoned haunted castle. Once inside, the bed flies upward to the ride’s only lift hill. The beds climb past castle walls and scenery featuring haunting special effects that create suspense on our journey to the top of the castle. The top of this lift hill constitutes the highest point of the ride itself, though the castle continues upward for another couple of stories. This enables Guests to enjoy a wonderful view over Tough Realm from The Haunted Castle, before descending a hair-raising chase through the castle’s many passageways, gardens and towers. One races quickly over the steps of the castle tower based on a classic concept as can be seen in the image below.
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We are then closely led through various show scenes, including the lonely throne room. This throne room in ruins has definitely seen better days. It portrays a medieval throne hall where large columns hold up the ceiling and torn tapestries slowly move in the wind. Some parts of the room seem to be entirely destroyed, including a large stained-glass window. At the end of the room sits a large throne, where the boy is bowling with bones and skulls, together with some of the other ghouls inhabiting the castle. We then dip down again to a floor below where we find ourselves in the deserted bedrooms, where the Boy himself is now sitting on a floating bed that rotates through the sky. We dip past him and head back outside over the withered gardens. However these thorn thickets and dead trees seem to morph into strange goblin like creatures and faces. Until we dip into the side resembling a large green goblin face with sharp teeth and red glowing eyes.
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While the recognizable and beloved theme melody swells, the visitors reaches a room where we see the boy meeting a white ghost that by a blast of magic turns into a large man with a long, white beard, proclaiming that we are trespassers and are about to die. We quickly dip into a few other turns and into the next scene, the castle forge, where we see an anvil cut in two and another on which we see the man stuck on another anvil fixed by an axe on his beard. He seems to be begging for help, as the boy stands bravely with another axe in his head threatening to kill the bearded man. We then reach ‘De Griezelton’ which is the climactic scene in the castle. This scene will be overloaded with the most devilish creatures in a deadly celebration. Via a spiral Guests get a view of various ghostly characters flying around. In the middle a loud band of skeletal figures performing on instruments play the attraction’s theme. Other devilish monsters and weird-looking characters roam the floors in a macabre dance, some even playing cards or appear to have taken a bit too much of that ghost grub.
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Behind one of the columns we dive behind, a drunk ghost hanging from the pillar zips towards us, nearly missing us. After this macabre spectacle, the vehicles rush through a few turns and then dive down into the treasure chambers of the castle. Here we celebrate that the precious treasures of the cursed castle are found together with the boy, sitting atop the riches wearing many of the jewels and even a crown is perched on his head. The king and the princess appear to be shocked by our bravery. The boy did not manage to get scared in the castle and he- and therefore also the visitors – return home empty-handed. But at the exit, the visitor sees another gate with two heavy doors behind it, from which the boy can be heard laughing exuberantly, because his wife has finally taught him how to shudder. A sign next to the door reads,
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(What thou hearest behind these doors, Is His wife's work.
For it should happen to the boy, That he should shudder.
With thrashing Gobies and Cold water in his bed,
Thus hath his dear consort, Made him shudder!)​
 

Suchomimus

Well-Known Member
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.
Would those windmills in the image also be apart of the realm?
You then pass the covered depot in which a new scene with the prize money can be found.
How would this play out? Like, when the winning train would pull in, lights reveal the money on either side while the losing train would not be able to see anything.
 

TheSorcerersApprentice

Well-Known Member
Original Poster
Would those windmills in the image also be apart of the realm?

How would this play out? Like, when the winning train would pull in, lights reveal the money on either side while the losing train would not be able to see anything.
The windmills that can be seen on the left in the image will not be part of the themed area for the Flying Dutchman. Though, visually it would be great to feature some typically Dutch windmills, I feel like it would be somewhat out of place in its surroundings, especially since Joris en de Draak is located on the land we see the windmills on in the picture. Instead I'm glad to have the addition of the windmills in the indoor dark ride section of the ride.

To answer your other question: Yes, I was imagining it somewhat in the direction you're describing. To clarify the vision for the effect, I would like to refer to the finale of Shanghai's Pirates attraction where Guests pass by Jack Sparrow and either a pile of treasures or the rusted and in seaweed covered junk. In this version of the effect however it will feature two piles of objects, one next to each track and will either project the prize money or dusty/broken objects.
 

TheSorcerersApprentice

Well-Known Member
Original Poster

Hop On at the Station in Exciting Tough Realm...
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Besides these two attractions, the Haunted Castle has incorporated the existing Stoomtrein track that now passes under the tunnels of the castle and even stops at Tough Realm’s new train station, ‘Station Halfweg’ (Station Half-way). In the train tunnel, the train offers views of the Griezelton scene from De Griezelcoaster, a hint for those curious to know who live inside this mysterious dark structure at the edge of Tough Realm. This station, placed on the left side of the castle is made out of similar dark grey-ish stone, the same as the one on the Haunted Castle itself. In design, the building would look somewhat comparable to the Train Station of Valkenburg, a small town in the south of the Netherlands, however this version will use darker tones, more wood in its design and will have a taller ceiling.
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What is very apparent though is that the structure looks very run-down. The walls are crumbling, the roofs seem to have collapsed on certain points and ivy is overgrowing the overall building. Once we near the station, we notice that the damage is even worse than we saw before, it looks as if half of the station has disappeared… but how? Station Halfweg was just a regular train station in the town of Halfweg between the Dutch capital Amsterdam and the provincial capital of Noord Holland, Haarlem. It opened on an unknown date somewhere between 1839 and 1842 and was therefore one of the oldest train stations in The Netherlands. It became a popular passthrough for travelers of the Dutch railway. Yet on one peculiar night, a train filled with passengers departed from the platform.
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Lightning struck the building just as the train departed, causing it to de-rail, killing its passengers and making the building dysfunctional, leaving it in a crumbled state. In fact, half of the station had disappeared somehow. That’s why in 1927 the station was closed for passengers and was re-constructed as the freight station for a local sugar factory. However, in 1941 it was mysteriously broken down after mysterious sightings had caused misfortune for the sugar factory. It was somehow believed that the station’s half had fallen into the shadows itself after lightning struck and perhaps… it somewhat did. The lightning had created a connection with the kingdom lost in the haunted forest of Tough Realm and crashed right into the side of the castle. This caused ghouls and ghosts to escape their realm and step over to the other half of the station and cause trouble in the freight process at the station. The half that we find in the Efteling is still haunted by a mysterious ghost train that de-railed that night and is somehow left between the light and shadows. In 2012, the Dutch railway opened a new train station called Halfweg-Zwanenburg on almost the exact same location as the previous one, but luckily this time the hauntings were spared.
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Guests enter the train station through a tunnel that is similar to the walkway tunnel found currently next to the actual Spookslot in today’s Efteling. Through a dark tunnel they’ll head to the train platform through a high hall with skeletal chandeliers. In the wall are two doors with a handful of curious niches in between. These niches are in the wall because behind each of them will be a small ghost scene visible, completely done in Peter Reijnders' style for Spookslot! These scenes would be small dioramas based on the various mysterious passengers aboard the ghost train. Exiting this tunnel, visitors come across a little depot where a spooky ticket seller awaits them and interacts with Guests. The shadow of a ghost train carrying passengers passes on the rails, spirits emerging through the roof of the station.The railway runs along through the building and is reached through doors at the end of the entrance tunnel, which lead to the slightly higher platform. Torchlight flickers through the platform hall as mysterious groans and creaks are heard around us. If Guests board the Efteling Steam Train here they would start their journey towards the Reizenrijk Station (Travel Realm Station), through a tunnel in which they would encounter a ghost steam locomotive bursting through a tunnel and pretending to charge on Guests. The result will combine light, sound and smoke effects as well as an audio animatronic of a railroad worker with a lantern stands nearby, warning Guests of the danger ahead.
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‘Het Heksenpad’ (Witch’s Path) is the now official name of the forest trail that lies east of the Haunted Castle and Station Halfweg. The Witch’s Path can be entered from the square in front of the Spookslot to the left of the sign on the gallows. On both sides of the path are sawn tree trunks. The trail itself is not paved and is covered with wood chips. The path goes uphill and here has a wall of upright tree trunks. On the left is a tree with a hole with a mirror between the roots. Halfway through the path it circles around a large birch tree. Then the path winds down and up again. Here you can see the back of the Spookslot on the right side. The entrance on the other side is marked by a few natural stones, somewhat different vegetation and a small paved area. We have arrived in Witch Territory.
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Set within a large black dead tree lies a fictitious deep underground city – a long thriving civilization that is ruled by women. In fact, these women are witches. Inside the tree we will find ‘Heksenketel’ (Witches’ Cauldron), which is the theme of a new indoor roller coaster based on a concept that was never realized for the park. During this ride Guests swirl around the track like ‘the ingredients’ of a witch’s magical potion. Guests will enter the queue through a thorn thicket surrounding the large dead tree. They will then dive into a cave hidden amongst its thick roots, grabbing down into the ground with its sharp sides. Once inside, Guests will see many huts belonging to witches, including one on a hill inside the tree; all this is the underground city of the witches. The hut on top of the hill, apparently belongs to a witch looking to create a special potion with her talking cauldron. Strangely though, the hill has one colorful strip of green grass and flowers on its side, maybe a sign of a love potion?
 

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Suchomimus

Well-Known Member
‘Het Heksenpad’ (Witch’s Path) is the now official name of the forest trail that lies east of the Haunted Castle and Station Halfweg. The Witch’s Path can be entered from the square in front of the Spookslot to the left of the sign on the gallows. On both sides of the path are sawn tree trunks. The trail itself is not paved and is covered with wood chips. The path goes uphill and here has a wall of upright tree trunks. On the left is a tree with a hole with a mirror between the roots. Halfway through the path it circles around a large birch tree. Then the path winds down and up again. Here you can see the back of the Spookslot on the right side. The entrance on the other side is marked by a few natural stones, somewhat different vegetation and a small paved area. We have arrived in Witch Territory.
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Set within a large black dead tree lies a fictitious deep underground city – a long thriving civilization that is ruled by women. In fact, these women are witches. Inside the tree we will find ‘Heksenketel’ (Witches’ Cauldron), which is the theme of a new indoor roller coaster based on a concept that was never realized for the park.
Is this what’s replacing the ‘Kinderspoor’?
 

fradz

Well-Known Member
This is all so great! Well done! How could I just now come across this? I'm lucky to live only 1.5h from the park and to have been invited to a private full-day+night event at the park 2-3 years ago. It's awesome and has such a large large footprint, with still so much more room for expansion, especially since the project of land usage on the northern end was approved a few years ago
 

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