Lycan Works Suppliers and the LycanCoaster
While contact with Russel halts for the time being, the guest makes contact with their first local character.
HowlSpace Quest 4: Tracks to the Lumber Yard
NOTE: If the guest selects that the Lumber Yard is closed (used for when the LycanCoaster is experiencing a downtime), Arthur Van Helbrick will provide this same response. |
This experience begins with guests visiting the open house tours for the Lycan Works Lumber Yard, with the queue weaving past stacks of lumber organized by size, cut, and species of tree. It’s not the most exciting tour, but guests passing by the site of Clara Dunkinkle’s death can smell the unmistakable scent of lilac perfume and feel an unnaturally cold air. Passing by the foreman’s office also affords guests the opportunity to see the silhouette of the foreman napping on the job, only to be occasionally awoken by a phone call.
(Phone Rings; Foreman awakens and grabs receiver)
Foreman:
Lycan Works Lumber, I wasn’t asleep. How can I help you?
Torgo (on phone):
Yes. The managers for my local office asked me—
Foreman:
Is this about that fence order again, Torgo?
Torgo: Yes,
sir. They keep on pestering me about tourists that keep on going off of the
trail and getting eaten by the mutant kudzu. I need you—
Foreman:
Listen, goat legs, we’re a lumber yard, not a construction firm. We can get you
your wood, but we can’t build your fence. Talk to Margaret Sue, not me.
Torgo:
The master does not approve of that insult.
(Phone clicks; Foreman resets receiver and kicks
back in chair)
Foreman:
Humph. Can’t fix stupid.
(Foreman nods off)
As guests make their way inside of the main lumber barn, piles of lumber form a switchback queue leading towards the main sales office, which has been converted for a sales pitch for the tourists. As groups of guests are ushered into the large room, they stand before a roll-up screen.
(Pre-Show Begins)
Narrator:
Welcome, travelers, to the headquarters of the Lycan Works Supply Company,
curator of all imports and exports for the town of Howling Hollow. While our
primary goals are to manage the town’s mail and lumber supply, we are more than
just that for the folks of this fine town. We are the culture of our own, where
wood is our work, where we never get bored, where our customers are our ever-branching
family! And today, you have all been invited to take home your very own wood
board to remember your visit to our town! While it may look like any wood board
that you could just buy at your local Home Depot, this one has been cut with
the heart and soul of Howling Hollow, making it the perfect souvenir! Indeed-
(Screen loses signal; new display appears, showing
Arthur Van Helbrick and image of the Daybreak Werewolf)
Arthur Van Helbrick:
Okay, I’m live. Ahem, I apologize for the…banal nature of that presentation,
but there’s trouble afoot. I’m Arthur Van Helbrick, local monster hunter, and
we have a situation: the Daybreak Werewolf. Said to be permanently transformed
into its bestial form, this monster was just sighted in the forest and has been
terrorizing many of the travelers in town. I’ve been trying to stop this thing
for the past few weeks, but I think I have an idea. I’ve recently built this
contraption, the Monster Tracker, which is capable of seeking out and luring
monsters out of hiding. I’ve been working on a trap to capture the Daybreak
Werewolf, but I can’t drive this vehicle down the marked path to lure it and
trip the trap at the same time. But, if you’re up for it, I think you might
have what it takes to help me stop this creature once and for all. Get inside
of my house and meet me in the barn. And no one’s getting a wood board today.
Such a dumb souvenir.
(Pre-Show Ends)
Instead of leaving how they entered, the guests
are then led out the back door of the office and out towards Arthur’s house.
Arthur lives in a fairly large farmhouse, which
the guests enter and maneuver through, seeing some of his memorabilia from his
time with the Monster Fighters. After going upstairs and seeing a brief safety
spiel on a television set, guests travel down to the destroyed kitchen and
parlor, where the wreckage left by the werewolf has been repurposed as the station.
On either side of the dual-sided station, a desk, an oven with stovetop, a
television set, and a butter churner are used as the dispatch consoles. Once
guests have boarded their roaming monster tracker vehicle, the ride begins.
Whiskey Joe:
Are you ready to do some huntin’? For your safety, it’s best to be keepin’ all
hands, arms, feet, and legs inside of this huntin’ doohickey with your
restrainin’ thing in place. And if you’re bringing your youngun’s along for the
hunt, it’s best to be keepin’ and eye on them. And that’s how we start the hunt
around these parts.
1.
Slow Turn:
Train leaves farmhouse and enters barn. As the train enters the barn, it
catches fire as werewolf howls radiate from within.
2.
Launch Track/Barn:
Arthur warns the guests that he may be losing his grip on the werewolf and
tells them to get out and bait the werewolf into his back-up trap. (Arthur:
This is not going to plan! Get out of here and draw the werewolf away while I
set the trap!) As the werewolf lunges at the riders the train accelerates out
of the barn.
3.
Hammerhead Turn/Grain Silo:
Guests fly up the side of the old silo and weave around towards the ground. The
werewolf lunges from the silo.
4.
Speed Hill/Abandoned Manor:
Guests pass through the remains of an old manor at high speeds. The airtime and
scenic elements make it appear that guests break through from the first floor
to the second and back.
5.
Immelmann/Werewolf Ambush:
As the werewolf breaks the guests’ escape, the only way out is to flip back and
over, making a turn towards the Highway of Hopelessness (guest walkway).
6.
Cobra Roll/Highway of
Hopelessness: Right above walking guests, the train
races upwards and twists around to head back into the forest. An overbanked
turn follows this element.
7.
Double Up/Funeral Home:
After this element, the train enters a second-story window into Count Werdna’s
Funeral Home, where the werewolf lunges out from behind some rotting coffins.
The train twists away from the werewolf and back outside.
8.
Heartline Roll/Ambush Again: Guests
twist over an old graveyard, where the werewolf reaches at riders just inches below.
9.
Overbanked Turn/Pond:
Swerving around this pond, guests can see their reflections in the still water,
a moment of peace before entering…
10. Brake
Run-Lift Hill/Shrieking Labyrinth of Kudzu: Guests stop
in the middle of this grove as the mutant kudzu races in to consume the guests.
(Arthur: Get out of there! This mutant kudzu is going to eat you alive!)
Before the vines can reach the train, a fire races through the grove. Arthur
returns to state that his trap is set and that the guests need to head towards
an abandoned building behind the firehouse. (Arthur: That was a close
one! Now get back to town! The trap’s been set!)
11. Launch
Track-Track Switch/The Return: The train
accelerates backwards through the forest, leaving the mutant kudzu behind.
12. Cutback/Pursuit:
As
the train changes direction to return to the farmhouse, the werewolf catches a
glimpse of the train.
13. Wave Turn-Tunnel/Attack: In a dark section of the forest, the werewolf lunges up and past the guests as they race backwards.
14. Banked
Turn-Headchopper-Camelback/Chase: Racing through the
undergrowth, the guests can see the werewolf racing towards the
backwards-rolling train.
15. Speed
Hill/Broken Bush Line: For one last moment of airtime,
guests burst up through the brush of the forest and dive right back in.
16. Banked
Turn-Headchopper-Camelback/Pounce: As the train nears
the building, the werewolf makes one last attempt to lunge at the guests. It
misses and rolls right into the trap.
17. Banked
Twist/Windmill Villa: The train twists around this
iconic structure as it begins to slow towards the building and the trap.
18. Brake
Run-Track Switch/Sprung Trap: Guests stop inside
the building to see the werewolf bound and helpless in a tough net. (Arthur:
Good work. Maybe you have what it takes to be a monster hunter, after all.
You’re free to come back anytime.) The train rolls forward back towards
Arthur’s house.
Whiskey Joe:
Your huntin’ trip is just about over, so remain seated until the vehicle comes
to a complete stop. Then, gather your belongings and exit your seat. Enjoy the
rest of your stay in Howling Hollow, and save some of your targets for our
barbecue, y’hear?
Once guests disembark, they leave Arthur’s house and follow a trail that leads through the backyard of a young yokel’s house and through Backyard Boutique. Set up in the backyard of the house of a young yokel, this pop-up shop sells custom t-shirts and apparel made by the homeowner, as well as LycanCoaster merchandise. One unique piece of merchandise available here is the “pet board,” a piece of featureless wood that was scammed from the neighboring lumber yard that guests can purchase and decorate to turn into their very own hassle-free “pet.” This shop also serves as the exit for the LycanCoaster, especially since guests can purchase their on-ride photo after viewing it via a slide projector displaying it on a torn bedsheet. The garage of the yokel’s house is also used as the attraction’s locker station.
After the guest rides the LycanCoaster, this is confirmed in HowlSpace.
Up Next: Out and About in Town
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