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Nemesis: Sub-Terra

In Coaster Tog's latest YouTube short, the air cannons in the final section (the ones that made a banging noise when you were in the scare maze) have been testing. Smoke was also present and "red alert, civilians escaping" which is not something I remember from the original experience?

Possible that this isn’t for Sub Terra but is used to deal with any workers trying to knock off early from their shifts?
 
I just can’t see the logic in this as they’ve built it over what was already extended queue space, making that queue space now unusable.

Suspect both will open at a similar time and they’ll be some sort of link though.
I can see logic in it to be honest. If they wanted to implement hardware such as new screens and speakers into an attraction without having to build more permanent structures for them inside the original extended queueline, it makes sense to build a temporary structure over it (that also offers views into the Nemesis construction site, likely to coincide with the Sub Terra storyline) and use that instead.

Honestly, I don't see Sub Terra being around for too long. Perhaps it will only last until the end of the season and fully close again ready for Nemesis' reopening next year. If this is the case and Sub Terra is just a temporary attraction to maintain the Phalanx storyline, then it makes perfect sense to use the temporary extended queueline structure.

This is just all speculation obviously, and could absolutely just be used as a Nemesis viewing platform - but just seems odd to me if that was the case.
 
I could see this remaining next season if it reopens. Nemesis may be a capacity machine but such a large scale rebuild will come with teething issues. Anything to soak crowds in the Valley would be useful
 
I personally think that it will remain unless something forces it to close again. I know probably the sole reason of it coming back is because Nemesis is not operating this season, but I really don’t think Merlin would spend money repairing the queue line, adding new speakers, getting the drop towers back in working order and basically sorting to whole thing out just for a minimum of 5 months operation (assuming it is a late May opening at that)
 
Personally can’t see the logic in getting the work done to reopen it to then close it at the end of the season, it may be that they have plans for the site and it will close when they implement them, but I can’t see it happening prior to that.

If they were to close it at the end of this season they’d have spent longer doing the work to reopen it than the attraction actually would as operational.
 
But it is staff heavy, a couple of weeks operation would probably be more cost wise than everything else done so far.
A year, two at the most, with a possible halloween scare attraction after, for this construction workers welfare unit.
Probably.
 
But it is staff heavy, a couple of weeks operation would probably be more cost wise than everything else done so far.
A year, two at the most, with a possible halloween scare attraction after, for this construction workers welfare unit.
Probably.

In which case why bother reopening it in the first place? They’d have been better off adding another retro squad ride which they’re clearly not shy of doing.

Whatever way you look at it, significant effort has gone into reopening it and I’d be surprised if it then shut prior to work beginning on a replacement.

You’d also wonder whether a bit of money will go into tidying up FV generally for the reopening of Nemesis and it’s not really a good look to have a recently operating attraction standing SBNO as the first thing you see when you enter - they’ve gotten away with it a bit until recently due to the fact that it’s been left so long a lot of the park’s visitors won’t remember seeing it open.
 
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We're assuming it is still staff heavy. Realistically it could be made to run on 4 staff (host to sort the queues, baggage, ride host and op) if the finale is made to work staff free, with a 5th staff member for busy days to allow 2 in the baggage room
 
We're assuming it is still staff heavy. Realistically it could be made to run on 4 staff (host to sort the queues, baggage, ride host and op) if the finale is made to work staff free, with a 5th staff member for busy days to allow 2 in the baggage room
I was thinking about this actually, I think perhaps this is what it would be. I really can’t see the finale having actors. The audio testing at the end recently was not something I recognise or remember from the finale either, so perhaps could’ve been changed slightly to run without actors.
 
I was thinking about this actually, I think perhaps this is what it would be. I really can’t see the finale having actors. The audio testing at the end recently was not something I recognise or remember from the finale either, so perhaps could’ve been changed slightly to run without actors.

Not really sure the finale could be totally actor free.

I’m not sure how health and safety would approve of hyping a bunch of people up into a panic which happens in that return elevator and then leaving them to make their own way through a narrowish dark passageway with no guidance.

At the very least you’d think they’d need the staff member standing outside the lift telling people where to go, could probably lose the scaremaze actors though.
 
It’s a poorly designed ride so it will always have a lot of staff. They could adapt it so you have ‘peak’ staffing and ‘off-peak’ staffing.

I imagine this season we will see a lot of staff, perhaps next season they could cut it back a little.

At a minimum you need:
  • Batching - x1 ride host
  • Baggage - x1 staff member
  • Preshow - x1 ride host
  • Chamber - x2 ride hosts (on quiet days it could be viable to operate with 1 ride host)
  • x1 ride operator

What I could imagine seeing this season/on peak days:
  • Ride entrance - x1 ride host
  • Batching - x1 ride host
  • Baggage - x2 staff members
  • Preshow - x2 ride hosts
  • Chamber - x2 ride hosts
  • x1 ride operator

The ‘finale’/corridor they could leave with no staff and simply rely on the effects/lighting/sound as the end of the experience. Although I could potentially see actors being included in this space this season, then scrapped next year.

Not really sure the finale could be totally actor free.

I’m not sure how health and safety would approve of hyping a bunch of people up into a panic which happens in that return elevator and then leaving them to make their own way through a narrowish dark passageway with no guidance.

At the very least you’d think they’d need the staff member standing outside the lift telling people where to go, could probably lose the scaremaze actors though.
There were instances when Sub-Terra previously operated with no actors in the finale. It’s no different to scare mazes where guests have areas of walking freely. It’s not like it’s a huge space and it’s very linear so I can’t see it being an issue. Again maybe on peak days/this season they may have staff or actors in this section.
 
It’s a poorly designed ride so it will always have a lot of staff. They could adapt it so you have ‘peak’ staffing and ‘off-peak’ staffing.

I imagine this season we will see a lot of staff, perhaps next season they could cut it back a little.

At a minimum you need:
  • Batching - x1 ride host
  • Baggage - x1 staff member
  • Preshow - x1 ride host
  • Chamber - x2 ride hosts (on quiet days it could be viable to operate with 1 ride host)
  • x1 ride operator

What I could imagine seeing this season/on peak days:
  • Ride entrance - x1 ride host
  • Batching - x1 ride host
  • Baggage - x2 staff members
  • Preshow - x2 ride hosts
  • Chamber - x2 ride hosts
  • x1 ride operator

The ‘finale’/corridor they could leave with no staff and simply rely on the effects/lighting/sound as the end of the experience. Although I could potentially see actors being included in this space this season, then scrapped next year.


There were instances when Sub-Terra previously operated with no actors in the finale. It’s no different to scare mazes where guests have areas of walking freely. It’s not like it’s a huge space and it’s very linear so I can’t see it being an issue. Again maybe on peak days/this season they may have staff or actors in this section.

Fair enough.

The difference for me between NST and a Scaremaze is that in NST you’re hyping peoople
Into running out of a building with a countdown, the lift then shakes etc and you think you’re escaping, whenever I’ve been on that ride people are running to get out, just seems a bit much to then release those people into a narrowish corridor without a member of staff controlling the flow and making sure it doesn’t end in a pile up if someone trips.

Purely based on my own intuition so happy to be proven wrong if they’ve done it without the actor before.

From an experience perspective I think having the actor covered in blood stood there as the lift open helps, again, you could do without the scaremaze actors as i don’t think it really adds much and is a bit random.
 
I've done Shed Terry with no actors in the finale maze. No issues.

The batching host can stick their head in to tell you to watch the screens and the screens tell you to enter the lifts. Is the Op allowed to host or not?
 
In its final season (where it definitely spent more time shut than open) it didn’t have actors at the end, as they were all cut as cost saving. The end was still goo because of the noises and lights, but not quite as good as having actors.
 
Got a feeling on my final ride on it when the restraints were being tested after modifications, the ride was being run by 4 staff. Baggage, host, op, merge host
 
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