spacemt354
Chili's
CHALLENGE 2 - ADVENTURELAND
Introduction:
As you enter from Hollywood Boulevard (our Main Street) you transport back in time and into a vast jungle of possibilities. You are thrust back into the 1950s, embarked on a journey to seek new lands of opportunity and find yourself on this tropical land in Central Africa. You hear tales of a famous "Jungle Cruise" and its owner, who has shuttered the doors to the great attraction as a result of the Great Depression/ World War II, leaving the rather sizable chunk of land seated perfectly in a basin in central Africa abandoned for about 20+ years. The jungle has reclaimed much of the land, leaving only shades of what this sprawling complex dedicated to exploration and discovery once was. As you go deeper into the land, you discover the truth behind these old fables as you trek through the untamed jungles of Adventureland.
Land Overview:
Introduction:
As you enter from Hollywood Boulevard (our Main Street) you transport back in time and into a vast jungle of possibilities. You are thrust back into the 1950s, embarked on a journey to seek new lands of opportunity and find yourself on this tropical land in Central Africa. You hear tales of a famous "Jungle Cruise" and its owner, who has shuttered the doors to the great attraction as a result of the Great Depression/ World War II, leaving the rather sizable chunk of land seated perfectly in a basin in central Africa abandoned for about 20+ years. The jungle has reclaimed much of the land, leaving only shades of what this sprawling complex dedicated to exploration and discovery once was. As you go deeper into the land, you discover the truth behind these old fables as you trek through the untamed jungles of Adventureland.
Land Overview:
(The rest of the presentation will follow the organization of the map above, as we discover each and every place to visit on your stay in Adventureland!)
1 - Pirates of the Congo
Backstory
Captain Fernandez and his crew, searched around this desolate and abandoned island for any source of food or communication with the outside world, to no avail. After a few days stranded on the island, a ominous pirate ship appeared on the horizon and approached the land and traveled back beyond the island. Fernandez and crew followed the ship in hopes of discovering civilization...and as they approached a bridge which appeared to lead to solid land, they saw the ship attempt to enter a cave. The shipwas met with massive canon fire from another opposing ship and surrounding area. An epic battle ensues in the open water, and the crew attempted to escape the canon fire as they saw a lighted mansion through the dense jungle. Suddenly, they were lifted into the air and hear a bellowing voice telling them to not go any further....Fernandez and his crew were never heard from again.
Some say their spirits still roam the island, and there's still a mystery as to what is so valuable on the island itself.
Queue and Entrance
After traveling though the untamed jungle you reach the entrance of the attraction. A large cave surrounded by water stands in front of you as the boats approach the loading dock. At this point in the attraction, you really don't know what to expect. The queue is mostly winding through caves and jungle settings until you get to the loading dock. And you have information about the story of Captain Fernandez. But that's about it. Little information is given to the guests on purpose, so that they make up their own theories as they go. All you know is that you're about to go on an adventure of discovery to and see what lies within this desolate island.Attraction Description
The beginning of the attraction takes place outdoors, much like several Disneyland attractions such as it's a small world, however most of the ride will take place indoors. The ride vehicles are boats similar to ones used in previous PoTC attractions. 5 rows and roughly 3-4 people per row.Scene 1 - The Island
As you leave the loading dock, you enter a misty setting with the sounds of the jungle surrounding you. Your boat turns to the left as you face the ominous cave. As your boat attempts to enter the cave you can hear voices off in the distance and loading of canons as you venture on this tame water. Suddenly a canon blast to the left of of your boat and a thunderous roar of the water flying vertical and sprinkling some with water. Two more canon fires as your boat picks up some speed. Just as you're about to enter the cave you see off in the distance a large pirate ship approach out of the trees and fires on your boat. It narrowly misses and you enter the cave.
Scene 2 - The Cave
Pitch blackness surrounds you as you enter the cave. You hear a voice in the distance telling you that those who enter the cave are in for adventure and are warned that Dead Men Tell No Tales. You feel the boat dip and suddenly you careen down a 25 foot drop and splash down into a new scene.
Scene 3 - What Lies Within
Scene 4 - Pirates Canyon
As you turn the corner you see several audio-animatronic Pirates in the cave discussing a plan to head out to a village in the Congo. You hear one of them say they want to steal from "that ol' scoundrel Sage" as he apparently has valuables in his mansion.
Scene 5 - Yo Ho A Pirate's Life for Me
You travel with the Pirates as they gather their belongings, sharpen their swords, and journey out into the jungle. They sing the classic song "Yo Ho, Yo Ho! A Pirate's Life for Me" and their jovial attitude brightens up the attraction for a brief moment. Yet little do they know the congo spirits have other plans for them.
Scene 6 - Attempted Escape
As the pirates set out to leave the cave and head east, the spirits announce that they are bound to the cave and cannot leave. They attempt to leave but you can see and hear off in the distance flashes of light and canon fire. As you turn the corner you see that the pirates have been turned back into skeletons and the voice again bellows "Dead men Tell No Tales" as you approach darkness.
Scene 7 - The Spirits
The Spirits now want to take you as well, however at the last moment, you are thrust up an incline and out of the cave as your boat is "pulled" up by a large ship nestled on the outside of the cave.
Scene 8 - The Reveal
Captain Fernandez and his crew reveal that they were requested by the spirits to remain on the island to help ward off any people destined to enter the cave. Whether there is treasure or not in the cave, people should steer clear of it or face the same fate as the pirates. Your boat ventures outdoors yet again to the unloading dock where guests disembark and return to Adventureland.
2 - THE HAUNTED MANSION:
The Haunted Mansion is an Omnimover dark ride through an abandoned Central African manor, previously home to Jungle Cruise owner and member of S.E.A, Mister Sage, that has now fallen victim to the supernatural.BACKSTORY:
Mr. Sage (Sage is French, the official language of the Congo, for wise.) was once the proud owner of the Jungle Cruise company. Every day, countless tourists would board his company boats to go on tours to explore the beautiful wonders of the Congo rain forest. Unfortunately for Mr. Sage, the nature spirits of the Congo didn't like his business all too well, feeling that the tourists intruded on their natural domain. One night, the spirits warned Mr. Sage to stop sending guests into the rain forests and leave them and the creatures of the jungle free from observation. In an act of arrogance, Mr. Sage refused, wanting to keep hisbusiness afloat. The spirits got angry at him, and poor Mr. Sage was sent flying out the manor window into the river below, into the mouths of two hungry crocodiles. The spirits, in an act of revenge, continue to haunt his former manor, now falling into disrepair, before unknowing tourists (park guests) enter the halls of the mansion.
QUEUE:
Entering from the left side of the old village streets through a rusted, yet large gate, park guests find themselves in the Jungle Gardens, a tropical paradise full of cascading waterfall, beautiful flowers, and wide jungle trees providing shade from the heat. Up on top of the hill that the gardens rest on, one can see Mr. Sage's manor in all it's glory, only the place is falling into decay. Rust spots fill the walls, and part of the roof has caved in on itself. One can wonder how the gardens are still beautiful, but the manor is a wreck. The queue weaves it's way through these gardens, before entering the manor through a side, cavernous entrance. Tiki torches light the rocky cave, as bat chirping can be heard from above. Strangely enough, the end of the cavern leads into a large circular chamber (called "The Stretching Room" in other Haunted Mansions.)...PRESHOW:
Suddenly, once the room is filled with park guests, the cavern entrance into the Stretching Room shuts. A eerie female voice speaks..She claims herself to be the "Ghost Host", before telling us about the backstory of the mansion, as shown above. The four paintings on the sides of the room seem to stretch upwards, one showing a picture of Mister Sage on a Jungle Cruise boat, one of the angry nature sports interrogating him, one of Mr. Sage falling into the jaws of a crocodile, and the last one of the old manor, now swarming with fiendish spirits. Unlike in other Haunted Mansions, the Stretching Room isn't an elevator, but the paintings are the objects actually moving upwards. The Ghost Host beckons us deeper into the old manor on a ghoulish tour of the haunted estate. The other side door opens and the guests enter the final part of the queue, through the mansions basement.
QUEUE AND LOADING:
Now, guests find themselves in a large, yet broken down basement. Light-bulbs sway back and forth and flicker randomly. Vines overtake the walls, showing how nature has taken over some of the manor. Paintings morph from pictures of Mr. Sage and his boating company, to pictures of some of the spirits haunting the manor. Past the basement, the paintings get more grand as we enter the Portrait Hall, where we then board our Omimover Doom Buggies. The Ghost Host provides the safety spiel on a loop as the cars embark to take unwilling tourists into the haunted halls of the manor.THE RIDE:
SCENE 1: (Portrait Gallery)The Doombuggies turn to a wall of paintings. The Ghost Host comments on Mr. Sages love of art as the paintings transform into more sinister images, similar to the end of the queue line. The Doombuggies turn into the next show scene.
SCENE 2: (The Library)
The Doombuggies then enter a high, large library. Signs of spirit activity are even more evident. Some of the books seem to float around in mid air, startling busts, and swaying ladders give the room a dark, eerie feeling. The Ghost Host narrates here, along with most of the other rooms in the attraction. The Doombuggies travel into the next room of the manor
SCENE 3: (The Grand Staircase: Ascent)
The Doombuggies ascend higher into the manor via traveling on a rickety staircase. Creaks can be heard, signaling the age of it. As we go up one floor the stairs get more alarming. Besides our ride path, the rest of the stairs are upside down and sideways, with green footprints splattered all over them. If you look carefully, you can see other Doombuggies exiting from the Map Room, descending down into the lower levels. The Doombuggies then enter a long hallway.
SCENE 4: (The Endless Hallway)
This is a short scene. A candelabra aimlessly floats in the middle of the hall, swaying. The Doombuggies turn into the next scene.
SCENE 5: (The Ballroom)
Mr. Sage had a ballroom used for special company events. Now, the ballroom is used for dozens of celebrating spirits. Pepper's Ghost holograms of spirits fly and dance all around the room. The Doombuggies watch this action from a balcony looking into the ballroom. Spirits are seen reading, drinking, and having a wild time. The Doombuggies now enter another open room.
SCENE 6: (The Map Room)
The Map Room is where Mr. Sage used to plan his grand adventures across the globe, as part of S.E.A.
The room looks sort of like this but without the globes in the middle of the floor.
The spirits now start to get angry at our presence at the manor. Ghosts fly right over our heads out from walls. Furniture seems to levitate off the ground. By use of projections, the landmasses on the maps swirl around one another. The Doombuggies exit the room.
SCENE 7: (The Endless Hallway: The Door Corridor)
We find ourselves back in the Endless Hallway. Dozens of doors run on the sides of the hallway. The doors open by themselves, bang, and from inside, we can hear the ghoulish moaning of the ghosts. We take a turn into another room which we have visited before..
Scene 8: (The Grand Staircase: Descent)
Remember that part where you could see the Doombuggies? This time, you are on the other side of that. The Doombuggies descend down back into the lower levels of the mansion, just before exiting into the pitch black night outside
Scene 9: (The Gardens: Grimm Grinning Ghosts)
The omimovers seem to have entered the backside of the Jungle Gardens at nighttime (the room, although themed to look like the outdoors, is still enclosed in the show building). The spirits begin to sing the diabolical, yet familiar tune "Grimm Grinning Ghosts.". This version has a bit of an African beat to it, to keep with the Adventureland theme and to make the ride a little different than other Haunted Mansions. In the scene itself, dozens of spirits fly over our heads, and a waterfall (actually a mist screen) projects floating jungle creatures created from the nature spirits themselves. Random ghouls pop up from now dead and rotten flowerbeds, similar to Magic Kingdom. Doom buggies then reenter the manor through a cavernous hole in the lower wall.
Scene 10: (The Hitchhiking Ghosts)
The Hitchhiking Ghosts (animatronics) point to the left, with their fiendish grins. Following that is the identical mirror sequence as other HM rides, where it seems like a ghost has entered your Doombuggy. The Doombuggies then enter one last scene.
Scene 11: (Return)
In another hallway, the Ghost Host bids her farewell, but tells us never to come to the home of the spirits again. We then disembark back in the cold, eerie basement. Guests take escalators back up to the surface and the village.
3 - Spirits of the Jungle Book
In a theatre overtaken by the jungle, one that was once used by the natives of Adventureland. As we gather in, the theatre seems to come to life before all of a sudden, spirits dressed in Indian styled clothes run around the stage, before going into telling the story of a young boy lost in the jungle in a magical show of song and dance. - 25 minutes
- 20 dancers
- 3 singers
- 2 character performers
- 5 acrobats
- 3 floats
- 1 animatronic
- Overture from The Jungle Book
- Colonel Hathi's March
- I Wanna Be Like You
- Trust in Me
- The Bare Necessities
- Jungle Book Medley (I Wanna Be Like You/Trust in Me/The Bare Necessities)
A - THE ADVENTURERS CLUB:
The Adventurers Club is back, and is ready to delight people once again!To get to the Adventurers Club, park guests walk into the awe-inspiring rain forest itself, following a rustic path throughout the jungle. Soon, guests find themselves standing in front of the headquarters of the club itself. The building looks a lot the old Pleasure Island building but seeming like the building is falling under a little decay for being deep within the jungle without a cleaning for a long while:
http://www./wp-content/uploads/2014/03/adventurers-club1.jpg
The interior is altered to the Downtown Disney location. Guests enter through the Main Salon, much larger than the older version, now serves as the dining area.
Wait, dining in the Adventurers Club?
That's right, now The Adventurers Club, instead of functioning as a club, now resides as Adventureland's table service restaurant.
The Main Salon also contains a show stage for the Adventurers Clubs hourly show performances, so guests can be entertained as they eat.
The Salon full? Our lovely Cast Members will escort you to a table in the Zebra Mezzanine, the second story of the Main Salon, or the branching left room, the Library, which also has it's own entertainment offers and dining seating.
The cast of adventurers not only perform, but interact with diners as well. Unlike at Downtown Disney, the conversations are kept family-friendly throughout the day, but turn more adult late in the night.
The menu, naturally, consists of more "adventurous" food items, such as Ndkala (a type of African dry fish) and Ntaba (Grilled Goat), both of which originate from the location of most of Adventureland, the Congo. And for Congolese cuisine, who can forget about banana dishes and cassava (a widely consumed Congo plant, don't worry, it's not poisonous..we think...) .
Every night, an hour before the fireworks, the Adventurers Club turns into the adult night-spot it previously was in Orlando, with no one under the age of 18 being permitted inside. The entertainment and the interactions are turned more adult-friendly. At the end of the dinner, the Hoopla is done on the main stage, ending a wonderful night for the people who come in strangers, and leave a little stranger...
B - Atlas Cove
Atlas Cove is an old fashioned gift shop in the heart of Adventureland. In it, you can find antique treasures and historical references that explorer's through the territory would use to navigate the land such as compasses, maps, hiking equipment, and so on. As can be seen by the rotting exterior and worn interior, the glory days of this gift shop have long past, but guests can enter as explorers themselves for unique memorabilia from this new concept of Adventureland.While the items are enticing for guests, the real "treasure" lies in the easter eggs throughout the hut, as guests with a sharp eye and keen historical Disney knowledge will realize that an emblem hung up on a wall of the hut is of a certain society called SEA (The Society of Explorers and Adventurers) To the guests who spot it, the emblem reminds them of the connected Disney universe and storytelling throughout the parks and resorts.
C - The Lost Isle
After years of rotting in the Jungle after the Spirits took over, the local fruit stand Aloha Isle has been reclaimed by pirates, who also found some old recipes called Dole Whip and Citrus Swirl. One of them decided to open the place back up and sell the old recipes.D - Ghoulish Gifts
A quaint shop at the exit of the Haunted Mansion attraction selling Haunted Mansion and generic Adventureland merchandise of all sorts. After making their purchases, guests return to the village of the Congo, having escaped from the 999 spirits... who look for one more.E - The Trading Post
A D-zone with jungle themed restrooms and changing area for children nestled within a covered area. This location acts as a middle-ground between the transition from Adventureland to our next themed land.
That concludes our trip to Adventureland. Thanks for reading and see you next time!
A D-zone with jungle themed restrooms and changing area for children nestled within a covered area. This location acts as a middle-ground between the transition from Adventureland to our next themed land.
That concludes our trip to Adventureland. Thanks for reading and see you next time!