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Coaster
Kingdom
Forbidden Tomb’s
pre-cursor had somewhat of cult following. The Fifth Dimension was a
cheap, yet effective jaunt through the adventures of a video repair
robot’s continuing mishaps. It would always be a shame to see it go,
but it was dated and didn’t fit in with Chessington World of
Adventures’ future plans for the area.
The Huss Top Spin,
Rameses Revenge, finally finished off the area and so Forbidden Kingdom
was born. You enter past the said spin ride towards the un-missable
Forbidden Tomb. No real effort has been made to hide the fact that this
is a huge building. It is a tomb after all, they’re cavernous inside,
and dressed up to look vast from the outside.
The steps up to the
first level of the queue line are steep, and you are then taken over the
bridges, cleverly made to look like rope bridges, which in reality are
more rigid than the Millennium Bridge over the Thames could ever be.
Below you, a courtyard, surrounded in various eateries and shops. People
mingle among the sand stone themed walls and the waterfall cascading
from the skull carved into the wall. The queue goes around
the back of this courtyard before heading back towards where you entered
the queue and going down some covered steps before entering the tomb. A
typical, and rather well themed bazaar with pots of jewels spilling onto
the canvas-covered table greets you. Behind the table, Ab-Dab snoozes in
his ticket office, offering tours of the tomb. You pass the snoring
Ab-Dab, and climb some stairs into a small corridor. To your right, a
bottomless excavation, or so it seems, using the age-old system of
one-way mirrors. More stairs before you queue behind an automatic door. Every so often, the
door slides open allowing a trainload of adventurers into the station.
The light here is gloomy, the walls adorned in festive hieroglyphics
and, overlooking the polystyrene tiled ceiling, the theming here is up
to Chessington’s usual, to be expected standard. The train is around
eight carriages long. Each carriage is a six-seater car, seating three
in the front row, three in the back. As the train leaves, a faint
groaning noise crescendos as skulls in the wall light up. As you round
the corner into the darkness, the lap bars come down. Your friend and mine,
Ab-Dab, is now wide-awake. As he leans over some ruins, he angrily
shakes a lantern, shouting and cursing that the emerald is his. This
first encounter pretty much bodes for the rest of the ride. The
animatronics are dated and have the elegance of a JCB, the hissing and
clicking can even be heard over the dulcet tones of the angry
tour-guide. In a somewhat
unreliable effect, over the decaying and crumbling archways formed above
you deeper inside this cursed tomb, an Indiana Jones style boulder
crashes down from the ceiling running above your tender skull bouncing
between the broken gaps in the masonry. More often than not, whilst the
deep rumble will come thundering over you, the boulder however won’t. Ab-Dab is less than
welcoming upon your arrival at the next vault. The pit below you is
veritably heaving with snakes, slithering and pouring from the back of
the pit, upon which from a podium far out of the way, Ab-Dab pulls open
the entrance from which these reptiles pour. Hidden by the wall
around this misty and vapour filled hollow, snakes intermittently jump
up behind foliage staring adventurers in the face. It may make you jump,
but the trick wears thin after around four encounters with the said
reptiles. Between this and the
next tomb, a fragmenting wall plays host to even more concealed
constrictors. They wriggle and writhe from behind ivy, hiding gaps and
cracks in the wall. Ab-Dab is again in
the next crypt. Rope-sprung spikes made of thick, aging wood, topped by
sharp spikes are being pulled back in anticipation for our arrival.
Skulls from not so lucky and more so naïve adventurers top these spikes
as a morbid hint of what could soon be our grisly downfall. As the train
stops, and the animatronic hissing of Ab-Dab echoes around this
cavernous chamber, the not-so munificent tour guide warns that his next
trick will finish us: he is going to spike us. The next twist is
like something out of Scooby Do: upon pulling the plunger set into the
floor, which the beastly Ab-Dab assumes to operate the spikes, the wall
spins around, swallows him up and then the lights dim to show the
hapless adventurer presumably find the emerald inside a stone coffin. In a fit of rather
annoying screams, he loses balance, falls in, and a living mummified
ghoul soon closes the lid behind him, clutching the emerald that Ab-Dab
so intently seeks. Oops. We move onto the next
crypt, by far the most impressive. Anibus, a gargantuan man come beast
combo squats upon a cracked bed of flaming lava. The head of this
stone-formed creature slowly turns, eyes brightly lighting the hazy
atmosphere. Anubis crouches, a hand resting on its knee, and on his hand,
a ring holding the emerald. Upon a column Ab-Dab continues to dig his
proverbial grave deeper. As the column crumbles under his weight, it
swaying to and fro, Ab-Dab reaches, in vein, for the emerald. The track now
straightens and passes through the age-old trick of the revolving
tunnel. Being a long train, the effect really isn’t felt unless
you’re in the front, and soon after this, you turn to the right,
passing some chanting statuettes, before coming to a stop. This certainly is not
a dead and decaying crypt de-void of any life. Here, as you enter past
the chanting skulls on the wall, the room explodes into life with hard
rock guitar music. Squirming in the middle is Ab-Dab, held fast with
leather straps inside an open coffin. To the left,
‘spookettes’ dance in time to the music, clad in ripped and ragged
bandages, in the centre above Ab-Dab are tubes of bubbling water lit
with an orange glow, organ-pipes come to life, tongues coming out of
their faces and on the right, upon a high podium, the lead guitarist. Although more alive
than most of the tomb, the guitarist is hardly a living example to the
effects of anti-aging cream with a couple of wisps of hair upon his
skull-like head, a Tutan-Karmen style blue and gold collar, with an
electric guitar clasped in his skeletal hands. After this impromptu
‘gig’ from the spokettes, a few harsh words are thrown at the
helpless Ab-Dab: “You dare try and steel the emerald, now you too
shall become a ghoul!”. The music continues,
climaxing as the spiked coffin begins to lift up and close, Ab-Dab
making every effort to writhe his way out of his latest predicament. As
the coffin shuts, Ab-Dab screams as the lights dim, and the emerald
lights up on the front of the coffin. Through a pitch-black
corridor now, the final strum from the spookettes’ session can still
be heard through the darkened chambers before crashing out of the
darkness, towards the train some mummies jump out. This normally gets
screams from all around, before you pass Ab-Dab one final time, and in a
final twist, as a ghoul, clutching the emerald, Ab-Dab gloats that he
told us that we would never get the stone. At this point, holes
punctured from the coffin glow red, Ab-Dab looks even more drab than
usual and has become one of the ghouls. As various beings circle above
you, the train comes to a halt before you leave the cursed building,
past a hole in the wall demanding you to face the challenge. Kids go to
grab the emerald deep inside this recess, and are surprised by air
blowing on their hands. Excited children at this point can be by-passed
down a ramp before you are out in the courtyard surrounded in the queue
line. The ride has a rather
shambled reputation and most people share an equal hatred of it. It
really replaces one dated ride with another, and although a few scenes
are great (the one with Anibus springs to mind here), most are really
laughably cheesy. The scene where
miserable Ab-Dab falls into the coffin is just appaling and like
something out of the original series of Batman and Robin. The snake
effects are, in places, good, but the effect where they are supposedly
pouring out of the chamber is rather shocking in that they are clearly
rubber snakes on a revolving drum. The ride certainly
redeems itself with the Anibus scene, and with the set where the mummies
jump out at you, and as this was a later addition to the ride, comes as
a real surprise to those who thought they might know the ride off by
heart. It goes back into the realms of public toilets though with the
hard-rock scene, a scene that is tacky, annoying, and accompanied by
screechy, passé music that was far too loud. The ride is a great
change from haunted houses, but the whole story is rather shabby, and
whilst some of the theming is truly fantastic, some is pretty amateur.
The trains are also quite annoying, you never really get the feeling of
being all alone on an adventure, just going around with a group of theme
park visitors. It had real
potential, but unfortunately fell by the wayside.
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