Hello all again! It's time for another update and one that will be the same yet different from OTL. Anyway, thank you all for the support as it all helps make this timeline to keep going! So then it's time for a different kind of Sub Terra and a Remastered Air...
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Between Heaven and Hell
When the Haunted House returned in 2010, many enthusiasts were delighted that the ride was back to its former glory and while members of the public seemed to like it, mostly acting as a great help to ease the major queues that often would build up for Thirteen nearby, some guests weren't as fond of it as some might think as their main argument was that with the loss of the blaster system for the ride during its Duel overlay was what many missed and what some said made the ride for them and it was clear some guests wanted an interactive dark ride. Shrewdly, upper Alton Towers management and Merlin had expected this reaction to come about, and it was obvious that a new interactive dark ride would be needed for the park which given the British climate and the need more indoor attractions, it was actually quickly accepted and plans on where this new dark ride would go would start almost right from the moment the first guests left the Haunted House.
It must be noted that the park hadn't installed a new dark ride since Hex in 2000 and an actual
tracked ride since 1992 which wasn't including any refurbs such as Toyland Tours into Charlie and the Chocolate Factory or the recent return of the Haunted House which used existing buildings so this was actually a first to build something from scratch. Only question was where to build it? The previous year, the park had done a PR event for guests in which they would vote for their best ever Alton Towers ride which would include Nemesis, Oblivion, Air, Rita and Thirteen and in the end to perhaps no one's surprise, Nemesis would run away with the vote [1] and it seemed certain that a dark ride based around the Nemesis story seemed like a good idea.
In late 2011, construction work would start on the site of the old Dynamo attraction (the park's former breakdance flat ride) and at park goers walking into Forbidding Valley could only notice a giant warehouse structure being built that seemed to go all the way towards near the location of the Monorail depot yet from the air had a triangle shape to it heading towards Gloomy Wood which actually a design feature so that very little trees could be cut down while trying to use up much of the space as possible as well. Despite trying to maximize its space as possible, the actually building itself would only be half the size of the show building used for the Haunted House so whatever dark ride was going to be built in there would have to use much of the space as possible and at last at the start of 2012, a name would be revealed...'Nemesis Sub-Terra'. A clever play on the words 'sub terror' which seemed to indicate that this would be a sequel to Nemesis but that it was going to have a horror vibe to it with an underground theme to it.
The new indoor attraction during the final days of construction in February 2012
While to some the idea of having it must be said this had not been the only location that had been chosen. When it was being planned on where this new dark ride would be, some plans were thought about and the other than actually did come close was with the Delta team using the now disused tent formally belonging to that of Black Hole (Altha team getting the honour of working on Nemesis Sub Terra) and had remained out of use for so long yet though did see itself used as part of Scarefest in 2011 and for the upcoming event in 2012, though it was seriously a deep possibility of using that tent from as far back as when Thirteen was being planned. This was a robo arm concept known as 'Duelling Deadstars' which would have been part of a major makeover of X-Sector [2] before it was decided to go for Gloomy Wood instead.
The plan was put on the shelve and when the idea of having a new dark ride concept for the park became a plan, the Delta team dusted off those plans and got quite far to examine the space and groundwork needed before eventually the news came that the Forbidding Valley site was chosen and the robo arm concept was finally scrapped and that during the 2012 season, the famous blue tent that had by this for so many years had become part of the scenery of the park would finally be taking down any thought of ever reusing it for anything new died along with it. From some reports on the ground, some in the Delta team weren't quite happy of being overlooked though as it turned out, some of their initial work would not go to waste and instead they would end up working in Forbidding Valley on what would be the other attraction for the 2012 season but more on that later.
Meanwhile, the main attention was being focused on Nemesis Sub-Terra to get ready to open for the public in March, though a month prior to this, the park would conduct test runs with members of staff to see if it worked. The ride system itself was of the standard interactive shooter dark ride system which the ride cars, five per train, were able to spin to allow for more interaction and bared a similar look to 'Tomb Blaster' down at Chessington and while the ride did work, everything else about it quite unnerved those first test riders at what they had experience. If the revamped Haunted House had been scary for some though still used John Wardley's desire of keeping the 'laff in the dark' concept for at least have a sense of fun about it; Nemesis Sub Terra would make the Haunted House look tame in comparison though perhaps not for the right reasons.
What might've been for the Black Hole tent had things gone a little different from these rare plans (C) Merlin Studios
It would be the first true dark ride system that the new team at Merlin team would design for the park and without Wardley's advice and the joke that Merlin only cares about make dark and sinister themes for their rides would really reach their peak with this ride and for good reason [3]. The ride's backstory is fairly simple, guests queuing in the outside area are kept busy by learning about the organisation known as 'Phalanx', an organisation that have been across the globe examining strange locations and the Nemesis site is one of them though it turns out they were the ones who had managed to pin down the Nemesis monster from escaping from its pit where it remains to this day which did retcon some of the Nemesis backstory which to some fans wasn't all that received [4].
As guests get nearer to the main entrance to the inside of the building, more information is that recently, Phalanx have discovered an underground cavern in which as it turns out is filled with Nemesis eggs and with the area being secure, Phalanx are allowing guests to have an up-close view of the eggs in sharing their recent findings. After leaving their loose belongings in the baggage holding area, guests enter a rather large elevator which takes them underground (which isn't one but actually is just a mere room with various effects which give the illusion that they are going many miles underground. But as with any dark ride plot ever since Disney started with them decades ago, things don't go to plan here as during the final preshow film during the descent, a 'live' broadcast of a Phalanx member of staff from somewhere within the caverns below is explaining to guests what to expect is interrupted when not only have the eggs hatched but are causing chaos.
With this going on, the Phalanx staff members down there trying to fight back the newly hatched Nemesis babies are quickly being overwhelmed are to make matters worse, some of the Nemesis babies are trying to escape up the hatch and reach the surface in which would bring a catastrophe to the public at large. With most of the armed forces down below nearly wiped out, the Phalanx staff member explaining to the guests over what to expect now tells them that plans have obviously changed and now they need all the help they can get to try and take down all the creatures they can see and will be assisted in the Phalanx armed cars which have been down there in case the worse should happen and now this is the moment and guests have now been roped into what is a nightmarish situation.
Phalanx themed actors outside the ride just prior to opening in March 2012 (C) TowersTimes.co.uk
After the lift opens up, guests move forward into the loading area which is themed round a cavern in which their ride car awaits them in which each car can hold up to five passengers (baring a weird similar pattern to what Duel had with 5 seats before it returned to its original 6 seat layout) with each passenger having their own blaster to try and take down as much Nemesis babies as possible before they can reach the surface. What follows next goes down in history as one of the most infamous and darkest ride experience ever seen on a UK theme park. The ride itself is relentless with various Nemesis baby animatronics popping out from little caves, behind rocks and such to scare the riders with some truly demonic cries which only ramps out further the more the ride nears its climax though perhaps it is known for some quite graphic looking scenes with some infamous ones being of killed Phalanx guards being eaten by the Nemesis babies and with it going dark at times, water effects splash at the riders as if blood is being splattered on them.
It is until the finale in which a larger Nemesis baby, hinted at already been hatched much earlier than all the others and is likely is the lynchpin for causing the others to hatch and the riders have to shoot at it before the train enters a final room in which thanks to several effects gives the illusion of the ride cars heading up to the surface before guests arrive into the offload station and exit to the right and head into another room (the train itself then moves off towards the loading platform where the awaiting passengers are about and the two stations are around the corner from each other which helps keeps the illusion that they are in separate areas) which is the post show room in which the surviving Phalanx members congratulate the riders for their help in preventing a major disaster though hint that there might be still more work needed which is pretty much saying 'please re-ride' before the front doors open and the guests return to the outside.
Even though it was a shorter ride than that of the Haunted House, it did feature an experience that very few would forget at just how dark it was. YouTube vlogger and former Alton Towers staff member Shawn Sanbrooke, best known of 'Theme Park Worldwide' fame, would say that he was one of the test riders to experience the ride and would admit that he was shocked at how dark it was and admitted that this was perhaps a little too extreme [5] and this was shared by several others who experienced it though that wasn't what the park saw it as. Prior to the ride opening, the media team got into their usual marketing stunt in which as the ride boasting that it was so scary that it needed a 12A rated from the British Board of Film Classification while billing it as your worst nightmare underground [6].
Another view of the building prior to opening with the poster giving a strong hint of the horrors that lie within (C) TowersTimes.co.uk
Some would say that the rating system seemed ridiculous, though when those first members of the public would experience it for the first time, it would turn out that the rating was not only needed - actually some claimed that it wasn't
high enough. Nemesis Sub-Terra would open without any issues on its opening day though public reception was mixed to say the least in which while many were glad to have an interactive dark ride system again and the plot seemed easy enough to understand while expanding on the Nemesis backstory, the ride itself was considered far too terrifying due to some of the graphic nature of certain scenes such as the guards being eaten (fun fact, which were actually the zombies from Duel which repurposed as devoured guards and moved to the Sub Terra building) and that it was just relentless.
Scenes of young children coming off the ride in tears was sadly something that wasn't uncommon, and the 12A rating PR stunt now didn't seem like some cheap attention grab but rather a legit reason to have it there - it did prove to be a thrilling and mature dark ride though some had to ask if they had gone a little too far and that the build-up for the ride was too perfect. Despite a shaky opening, the ride itself has gained a following as Alton Towers most sinister ride and if Haunted House and Hex could be considered a dark ride that are family thrill attractions then Nemesis Sub Terra is a step up in the more 'adult' market. To this day, it proves itself as a useful filler attraction and is often considered something a rite of passage for many local teenagers to experience something scary and prove themselves and the less said about the even more terrifying Scarefest overlay of the ride the better. Why it was that dark is apparently down to the Alpha team wanting to go further with the horror that they couldn't do during the revamped Haunted House due to John Wardley keeping an eye on how things would go and make sure that it wouldn't end up like Duel which was all done without his consent. With what they had learnt from the Haunted House, the team would try to go all out to make the scariest possible ride and it would seem to have succeeded in doing that though was it worth it?
While Nemesis Sub Terra had technically been a success, its graphic nature and very non-family theme was certain to scare away the lucrative family market audience away from the resort and this would be where the second attraction for 2012 would come into play...just over a hundred meters away south from Sub Terra. Almost as to make up for the Delta team not getting the chance to build something on that piece of land, they'd end up getting the chance to work on the other addition for 2012. In keeping with the idea of having two attractions opened for a season following how well 2010 had gone down, they would actually get the chance on working on something that wasn't a new ride, actually one that by chance was celebrating its 10th anniversary would be 'Air' - the world first's flying coaster and it was perhaps a good time to celebrate its birthday in a special way but how? As it turned out...
Remastering it.
Air during its construction in 2001
When it first opened in 2002, Air was a hit with the public and quite ground-breaking with its technology of allowing riders to fly, it had all come at quite literally at a cost. As the ride proved to have a lot of technological issues to deal with, not to mention the infamous budget cuts the park was suffering from during the latter years of Tussauds, it is that most of the money that would have been used to build the theming would have to be diverted into fixing the issues it was having [7]. As of a result, the remaining theming left over that did get built was, to be bluntly honest, wasn't really a theme but rather a slick looking
style which thankfully didn't clash too heavily with the hellscape theming of Forbidding Valley. Perhaps the most infamous of the theming cuts was a tunnel approaching the lift that was to have various effects but were all cut and instead was nothing more than a concrete tunnel that would have looked no different to those in a multistorey carpark. It would become a long running joke in the theme park community about the so-called tunnel, so much that this did not go unnoticed by John Wardley himself who at one fan meeting would address the tunnel and jokily tell those to 'get a life'[8].
That said though, many did say that it could have been improved upon. Air was indeed a good ride and one that was more a 'heroic' and relaxing theme in contrast to the evil of Nemesis next to it though it did seem at first when first built that it was going to be themed to that a bombing raid that was to fly over Nemesis and take it down though this was dropped earlier on, stated to be due to the events of 9/11. In the end what was decided upon was to be that of a tropical oasis which was to contrast to that of Forbidding Valley yet when budget cuts happened this was left on the cutting room floor, yet it was hoped by some that the theme would be brought back at a later date, yet no one knew when. When it came round to the Delta team wanting to do something with Air and bringing back not only the planned Oasis theming was decided but rather than just copy those plans, make them even better for a fuller themed experience that would improve the ride even more.
This was where the idea of 'Remastered' came about in which was nothing more than a glorified way of saying refurb for a ride as brought up by the marketing team and this the only thing they had done, they had even come up with the term 'Towers Loving Care' was an obvious play on the term 'Tender Loving Care' which that in itself was just a fancy way of saying general maintenance and upkeep [9]. It must be said that management were actually reluctant to try go ahead with the idea down to the fact was that they didn't know if it would really work but it was soon, albeit reluctantly, agreed upon to go ahead and complete the theming job for Air and not only, the idea of creating its own themed land, the first actually new bit of expansion for the park in many years, seemed like a an idea to market as the second new attraction for the park and several Delta members would take heavy inspiration of the 'Lost Continent' themed area in Islands of Adventure in Orlando in which they'd used for Air.
The theming of 'Lost Continent' at Islands of Adventure in which became the inspiration for Air's new theming (C) OrlandoInformer.com
Air and the surrounding land next to it would close in October 2011 for work to begin and while some guests were gutted at not getting the chance to ride it, a large temporary wall was put with banners on them stating that 'Prepare for Air as you've never seen it before' which at it would turn out would be a great understatement as what was to follow. While the park was busy putting out its advertising for Nemesis Sub Terra, so too would for Air as the first in the 'Remastered' series in which did get some attention, but what did raise a few eyebrows was the promoting of a new land called 'Forgotten Oasis' in which for any long-time fan of Alton Towers fan knew meant one thing...Air would finally get its lost theming for its birthday but also some were quite worried of how much it would clash with Forbidding Valley just next to it.
What did they do to split the new separate areas? A long 10ft tall wall stretching from just south of the Refresh@Ripsaw food outlet towards over to the right running alongside the lift hill for Air and the theme on the Forbidding Valley side of the wall was of a rustic metal Phalanx type theme with only one entrance through the gate that led into Forgotten Oasis and the wall itself has been joke by enthusiasts as Alton Towers' answer to the Berlin Wall. It was though on the other side of the wall was the new area of Forgotten Oasis and to say that the transformation was remarkable as in any long-time visitors to the park were left stunned at how different everything looked. What had happened was that it was an area that looked like a true oasis that saw some of the pine trees in that are replaced with that of palm trees and the Air shop had been transformed in what can best be described as an ancient Greek temple such and the ride station itself being turned into a rocky cave which was themed as the hidden domain of the spirt known as Air - the protector of the Oasis.
Concept art of the lake that would be redone for the Remastered Air (C) @Trooper Looper
The theming was obviously based heavily of Lost Continent in Orlando and while not as detailed as that area, compared to the rest of Alton Towers however, it really was a step up from the rest but there was more to the area. The queue line for Air was rerouted to move away from its current location to allow for the public path to open up towards the final helix of the ride which not only would be a great location of seeing trains fly past that would have only been seen by those in the queue, but that the area in question would also see some landscaping in which not were more interactive structures the ride would fly through but also a small lake that the final helix would fly around which along with some small fountains around the ride all added to a truly epic surrounding area that wasn't even including the ride itself.
The surrounding area of Air when first built and would look very different when Forgotten Oasis came along (C) TowersTimes.co.uk
The ride itself had seen a new paint job with its cyan track get a fresh look but its supports were repainted from a dark grey to a dark blue to help give it a more 'friendly' image compared the other rides on the park. The ride had a new backstory in which the Forgotten Oasis was actually what the whole of Forbidding Valley looked like before Nemesis destroyed much of the area and thus this area is the last remaining location in which has never been harmed by Nemesis yet is eyed upon by the monster to destroy it once and for all. To protect the land, the spirt known as Air has long since been worshipped by the surviving tribe unaffected by Forbidding Valley who see it as their savour to protect them from evil and in some ways is a mirror image of the backstory of Nemesis back in the day in which there would be cult sacrifices to please the monster.
As riders enter, they soon see that they have discovered that they are to be welcomed into the tribe by taking a test to prove their loyalty which is obviously a ride on Air. While the ride remains the same as ever, its break run, now covered by a themed tunnel and of course
that tunnel near the lift hill would finally see a theming job...rockface, nothing special but certainly better than nothing and when John Wardley is asked about the retheme, is said to have been happy with what happened with Air now looking 'complete' as he would put it but more important, that he not have to put up with any more jokes about the tunnel. While it might not have been thought of highly by upper management, Air Remastered and the new land were a surprise hit, actually being more liked than Sub Terra in some ways for being more relaxing and safer than that hellish theme.
Infact, the retheme was so well done and utterly transformed the area and Air so much that some members of the public were convinced that it was a new ride such how different it looked from before. The Remastered program proven its worth and showed what could be done and now had begun with many enthusiasts could hardly wait to see what might come next and with two very different themes that year, 2012 would be marked as a year of being between heaven and hell. Meanwhile as this was going on, work was taking place on the Black Hole site in which the tent had gone down and the news became apparent...SW7 was coming! However, it would turn out that the early groundwork from the Delta team would actually be very useful as before even a hole had been dugged, the groundwork had proven more troublesome than imagined and work would have to stop to make the area suitable. Tedious it might have been but would prove to be vital for what was to come next...[10]. 2013 would be a major year for sure.
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[1] That contest still happens ITTL.
[2] This actually was a plan, only difference here is that it gets a little further on in production here.
[3] Some things never change!
[4] Same as OTL
[5] Yes, that man gets a cameo here and he did actually ride the OTL version during a staff test ride and his views were not good on the ride then.
[6] All the same still happens here as with OTL.
[7] Yes, Air still has the problem ITTL.
[8] Yes, JW does still say that!
[9] As with OTL too.
[10] Things to say that things building wise will be quite different for SW7 here...
There we are, 2012 done and dusted and now we see more differences here! Not much to say other than Air finally got its theme, and that Sub Terra isn't a disaster much like OTL, or perhaps just as bad depending on how you look at it. Main thing to say is that yes, Galactica never happens here and the RCR is never built where the shop was though that's not to say we will see it soon...Anyway, stay tuned for the next update as I think you all know what happens in 2013 though I hint that there will be subtle things there, but it'll all make a big difference long term. Until then, stay tune and tell me what you liked about it and how would you have liked both versions here!
EDIT: I have once again used @Trooper Looper for the concept art of Air here and its lake design and I'd like to thank him again for letting him use his artwork for this timeline.