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How to go on a bandit journey during Disney

8 views - published on June 7th, 2013 in Disney News tagged , , , ,

A new Magic Kingdom captivate adds some-more swashbuckling to Adventureland.

A Pirate’s Adventure: Treasures of a Seven Seas continues a Walt Disney World trend of scavenger hunts churned with interactive technology. The behind story includes Jack Sparrow, lead impression in Disney’s “Pirates of a Caribbean” movies.

“Adventureland is underneath conflict by a British Royal Navy. They’re entrance to finish all robbery in a Caribbean and Jack Sparrow doesn’t wish that to happen,” says Matt Beiler, an partner writer with Walt Disney Imagineering.

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Guests who attend in Pirate’s Adventure are deliberate recruits to Sparrow’s crew. Step one: Obtain a mission, map and “magic talisman” from a Enlistment Center, a tiny building only outward a Adventureland arch on a Frontierland side.

Sparrow “believes if we collect a treasures of a Seven Seas, we’ll have a energy of a sea itself,” that will expostulate behind a Adventureland interlopers, Beiler says. Sparrow already has dual of a treasures, withdrawal 5 missions accessible for guests/recruits.

Each goal has 4 spots to learn and “each one has a possess tip sorcery dark via Adventureland,” Beiler says.

The whitchcraft — a thin, five-sided paper token — activates special effects when directions are followed correctly.

Beiler walked me by several stops of Pirate’s Adventure this week. Along a way, we dodged blow darts, cannon glow and a accumulation of skulls. We watched ships in bottles do battle. We collected venom from a cobra and indispensable a exhale of a panther to finish missions.

Each idea leads to another clue. Go to a wrong hire and a voice warns “you’ve gotten off course.”

The goal maps are in a bandit character (burned edges, illusory cursive essay on mistake parchment), and their instructions are clear-cut. That’s a and for a lagging bandit such as myself, who has problem anticipating a reserved plcae or where to place a whitchcraft to get things moving. Some clues were well-camouflaged into existent pattern and pattern of a land. I’ve schooled that we can’t be on TV’s “The Amazing Race” unless we get to move an Imagineer along.

Nevertheless, it’s an activity designed to be good for all ages, Beiler says.

“Anyone of any age that wants to be a bandit and have an adventure, this is good for them,” he says.

You can finish off one map and call it a day or go behind for another one regulating a same talisman. Folks who finish all 5 missions — even widespread over mixed days — get an additional special outcome and turn central members of Jack’s crew.

A Pirate’s Adventure joins a ranks of Epcot’s Phineas Ferb: Agent P’s World Showcase Adventure, that has an activator a distance of a cellphone and a view theme, and a Sorcerers of a Magic Kingdom game, that has some-more difficult tales and collectible cards that activate on-screen animations in a thesis park.

Wilderness Explorers, another guest-interaction activity, opened this week during Disney’s Animal Kingdom. It concentrates on bargain animals and Earth in sequence to acquire badges.

But in Adventureland, it’s all about a pirates, including a classical Pirates of a Caribbean float and a mini-makeover supposing during a Pirates League.

“Your whole day could be pirates if we wanted it to be,” Beiler says.

dbevil@tribune.com or 407-420-5477

A Pirate’s Adventure: Treasures of a Seven Seas

Where: Magic Kingdom, off Interstate 4, southwest of Orlando

When: Open daily

Cost: Included in unchanging park admission; a one-day sheet to Magic Kingdom is $95 ($89 for ages 3-9).

Phone: 407-824-4321

Online: DisneyWorld.com