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 his
business 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.
Guests then enter a merchandise location called
Ghoulish Gifts, 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.