OVERVIEW While Adventureland will span hundreds of thousands of years in 'content' - from the 1400s Caribbean, to demi-gods that have lived through 3000 years of history in the Polynesia Islands, the common threads throughout Adventureland will be that spirit of discovery as well as...music.
Music will play a vital role in keeping everything connected. Each attraction will have a classic soundtrack or score, that are unique on their own, but combined together in one land, creates a music sensation unlike any other land. From Pirates to Moana, to the Enchanted Tiki Room, to Lilo & Stitch, each will have a vital soundtrack telling the story of adventure.
From mischief and not giving a hoot in Pirates, to finding out 'how far you'll go' in Moana, to finding a 'tropical paradise' in the Tiki Room, to discovering a 'Hawaiian Roller Coaster' ride to ohana with Lilo and Stitch. Each adventure in Adventureland offers a journey that stands on its own, but is connected by the thread of music that guides you through the attractions, restaurants, and shops. The music is the linchpin that ties the land together.
Along with the music -- the locations in Adventureland flow together starting in the Caribbean (traveling 'south' from Frontierland) However -- as seen in Pirates of the Caribbean: At World's End, "up is down" -- so even though you're traveling north, you're actually going south.
And on the other side of the "Pacific is where the tropical Hawaiian and Polynesian attractions are located (Moana - in the Pacific), Tiki Room and Lilo in the islands.
PIRATES OF THE CARIBBEAN SEA By @DlpPhantom After much demand the Walt Disney Company has announced that a improved upon version of Pirates Of The Caribbean will open up with Walt Disney Worlds Adventure-land park. The new version will be the most innovative attraction yet featuring log flume sized drops and a ride that goes both out and in its ginormous show building.
Orange is the queue/dark blue is ride path/light blue is ground floor or water/yellow is 2nd floor/red is the 3rd floor/purple is 4th story/green is exit and gift shop/ brown is ship wreck/ grey is skull rock
The ride is located at Caribbean Cove an area of adventure land park. Guest will enter through a Spanish fortress that goes around the entire land. On the inside is a small town and a dock. A Spanish warship is currently dock for defense against pirates. The entrance for Pirates Of The Caribbean Sea is located in a tower of the fortress.
The queue has guest weave under a tarp for a few minutes before entering the fort. The first room we enter contains a spiral staircase to lower and higher levels but we move on into the weapon locker the walls are covered in muskets and swords. We go up a small ramp into the canteen. The main feature is a giant barrel full of rum. A small hole is making some drop onto the floor. Also in the room is a drinking fountain hide next to a smaller barrel. The line leads into a hall way with slots for muskets to be shot from and a canon every few feet. A slow ramp resent is the transition from the colorful area to the dungeon underneath.
We pass many cells with nothing left but bones. Two skeletons die playing chess till reaching a stand still. Another has a bird and it's nest on it’s hat. Taking another turn we enter the torture chamber. On both sides on the line are skeletons in different torture devices. Afterwards guest are rerouted to one of 2 lines and proceed to the nearby loading area. The boats load like they did in the original Magic Kingdom with two boats being loaded on each side.
“Ahoy me matey’s please keep your hands and legs inside the boat so ye don't lose any of those precious limbs. Remain seated at all times we don't stop for those who fall over the side. Lastly be prepared to get wet!”
Are boat is rolled out of the boarding area and dropped down into the water. A quick turn reveals the first lift hill. At the top of the hill is the classic skull and crossbones.
“So yea be seeken adventure with salt old pirates”says the skull,”then you be warned danger lies ahead and it's to late to alter course.”
We exit the fort to a great view over Adventureland. We proceed on the forts walls into another area of the fortress. We pass under a metal gate and enter the prison. Pirates fill the sells and try to bribe a dog guarding them to give the key. We pass a smaller sell with a big pirate sleeping in the corner of his sell is a parrot.
“Yo ho yo ho a parrot’s life for me.” Skawk “Dead men tell no tales, dead men tell no tales.” Whsssh “Incoming ship incoming ship, brace for impact.”
Our boat drops as a canon ball takes out the floor below us. And we plunge right I the middle of a fierce battle between the town and the pirates. A pirate captain with a red coat insults his crew and his opponents. Canon balls hit the water getting us all wet. In the distance we can see the Spanish ship coming to aid in the defense. Getting closer to the town we see a pirate boarding party struggling to paddle their way to land. Two nervous soldiers defend the main gate. But they are terrible shots so they keep missing the oncoming pirates.
Up ahead the towns mayor is getting mercilessly dunked into the well by a group of pirates including the pirate captain from before.
“Where is the map to the hidden treasure?”
Don’t tell them Carlos, don't be chicken.”
Says a women from above before she gets shot at by a pirate. On the other side of the canal an auction is going on for the women of the town. An auctioneer stands before the crowd of pirates.
“Do you sell her by the pound haha” says the crowd, “We want the redhead we want the redhead.”
“Spin around deary show em your other side.” Says the auctioneer.
The boat goes under a bridge and we can see the parrot from before holding two women both dressed like pirates. The houses of the town are getting ran sacked by pirates. View attachment 168953
A few other pirates sit on barrels drinking rum another has an entire barrel up to his mouth while he chugs it. View attachment 168957
Two drunk pirates sit in a dingy drinks more and laughing at each other. A drunk fat and tired pirate sits on the ground looking at a map behind him a scared soldier pops his head out and looks at the map. The last thing to see in this room is a drunk pirate talking to a cat.
After going under another bridge we see the pirates burning the town and singing. Yo ho yo ho a pirates life for me. The scene is filled with pirates just like the Disneyland version. Including the pig pirate, the hat pirate and the filthy foot pirate.
We return to the fort for one more scene and see pirates shooting cannons at each other before an explosion goes off and we drop out of the building into a ship wreck.
This is where the ride starts to really become its own take on the classic. Overlooking the shipwreck is a giant skull rock. Inside the last surviving bit of the ship is a skeletal captain on a bed looking at a bed and holding a key a few pirates and the parrot attempt to take the map and key without touching the long dead captain. It's also important to note that the scene is light by the time of day it is do to being only partially inside.
The boat turns towards a cave at the base of skull rock and enters the mountain thru it. Inside we proceed up a large lift hill with the words dead men tell no tales echoes through the cavern. Around halfway up the lift hill a hole in the rock gives us a view of a skeleton steering a wrecked ship in a storm.
The boat reaches the top and enters a cavern filled with water falls. A skeleton reaches for a place to hold on above him. Another sits in a in water fall. The boat heads straight under a water fall into a different cavern.
Inside is a room full of gold and jewels on top of it all is a pirate skeleton around the room the living pirate crew, parrot and captain grab all of it. One even tries to make snow angel in the gold.
The boat turns away and exits the cavern. It is now in the skull the words dead men tell no tales get louder and louder until we plunge down a 75 foot drop into a bay by the previous ship wreck.
The ride ends after the boat goes under a bridge and back into the fort right before loading there is one last scene. The parrot sits on a treasure chest and sings the song from earlier.
“Yo ho yo ho a parrot’s life for me.”
The boat is now brought up a shall incline on to the belt. As we see the skull and crossbones one last time.
“I see yeh made it back now make no mistakes now matey's and wait till the boat reaches a stop to disembark.”
The ride exits out into a large gift shop called tesoro bahìa. Merchandise include shirts, towels and action figures for the main pirates. It also includes a small fruit stand out side the shop.
MOANA LAGOON SHOW
By @mickeyfan5534 Based on the hit 2016 film, journey with Moana, a strong-willed daughter of a chief of a Polynesian tribe, who is chosen by the ocean itself to reunite a mystical relic with a goddess. When a blight strikes her island, Moana sets sail in search of Maui, a legendary demigod, in the hope of saving her people.
On the adventure you will see and hear all of the classic scenes and songs from the film, featuring tracks such as "How Far I'll Go", "You're Welcome", and "We Know The Way" culminating in a dazzling aquatic display in front of the large stadium seating gazing out to Te Fiti.
From the outside, it seems like the classic Tiki Room. A thatched Hawaiian "Tiki Temple" sits beyond the tiki gardens, full of gentle flowing streams. The barker parrot from Disneyland's first few months is reintroduced to draw guests in. They queue past interactive Tangaroa & Friends idols, pulsing into the hut. Guests inside sit in the "theater-in-the-round" setting, in one of four seating sections facing the center, with sleeping animatronic birds above - the same setup as usual. It's all actually a little disappointing so far, since this room only features the central four (Jose, Pierre, Fritz, and Michael). No other animatronics.
Jose et al start their standard show at a cast member's beckoning. After their usual opening dialogue, the "Tiki Tiki Tiki Tiki Room" song begins...and the four seat sections move - each is a trackless vehicle like Tokyo's higher-capacity Beauty & the Beast variety. (This reveal - it's not a show, it's a ride - is meant to be a pleasant show-stopping surprise.) Cars reverse through what was once a wall, and into the larger interior of the Tiki Temple, built into the side of an ocean cliff. It is here where we reveal the massive cast of singing AA birds in a tropical longhouse setting, complete with Adventurer Club details, plus fun elements like a "living" ship in a bottle, lava lamps, bubbling mai tais, etc.
(Groups of cars will head out into the ride roughly every minute. I picture we would use two separate theater rooms for the start, so one is loading while the other is performing. Timing should be leisurely, allowing guests enough time in each room to enjoy the songs at an appropriate pace. If each car holds 8 (2 rows of 4), and 4 go out at once, hourly capacity should be 1,920.)
Show scenes become dark ride set pieces. The "glee club" chorus of white cockatiels is set on a spinning Bubsy Berkeley fountain stage (in a room full of aquariums and mermaids) around which cars circle. Cockatiels sing "Let's All Sing Like the Birdies Sing." All throughout the ride, Jose and pals appear, singing and emceeing. Cars spin and they dance tracklessly with the music.
Cars exit the Tiki Temple into the enchanted nighttime jungle, teeming with all manner of exotic bird species. (Easter egg: Up's Kevin). The birds give a Hawaiian luau performance around a fire pit, joined in by animatronic suckling pigs on the serving platters and animatronic fish hooked on lines. Also little animated "dancing hula girl" figurines.
Past tiki torches and past waves crashing on the sandy shoreline. The scent of saltwater. Living, singing orchids and birds-of-paradise perform "The Hula Song." Past palm trees carved into idols. Waterways from the inland pineapple plantations sparkle and dance with Bellagio-style fountain effects.
Through a giant Moai's mouth (Easter Island head). Alongside warm glowing lava flows, where crude tiki statues and Moai all sing the "Hawaiian War Chant." A few statues surf the lava. Ritualistic drumming and dancing! Crescendo! The distant volcano erupts (screen effect). Michael: "The gods have been angered by all our celebratin'."
Cars retreat for shelter inside a dreamlike glow worm cavern behind a soothing one waterfall. Amidst beached Kon Tiki boats, the cave glistens and the entire cast - one room filled with over 50 animatronic wonders! - sings us out with a rousing climactic medley. (The exit leads to Dole Whips.)
Akin to other walk-through treehouse attractions in Disney Parks around the world, the Lilo and Stitch Treehouse is unique in its Hawaiian theme and Polynesian design. Unlike other trees that are either jungle themed (Swiss Family/Tarzan) or cartoon (Chip and Dale), this will have a distinct island flare to it, as well as hidden gems from the Lilo and Stitch film that eagle eyed explorers will be able to find on this Hawaiian roller coaster ride.
DINING H'OMAHA TERRACE
Sample Menu (L/D) Aloha Sandwich - pulled pork, barbecue sauce, and a pineapple bun. $10.99 Kona Tacos - flounder on a flour tortilla topped with jasmine rice. $9.99 Ohana Burger - 1/3 lb Angus beef with pepper jack cheese, side of fries $12.99 Coconut Flatbread - roast beef with teriyaki sauce and a coconut bread. $10.99 Pan Noodles with Vegetables. $8.99 Chili Nachos - toppings include onions, tomatoes, cheese, guacamole, sour cream, and beans. $11.99
Barbary Tower overshadows the entire city of Pacific Wharf. It was originally intended as the private home for firearms manufacturer William Barbary, whose famed Barbary Rifle was called “The Weapon That Conquered the West.” Barbary’s influence and products can be found all throughout nearby Frontierland.
The mansion, once a testament to Barbary’s wealth, soon became a reflection of his madness. Barbary, always a superstitious man prone to visiting mediums and soothsayers, grew deathly afraid of the ghosts of those killed by his rifles. To appease their spirits, Barbary rebuilt his home as a towering “hotel for the dead.” Construction continued ceaselessly, day and night for years, as Barbary Tower rose and transformed into a twisted organic mélange of architectural styles.
Barbary worked his immigrant labor force to the bone, and paid them little despite his riches. Ultimately they grew sickened by the man’s greed, and staged a strike at the start of Chinese New Year, 1900. (Tying in with the backstory of Chinatown.) That night, a terrible earthquake struck Pacific Wharf! Strangely, the quake only damaged Barbary’s holdings – his tower and his prison in the bay – leaving the rest of the city unharmed. The following morning, the workers arrived at Barbary Tower to survey the damage. They found instead something far, far stranger. Within Barbary’s private elevator were his clothes…and nothing else. Barbary was never seen again. And to this day, no one can explain the mysterious disappearance of William Barbary.
QUEUE
The Tower of Terror stands tall at 183 feet, second in height only to Fantasia Castle. It dominates the approach to Pacific Wharf, framed upon entry by the suspension cables of Augustus Bridge. Approaching the tower, one starts to notice its bizarre design. At the base is a Queen Anne Victorian mansion, styled after the Winchester Mystery House. Rising up behind it is the tower, whose style at times copies San Francisco’s long lost Cliff House, but with strange parapets and doors-to-nowhere. Earthquake damage – cracked walls, shattered windows – suggests a tortured past. Topping the structure is a Neoclassical dome, which teeters precariously on crumbled supports – much like San Francisco City Hall after the 1906 earthquake.
Beyond wrought iron gates, the queue begins in the estate’s gardens, which have grown to seed through neglect. Marble statues peek out from weeds. Eerie piano music wafts, seemingly without a source. Dust blows from dried-up fountains.
Double doors lead to Barbary’s living room, abandoned since 1900. Cobwebs cover everything, even the spider-themed stained glass windows. Amidst the décor of luxury, such as fine wood fixtures, mahogany furniture and an ornate organ, sit display cases chronicling the history of the Barbary Rifle Company. On display are rifles – “The Weapon That Conquered the West” – bullets, other tools of death. Murals add to this backstory, depicting Barbary Rifles being used in familiar Frontierland settings. Indians battle the cavalry in a field before Geyser Mountain; lawmen battle outlaws before Western River, et cetera.
Guests continue past Barbary’s private elevator. It is a wreck, crushed, doors off their hinges. A creepy bellhop leads guests instead through one of two doors, to the Séance Room.
PRE-SHOW
Occult bric-a-brac populates this red velvet chamber. Shrunken heads, tarot decks, a crystal ball, even oddities like the Fiji Mermaid. With all assembled, the bellhop announces that they shall now summon the spirits and seek an answer to William Barbary’s disappearance.
Lights dim. A dread wind blows. Candles lining the room’s shelves all instantly light on their own. Projection effects bring the room to uncanny life. A hovering fortuneteller’s ghost, Madame Otis, addresses the guests below, her voice distant and pained:
“Why have you come? Why have you come to this tower…this tower built upon madness? All throughout the West, his rifles – William Barbary’s rifles – they spread untold horror. The spirits of those his weapons killed, they came here…The Ghosts of the West forced Barbary to create for them a hotel where they could live for all eternity.”
What Madame Otis describes – distant eerie gunfire, the Ghosts of the West – plays out visually with projections against a velvet curtain. So too does the construction of Barbary Tower. William Barbary is depicted hounded by haunts, overseeing his twisted creation.
“For decades, Barbary built their monstrosity, a tower without plan or purpose. Ceaselessly he built, for Barbary feared what would happen should construction ever stop:”
The Ghosts of the West: “Stop building…and you will vanish…”
Madame Otis: “And yet, in his greed, Barbary swindled his workers. They went on strike. Hammers fell silent. The earth rumbled. And the Ghosts’ vengeance, so long delayed, visited Barbary at last…”
Madame Otis falls silent. A deep earthly rumble is felt underneath guests. Séance projections depict Barbary Tower ravaged by a fearsome earthquake. Moldings tumble. Cracks form. And Barbary, high in the penthouse within his elevator, vanishes in a puff of smoke as the elevator plummets. It hits bedrock, and the candles snuff out in an instant! The room is plunged into pitch black!
“Now you have crossed the threshold, and entered a tower of terror created by a merchant of death. You walk the same path he once walked. Take care you do not share his fortune…”
Doors open.
Guests continue, fearfully, into a maze of hallways on two levels. The sounds of hammers and saws constantly reverberate, as though the Ghosts are even now continuing construction. “Stop building…and you will vanish…” Throughout are odd architectural details, such as a window to nowhere, stairs to the ceiling, or a door to a brick wall. Hallways seem to continue endlessly, improving on an old Haunted Mansion effect. Lights flicker under ghostly influence. At last each path leads to an elevator door, its arrow indicating 13 floors. Dare we continue?
RIDE
(This Tower of Terror uses the same ride system as DCA, DisneySea and Paris. Three shafts each house two elevators – one loads while the other rides. There is no horizontal Fifth Dimension sequence. This simpler, cheaper, higher-capacity setup is the one Disney would be likeliest to use again, despite the largely superior original WDW ride system.)
Not a service elevator, but an immaculate private lift complete with leather seating. The doors are fine Tiffany glass, depicting – eerily – spiders and skulls. And as they close…the elevator reverses into darkness, and the receding doors vanish into a star field. Madame Otis appears in this dimensionless void with a final message:
“Why did you not heed my warning? This realm was not meant for the living. Once you ascend that shaft, you are at the mercy of the Ghosts of the West. William Barbary’s sins…are now your own...”
The elevator ascends swiftly in pure darkness. It stops on the fifth floor, revealing a hallway where a massive ornate mirror reflects guests.
“Now wave, and say farewell to yourself.”
A rumbling! The elevator itself shakes as an earthquake begins. The mirror cracks violently. Wall-mounted paintings sway. A ghostly red smoke invades the hall, distorting the guests’ reflections into phantasmagorical otherworldly silhouettes.
Ghosts of the West: "Stop building…and you will vanish…”
The elevator descends one floor, as the earthquake continues to ravage the building. A long hallway shakes – the elevator shakes too. Doors fall from their frames. Two marble statues of William Barbary holding up the ceiling both crumble in a projection mapping effect. The cursed form of William Barbary runs down the hallway’s length, pursued by the Ghosts of the West in spectral longcoats. Barbary hollers in terror:
“I swear, I don’t know why my workers stopped! I pay them…sometimes. Please, I beg of you, have pity on meeeeeee -”
Barbary reaches elevator doors at the far end of the hall…and tumbles down an open shaft! Rumbling ceases.
A star field replaces reality. The Ghosts of the West, with faces like skulls, all turn and face the riders, slowly and with substantial menace. A cacophony of sounds! The Ghosts all thrust out their skeletal hands in accusation -
- and the elevator drops!
But this is never the same fear twice!
Drops and ascents are randomized – the one good thing DCA’s Mission: Breakout is likely bringing to this particular ride system. Elevators fall faster than gravity, pulled downwards by powerful cables. Occasionally, randomly, the elevator will pause within the shaft for incredibly brief show scenes such as crumbling plaster, Barbary tumbling past, or the Ghosts of the West closing in.
The highlight of any drop sequence is the whole-tower drop. The elevator pauses at the tower’s highest point – a disintegrating wall reveals panoramic views of Disneyland Sydney and Fantasia Castle. Then a faux-drop…then the elevator hurtles thirteen stories straight down!
Ultimately, the elevator collapses where it began. Guests all catch their breath as lights turn on. The elevator returns to the Tiffany doors.
Madame Otis: "You have survived. But beware. You must not become obsessed by the lure of fear. Never again must you brave the Tower of Terror!”
POST-RIDE Guests exit via hallways formed of lath-and-plaster drywall interiors. On-ride photos display within a series of wall-mounted picture frames. Past a dried-up fish pond is the gift shop, Tower Merchandise, housed within Barbary Tower’s dilapidated greenhouse. Exit back out to the lively streets of Pacific Wharf is a shocking contrast, making the terror which just transpired all the creepier.