It’s that spooky time of year right now, so I present a detailed ride-through of Ghost Citadel.
Welcome, all who come near, to the Ghost Citadel. The citadel’s gates are made of limestone, forming a naturalistic arch, emblazoned with the ride’s logo on a metal plate. When you enter the gates, you may see a carriage driven by an invisible horse. It even seems to move around a little. The citadel has a Germanic design sense and it shows. In the covered walkway, marked by stone falcons at each end, there is a large window that gives a view of the graveyard, inspired by Colonial African designs, and the inscriptions often take from those grim cautionary fairy-tales of old; “Here Lyes Suppen-Kaspar, Who Would Not Eat his Soup Any Longer”, “Buried Here Is Konrad Flick. Snip-Snip! The Scissorman came for him!”, “Wicked Frederick, gone forever. Good riddance to him!”, and “Here Lies ye Body of Swifty Larue. Life was too fast for this poor dude. Born Ye 3rd of June 1968-Died ye 22nd of January, 2006”. The last one is a direct reference to the infamous Superstar Limo, down to his death date, the opening date of Mike and Sulley to the Rescue. Closer to the citadel are a few headstones that will move around. Madame Leota’s Eyes will open, dart around, and then glow green. The headstones of the Hitchhiking Ghosts will sway much as they do. From an unmarked grave emerge red eyes, those of Constance Hatchaway. These are accompanied by a jazz version of “Grim Grinning Ghosts”, as you come closer to the citadel itself. You may also hear some narration; “When the clock strikes 13, that is the hour of the unknown. Those towns that have collapsed re-emerge from the nothingness. That is when the echoes of the past return, parading ghoulish delights for all who come near.” The citadel is a ghostly green color. The front of the citadel appears to be a wide-eyed demonic face (similar to Japanese oni and tengu), with an open maw forming the door and a long tongue for the carpet. Cast members will be there to escort guests inside the foyer.
The mystic foyer is marked with a chandelier, a number of candelabras, wallpaper with eye patterns, and a large grandfather clock. A door to your left will often creak and it seems like someone is trying to get out. There’s another door next to it which opens for the Halloween walkthroughs. Get into the stretching room from a large door at the opposite end of the room, and stand at the center of the room, to start the preshow proper. There are eight portraits in the Stretching Room. As they each stretch into position, you will hear narration from the Ghost Host. “When towns vanish, ghosts of them are left behind. Shadows of pasts long faded provide a new view on life. Within these depths, you will understand the entropy of existence. What am I saying, even I don’t understand? Another thing I don’t understand is that this stretching room has no windows, no doors, and no chimney. Your challenge is to find a way out! Have… “fun”, mortals…” The room’s lighting goes off, as lightning crashes outside with thunder, and flames begin to crackle.”There’s always a way out; mine.” An ornate, crimson doorway opens wide for riders. “Quickly, before the gate seals, and something horrid appears”
The hall of changing portraits now has portraits on both sides. Some will also change four times. Some even disappear. When this ends, you are in the Collections Room. Various odd curios are placed all around the room, including several Museum of the Weird items. An Eryops Skull looks around the room with glowing green eyes. The eyes in the wallpaper look around, open, and close. Candleman will melt, before his eyes open, revealing large, solid green eyes. A bust of the Mistress of Evil also looks around the room, keeping her eyes on riders, and will rarely blink, or even wink. The loading area is up ahead, after taking a turn to the right. You may expect a procession of slow Omnimovers to trickle through the room...
As it turns out, the ghostly vehicles are trackless! The glowing vehicles practically beckon for riders, don’t they? Miss Gracey, seen in Animatronic form, seems to agree. In fact, she provides the safety spiel while she’s seated in one, spinning around. Look on the back of the wall to see some more eyes, as well as a letter from “The Museum of the Weird”. As we glide out of the loading area, vehicles twist and diverge in their pathways. Four rooms can be entered from the loading area. The first possible room is the observatory. And in the stars are phantasmal constellations (such as the Headless Horseman), and the equipment seems to be possessed to move around. Outside one can see the grave of one “Master Gracey”, as blue flames seem to appear around it.
The second possible room is the workshop. Tools come to life and hack away at the room. Pieces of a table fall off, the walls crack, and wallpaper peels away. A voice is heard saying “Do not enter the basement of the west wing!” A door falls over, revealing the observatory. The third possible room is the trophy room, littered with taxidermied curios and other such items. These curios then come to life, haunting ghosts of hunters and collectors for their damage. A case of curios swings away, seemingly about to hit riders, revealing a hidden passageway to the grand hall. The fourth of these rooms is the studio. Inside, there are more changing portraits. A canvas is shown, blank, yet suddenly oozing strange green slime, which suddenly becomes red. The spirit of miss Sally Slater floats down from above, and the canvas changes into a portrait of her. Soon, so does every other portrait. She does a pirouette, and vehicles spin with her, leading into them finding a passageway.
Vehicles converge in Sir Ebon Blud’s grand hall, with a view of the ghostly town in sight. A chandelier will suddenly drop down. An organ will start to play itself, with riders forced into a ghostly dance, alongside dancing phantoms. Each car will move in a different way. Riders may also end up with one of a number of dancing partners; from Sally Slater to Little Leota. Ebon Blud himself appears, dueling Captain Gore. After this room, riders diverge again, but in a more dramatic way. Some exit the mansion entirely, heading into town square. Others will enter yet another room in the mansion.
Riders get a glimpse of a few other rooms, such as the Master Bedroom, home to a pillowfight of unearthly proportions, the greenhouse, where ghostly gardeners pick mutated fruits, and the billiard room, with “live” billiards as ghosts bat each other around like billiard balls.
The next room in the mansion is the attic, where the ride takes an especially dark turn; inside, a series of phantom brides appear and disappear in horror; noticing that as portraits of various couples change; the first thing to happen is that the bride is replaced with one particular crook; Constance Hatchaway. Then the groom’s head vanishes. The dripping of blood is your only sound as you progress into darkness. Suddenly, red strobe lights flash, and a chorus of screams is heard as Constance Hatchaway’s evil spirit looms overhead, axe ready to strike riders. Riders take a drop into a secret ossuary after this, dodging the swinging blade. The ossuary contains a few bones scattered around, along with the lost ghost of a prisoner, playing “Grim Grinning Ghosts” on her harmonica. The ossuary May exit to either the road or the sewers. In the sewers, phantom plumbers are hard at work as the lights flicker. On the roadway, “Travelling Tuck & Tina’s Thingys” is ready to try and make a profit off of unsuspecting spirits. A procession of hearses driven by invisible horses can also be seen.
If you exit the mansion, town square is home to a number of businesses hawking their wares, along with the ghostly mayor being ferried on a rickshaw. One business is none other than Madame Leota’s cart! If you get a closer look, she’ll start up a seance. Cars will start to spin around her cart before they disperse in one single-file line, before dispersing even further into town. Another is a hattery run by the Hatbox Ghost. Hey, ain’t that Melanie Ravenswood searching for a new hat? The Hatbox Ghost’s illusion continues, with a few more hatboxes that may hide his head inside.
Regardless, the sky reveals a glowing image of towns past, all scattered through the night sky. As we race toward it, we enter a graveyard for the jamboree scene. “Grim Grinning Ghosts” begins in full, as the phantasmal festivities kick off. Heads pop up from behind or even within headstones. Ghosts swing from the trees. At the center of it all are the Singing Busts, the five of them belting out the melody as a few phantoms nearby boogie their unlives away. All sorts of spectral shenanigans will happen, from opera-singers, to a disco ball under a weeping willow, to a Busby Berkeley-style dive, one after another, into the lake.
After this, we return into dark places, a forgotten corridor inscribed with wicked runes that glow red, leading to a cold vision; a forgotten sacrificial altar, decked out with the symbols of Shiriki Utundu. From the shadows gleams the Tower of Terror overhead. The next corridor reveals murals of the fall of the town, a prophecy forgotten by those who should have listened, as Madame Leota recites ancient syllables to “expel the living”. The Hitchhiking Ghosts make up the finale, as their dancing headstones suddenly reveal their ghostly forms. As one of the trio decides to board, riders will feel a ghostly chill pass over them.
The exit is an indoor crypt, partially organic in appearance, yet also of ancient stone far older than the exterior. The crypt’s occupants have their names written in mysterious runes, and if you put your hand over them, their names are revealed in lights. Overhead is a mural of the Hatbox Ghost, Constance Hatchaway, Madame Leota, and Captain Gore. One can also notice more bride ghosts outside in a dark corner, weeping, though riders may hold their hand out to console them. This dark corner may also later show a rotating variety of ghosts.
There will also be a special holiday overlay...