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Saturday, June 18, 2011

Orlando K

Part V: Exploring the Rest of Orlando
Cameras and film. Buy film and disposable cameras at De Foto’s
Expedition Photography, inside the main entrance to the right.
Digital supplies are rather limited.
Universal has its own version of Disney’s FASTPASS, called Universal
EXPRESS. The system operates much the same as Disney’s does.
You feed your admission ticket into the machine at the EXPRESS
Distribution Center for a given ride (they’re usually located close to
the entrance of rides that accept EXPRESS passes), and you get a
second pass (along with your park ticket) stamped with a designated
time window in which you can return to ride. At any time within
the window, you can head straight for the shorter EXPRESS line
(usually no more than 15 minutes) and off you go. You can only get
one EXPRESS pass at a time, but like at Disney, you can get a second
pass just two hours after the first one is issued — the time you can
obtain the next EXPRESS pass is printed right on the first pass.
If you’re not willing to chance that there will be an EXPRESS pass
left (and they do run out, sometimes as early as noon during peak
periods) you can purchase the Universal EXPRESS Plus Pass option.
It allows access to the Express line at each and every attraction
that accepts the Universal EXPRESS Pass without having to contin-
ually obtain separate passes or wait for any time limits to expire
before heading to a Universal EXPRESS line at the next attraction.
The price varies with the season, and I have seen prices as high as
$39 during peak periods. In addition, it is only good for one day at
one park, regardless of what type of park tickets you hold, and it
can only be used once at each of the attractions.
Universal offers a separate line-beating option to visitors staying at
any of the three Universal resorts. All guests of the Portofino Bay,
Hard Rock, and Royal Pacific hotels have to do is show their room
keys to get at or near the front of the line for most of the rides and
even most of the restaurants.
You can find first aid centers just inside and to the right of the main
entrance in the Port of Entry as well as in The Lost Continent, across
from Oasis Coolers.
Rent lockers for $8 and $10 a day plus a $2 refundable deposit
across from Guest Services, near the main entrance. Lockers are a
smart place to keep valuables you might lose on the wilder rides,
and Islands of Adventure even provides lockers near the entrances
to The Hulk, Dueling Dragons, and the Jurassic Park River Adventure;
the first 45 minutes are free and every hour thereafter is $2 (with a
$14 max).
Lost children. If you lose a child, grab the nearest staff member,
and he or she will direct you to the “found children” area, usually
the Guest Services or Security area. Make children younger than 7
wear name-tags inside their clothing for easy identification.

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Chapter 19: Islands of Adventure
Parking. If you park in the multilevel garages, be sure to write down
the level, character, row, and space number so you can find your car
later. Parking costs $9 for cars and trucks. Valet parking is available
for $16. If you arrive after 6 p.m., parking is free. Universal’s garages
are connected to its parks by walkways and a series of moving side-
walks; reaching the gates can take a while.
Car assistance. If you need assistance with your car, raise the hood
and tell any parking attendant your location, or use the call boxes
located throughout the garage to call for security. The park provides
battery jumps for free.
Pet care. You can leave your small animals at the shelter in the park-
ing garages for $10 a day (no overnight stays), but you’ll have to
feed and walk them throughout the day. Ask the parking attendant
to direct you to the kennel.
Strollers. Look to the left as you enter the park through the turnstiles.
Stroller rental costs $10 for a single, $16 for a double, tax included.
Wheelchairs. You can rent wheelchairs for $12 per day in the parking
garage concourse. Electric wheelchairs are $40 per day. Both require
a $50 deposit and a signed rental agreement. Prices include taxes.
Practical Advice for Island Adventurers
If you want to get the most out of your adventure, you would do well
to keep the following tips in mind when you’re exploring the Islands
of Adventure:
Short visitors. Of the 14 major rides at Islands of Adventure, 13 of
them have minimum-height restrictions between 40 and 54 inches.
You can find a child-swap service at all major attractions, enabling
you or your partner to ride while the other watches over your tikes,
but sitting in a waiting room isn’t much fun for them. Take your
child’s height into consideration before visiting the park, or consider
splitting up for part of the day. Islands has actually a few great play
areas that will keep younger kids entertained while older kids and
parents ride some of the wilder rides.
In July 2000, Universal added two notable attractions to its lineup
as an answer to criticism that Islands of Adventure had too little for
young guests. The Flying Unicorn is a small roller coaster that trav-
els through a mythical forest. (It’s comparable to The Barnstormer
at Goofy’s Wiseacre Farm in Disney’s Magic Kingdom, Chapter 12,
and Woody Woodpecker’s Nuthouse Coaster at Universal Studios
Florida, Chapter 18, though it still has plenty of zip.) Storm Force is
a spinning attraction in which guests help the X-Men’s Storm harness
the weather to fight her archenemy, Magneto. It’s a bit wilder and
definitely edgier in its theme than the Tea Cups at Magic Kingdom
(Chapter 12), but the idea’s the same.

278 Part V: Exploring the Rest of Orlando
Jittery or health-restricted visitors. See the preceding note about
short visitors and add the warning that height isn’t the only limit-
ing factor. If you’re pregnant, prone to dizziness or motion sickness,
or have heart, back, or other health problems, this may not be the
best choice of parks for you. Consider heading to a tamer park, like
Disney’s Magic Kingdom (see Chapter 12), Disney’s Animal Kingdom
(see Chapter 15), Disney’s Epcot (see Chapter 13), and Disney–MGM
Studios (see Chapter 14), SeaWorld (see Chapter 20), or even
Universal Studios Florida (see Chapter 18).
Cruising the Islands. If you hauled your stroller on your vacation,
bring it to the park. The walk from your car is a long one, through
the parking garage and the entertainment district’s CityWalk,
before you get to the attractions. Carrying a young child and all
their accompanying paraphernalia, even on moving sidewalks,
can make the long trek seem even longer.
Beat the heat. Several rides have lengthy pathways outside that
offer no cover to protect you from the sizzling Florida sun. Bring
some bottled water with you for the long waits (a bottle that costs
$2.50 here is less than $1 in the outside world) or take a sip from
fountains placed in the waiting areas. Alcohol is more readily avail-
able at this park than at Disney, so remember that liquor, roller
coasters, and sweltering heat can make for a very messy mix.
Exploring the Top Attractions
at Islands of Adventure
Islands of Adventure features more than 20 rides and attractions, as well
as numerous uniquely-themed restaurants and shops, all surrounding
its central sea. (It’s similar in layout of the World Showcase at Epcot,
Chapter 13.)
See the “Islands of Adventure” map on page 275 to locate all the attrac-
tions in the sections that follow.
Port of Entry
Beyond the gigantic, crumbling-stone archway you’ll find the Port’s numer-
ous souvenir shops, bazaars, and eateries lining the exotic streetscape.
Save this area for last, spending only a few minutes now to take in your
surroundings, as the architecture and attention to detail is striking. I sug-
gest you begin your adventure just beyond the second stone archway
by heading to either Seuss Landing (to the right) or Marvel Super Hero
Island (to the left). Your direction will likely be determined by the age of
your children, or whether you’re willing to start out by riding one of the
most intense and thrilling rides in the entire park.

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Chapter 19: Islands of Adventure
Seuss Landing
Within these 10 fanciful acres you step onto the pages of Dr. Seuss’ clas-
sic tales, complete with Seussian signature color swirls and whimsical
architecture and a cast of classic characters. The main attractions in
Seuss Landing are aimed at the younger set, although anyone who loved
the good Doctor as a child will enjoy some nostalgic fun.
Caro-Seuss-El. This not-so-ordinary carousel replaces the tradi-
tional wooden horses with seven whimsical Seussian characters
(a total of 54 mounts), including Cowfish, the elephant birds from
Horton Hatches an Egg, and Mulligatawnies. They move up and
down and in and out. Pull the reins to make their eyes blink or
heads bob.
This ride has a rocking-chariot platform and a wheelchair-loading
system that makes it a fun attraction for guests with disabilities.
The Cat in the Hat. All aboard the couch! In this case, the couches
are six-passenger futons that steer you through 18 silly scenes,
retelling the tale of a day gone terribly south. Seuss fans will rec-
ognize the giant candy-striped hat looming over the entrance as
well as the chaotic journey itself. The ride’s highlight is a revolving
24-foot tunnel that alters your perceptions and leaves you feeling a
bit woozy.
“It’s just not very fast and the Cat in the Hat is a little-kids’ story,”
was 12-year-old Ryan’s verdict. The Cat in the Hat is one of the
signature “young” experiences of Islands of Adventure, and
because of this, you — as well as your older children — may
find it a bit tame. Small children may be slightly frightened by
pop-up characters, although most kids ages 4 to 7 will find it a
winner.
If I Ran the Zoo. At this small interactive play area, kids can dodge
flying water snakes and tickle the toes of a Seussian creature. The
area is filled with 19 play stations that include slides, wheels to spin,
caves to explore, and other things geared to burning off some of the
excited energy of tinier tots. Just plan on them getting wet, as that’s
half the fun.
One Fish, Two Fish, Red Fish, Blue Fish. You move “up, up, up”
and “down, down, down” on this attraction, where you ride in a
funky flying fish whose controls enable you to ascend or descend
15 feet as you spin around on an arm attached to a hub (much
like Magic Kingdom’s Magic Carpets of Aladdin, see Chapter 12).
Watch out for squirt posts, which spray unsuspecting riders who
don’t follow along with the ride’s little rhyme (and sometimes even
the ones who do follow it).

280 Part V: Exploring the Rest of Orlando
Marvel Super Hero Island
Thrill-ride junkies love the twisting, turning, stomach-churning rides on
this island. The streets are filled with giant-sized murals of Marvel Super
Heroes, making you feel as if you’ve stepped onto the pages of a gigantic
comic book. The larger-than-life scenery was created using a special
effect that mimics Marvel’s style. The hard rockin’ music here is loud;
definitely a reflection of the island’s overall personality.
The Amazing Adventures of Spider-Man. This primo ride combines
moving vehicles, 3-D action, and an array of special effects themed
around the original web master. The script: While you’re on a ho-hum
tour of the Daily Bugle newspaper — yikes! — the boys in black hats
(Doc Oc, Hobgoblin, and the rest of the Sinister Syndicate) filch the
Statue of Liberty. You have to help Spidey get it back. Unlike the
many roller coasters and stationary motion simulators in Orlando,
this ride offers a unique experience. Passengers squeal as real and
computer-generated objects alternately fly toward their 12-person
cars, which plunge and spin through a comic-book universe. A sim-
ulated 400-foot drop feels an awful lot like the real thing.
Expectant mothers or those with heart, neck, or back problems
shouldn’t ride The Amazing Adventures of Spider-Man. For those
who can, know that lines here can get ridiculously long, so use
Universal EXPRESS, or, if you don’t mind splitting up your party,
use the single-rider line when it’s available.
“This was the coolest ride ever!” exclaimed Austin, age 10. Ryan
(age 12) echoed that sentiment, adding, “You gotta do this one
a couple times at least!” Dark scenes, the motion of the car, the
in-your-face 3-D effects and the simulated motion make this ride
unsuitable for extremely young kids and even some preteens.
Most of the rest of you will probably want to give it another spin —
a number of Universal employees rate it the best in the park (and
my ride-addicted editor thinks it’s the best in town). Keep in mind
that you can close your eyes if a scene is too intense, as the motion
of the car, without the combined effects, isn’t overwhelming by itself.
There’s a 40-inch height minimum.
Doctor Doom’s Fearfall. Look! Up in the sky! It’s a bird, it’s a
plane . . . uh, it’s you falling 200 feet if you’re courageous enough to
climb aboard. This towering metal skeleton provides screams that
you can hear far into the day and night. The plot: You’re touring a
lab when — are you sensing a theme here? — something goes hor-
ribly wrong as supervillain Doctor Doom tries to drain you of fear
in order to power his latest evil scheme. You’re fired to the top of
the ride (pulling 4Gs in the process), with feet dangling, and then
dropped in intervals, leaving your stomach at several levels.
If you’re an expectant mother or you experience heart, neck, or back
problems, you shouldn’t ride Doctor Doom’s Fearfall. Make sure all
items are secured well — or better yet, give them to someone not

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riding for safe keeping. Plenty of riders have ended up watching their
sunglasses fly off into the wild blue yonder upon lift off. Minimum
height is 52 inches. Though it’s actually less nightmarish than the
Twilight Zone Tower of Terror (see Chapter 14), I recommend kids
be a minimum 10 years of age before even attempting this one.
Incredible Hulk Coaster. Bruce Banner is working in his lab
when — yes, again — something goes wrong. This coaster rockets
from a dark tunnel into the sunlight, while accelerating from 0 to
40 mph in two seconds. Universal’s scriptwriters insist that it has
the same thrust as an F-16. Although it’s only two-thirds the speed
of Disney–MGM’s Rock ’n’ Rollercoaster, this ride is in broad day-
light, and you can see the asphalt! After you’re launched, you spin
upside down 128 feet from the ground, feel weightless, and careen
through the center of the park over the heads of other visitors.
If you’re a coaster lover, you’ll be pleased to know that this ride,
which lasts 2 minutes and 15 seconds, includes seven rollovers and
two deep drops. As a nice touch, the 32-passenger metal coaster
glows green at night. The ride is surprisingly smooth, making it
much more comfortable than coasters that are far less intense.
Expectant mothers or those with heart, neck, or back problems
shouldn’t ride. I’ve seen people ignore the warnings, only to turn
the same shade as the coaster. This is also another one where you
should heed warnings to store all loose items in a locker before you
get on . . . or finding your car at the end of the day may become a
moot point when your car keys go flying.
Mixed reviews for this “monster” of a coaster from my young
reviewers. “No way. Uh-uh, you go upside down — you won’t even
get me on it,” were 12-year-old Ryan’s final words on the subject.
But Nicolas (age 8) and Austin (age 10) both said it was “the
most amazing roller coaster ever — you think you’re going to hit
the pavement, but then you don’t — it’s fast and really smooth.”
From another coaster crazy — this one an adult — who rides
them all (and I mean all), he felt it was one of the best he had ever
ridden, mostly because it was so smooth. This is another ride that
I think is best for riders 10 to 12 years and older. Riders must be at
least 54 inches tall to climb aboard.
Storm Force Accelatron. This ride is a 22nd-century version of
Magic Kingdom’s Mad Tea Party and its spinning teacups. While
aboard, you and the X-Men’s superheroine, Storm, try to defeat the
evil Magneto. To do that, you need to spin faster and faster to give
the mistress of weather a little boost in the energy department. In
addition to some upset stomachs, your motion creates a thunder-
storm of sound and light, which gives Storm all the power she
needs to blast Magneto. Some young kids (5 and under) may find
the characters, lights, and sounds a bit too intense.
This ride is closed during some off-peak periods.

282 Part V: Exploring the Rest of Orlando
Toon Lagoon
More than 150 life-size sculpted cartoon images — characters range
from Betty Boop and Flash Gordon to Bullwinkle and Cathy — let you
know you’ve entered an island dedicated to your favorites from the
Sunday funnies.
Dudley Do-Right’s Ripsaw Falls. The heroic Dudley stars on this
adrenaline-pumping, splashy flume ride that drops 75 feet at 50 mph.
Your mission is to save the fair Nell from Snidely Whiplash. The boats
take you around a 400,000-gallon lagoon and plunge you 15 feet below
the water’s surface, but this is mainly hype — the waters is contained
on either side of you. That said, you will get very wet anyway. Though
it beats out Splash Mountain (see Chapter 12) in the adrenaline
department, the latter offers better effects and a nicer atmosphere.
Expectant mothers or people with heart, neck, or back problems
shouldn’t ride this attraction. It has a 44-inch height minimum. Tall
folks should note that the boats on this ride offer legroom on par
with that in an airline’s coach section.
Me Ship, The Olive. This three-story boat offers dozens of interac-
tive activities. Kids can toot whistles, clang bells, or play the organ.
Sweet Pea’s Playpen is a favorite of younger guests. Kids 6 and older
love Cargo Crane, where they can use water cannons to drench riders
on Popeye & Bluto’s Bilge-Rat Barges (see the following bullet).
Popeye & Bluto’s Bilge-Rat Barges. Here’s another water special —
a churning, turning, twisting, listing raft ride with the same kind
of vehicle as Kali River Rapids at Disney’s Animal Kingdom (see
Chapter 15), but this one’s a bit faster and bouncier (though not
nearly as scenic). You’ll get wet from mechanical devices and from
the water cannons fired by guests at Me Ship, The Olive (see the
preceding bullet). The 12-passenger rafts bump and dip their way
along a course lined with villains, including Bluto and Sea Hag.
“That water is freezing, but it really feels good when it’s hot, and I
loved bouncing up and down on the waves.” Nic’s right; the water
is c-c-cold, which is a blessing on hot summer days but less so in
January, and trust me — you can get completely soaked. Riders
must be at least 42 inches tall to ride.
Along Kings Row and Comic Strip Lane you’ll find Beetle Bailey,
Dudley, and plenty of other classic comic characters out and about.
Jurassic Park
All the basics from Steven Spielberg’s wildly successful films (you’ll hear
the score from the movies pretty much everywhere you go), and some
of the high-tech wizardry, are incorporated into this lushly landscaped
locale, which includes a replica of the visitor’s center from the movie
and one of the best themed attractions in the park.
Camp Jurassic. This amazingly entertaining prehistoric play area,
designed along the same lines as The Boneyard in Disney’s Animal

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Kingdom (see Chapter 15), has everything from lava pits with
dinosaur bones to amber mines to a tropical rain forest where the
bushes occasionally rustle and you can hear dinosaurs off in the
distance. Watch out for the spitters that often lurk in the dark caves.
The multilevel area offers plenty of places for kids to climb, crawl,
explore, and wear down their batteries eventually.
While there’s only one way in and out of this attraction, keep a
close eye on young children because it’s easy to get lost inside
the caverns.
Jurassic Park Discovery Center. Inside this air-conditioned spot,
you can relax for the moment while you and your kids discover
something new. The center has life-size dinosaur replicas, including
a massive skeleton, a handful of interactive games, including a
sequencer that lets you combine your DNA with a dinosaur’s, and the
Beasaur exhibit, where you can see and hear as the dinosaurs did.
You can also play the game show You Bet Jurassic (bet you wouldn’t
see an attraction name like this at Disney), watch a tiny Velociraptor
“hatch” in the lab, and turn your voice into a dinosaur screech.
Austin (10), Nicolas (8), and Hailey (6) all give this one high marks,
but because there are a limited number of interactive stations, this
attraction can consume a lot of time on busy days.
Jurassic Park River Adventure. Your adventure cruise begins
slowly but soon throws you into a world of jungle plants and stormy
skies, where you literally come face-to-face with five-story “breathing”
inhabitants of Jurassic Park. At one point, a Tyrannosaurus rex
decides you look like a tasty morsel; at another, spitters launch
venom your way. To escape, you take a breathtaking 85-foot plunge
in a flume that’s steep and quick enough to lift your fanny from the
seat. (When Spielberg rode it, he made them stop the ride and let him
out before the plunge.) Oh, yeah — you’ll get soaked. If you can only
stomach the thought of getting on one flume ride at Islands, make it
this one — both the atmosphere and comfort level far exceed that
of Dudley Do-Right’s Ripsaw Falls.
“That was amazing — the dinosaurs looked real and the waterfall
at the end was fun!” Austin could have gone back for more, though
people with height issues may not be as happy. Ryan on the other
hand said “the drop at the end was definitely too long and way, way
too steep.” Riders must be at least 42 inches tall.
Pteranodon Flyers. The line for this one is simply ridiculous! For
an 80 second ride, neat as it may be, you’ll often wait up to an hour,
sometimes more. This high-flying ride swings from side-to-side and,
unlike traditional gondolas in sky rides, on Pteranodon Flyers, your
feet dangle free from a two-seat skeletal flyer with little more than a
restraining belt between you and the ground. Now that I’ve scared
you, this is a kiddie ride — single passengers must be between 36
and 56 inches; adults can ride only when accompanying someone
that size. For what it’s worth, I wouldn’t put my young squirmers
on it even if the wait weren’t so long.

284 Part V: Exploring the Rest of Orlando
The Lost Continent
Universal has created a foreboding mood in this section of the park,
whose entrance is marked by menacing stone griffins and fire-lit torches.
This uniquely themed area combines various mythical and mystical
elements, including ancient Greek gods, crumbling ruins, and medieval
magicians and a magical forest.
Dueling Dragons. This ride has a scream factor of 11 on a
10-point scale. True coaster crazies love this intertwined set of
leg-dangling racers that climb to 125 feet, invert five times, and,
on three occasions, come within only 12 inches of each other as
the two dragons battle it out; you prove your bravery by tagging
along. The Fire Dragon can reach speeds of up to 60 mph, while the
Ice Dragon makes it to only 55 mph. It, of course, comes with the
usual health warnings.
For the best ride, try to get one of the two outside seats in each
row. Also, pay attention because the lines for both coasters split
near the loading dock so that daredevils can claim the very first
row, which many hard-core thrill junkies claim offers the city’s
ultimate adrenaline rush. And, yes, that line is even longer!
“That was so scary — but so, so cool.” Austin barely took time to
give his review as he headed back for another battle. After riding
it several times, he added, “The best seat is the front seat on Ice.”
You shouldn’t ride this ride if you’re an expectant mother or if you
have heart, neck, or back problems. (Why aren’t you surprised?)
Riders must be at least 54 inches tall.
The Eighth Voyage of Sindbad. The mythical sailor Sindbad is the
star of a stunt demonstration that includes six water explosions
and 50 pyrotechnic effects, which includes a 10-foot circle of flames.
It doesn’t, however, come close to the quality of the Indiana Jones
stunt show at Disney–MGM Studios (see Chapter 14), and some of
the characters are far scarier for young kids.
The Flying Unicorn. This small roller coaster is similar to Woody
Woodpecker’s Nuthouse Coaster at Universal Studios Florida (see
Chapter 18) and The Barnstormer at Goofy’s Wiseacre Farm in Magic
Kingdom (see Chapter 12). That means a fast, corkscrew run sure
to earn squeals, but probably not at the risk of someone losing their
lunch. The ride travels through a mythical forest next to Dueling
Dragons. Younger kids love it, but riders must be at least 36 inches
tall. I’d have them watch for a few minutes before they commit to
getting on.
The Mystic Fountain. This interactive smart fountain delights
younger guests. It can see, hear, and spit water, leading to plenty of
kibitzing with those who stand before the stone fountain, suitably
named Rocky. (A staff member viewing the action through cameras

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is at the helm, which makes for a personable experience.) It’s a real
treat for 3- to 8-year-olds.
Poseidon’s Fury. Clearly, Poseidon’s Fury is the park’s best show, but
that may be a backhanded compliment because it’s one of the park’s
only shows. It exposes you to fire and water in the same manner that
Earthquake does at Universal Studios Florida. You pass through a
42-foot vortex — where 17,500 gallons of water swirl around you,
barrel-style — and then get a front-row seat at a battle royale, where
Zeus and Poseidon hurl 25-foot fireballs at each other. However, some
of the special effects are not up to the usual Universal standards. If
the line is short, I recommend that you check it out, but if the lines
are long, as is often the case, it’s not worth waiting for.
Children younger than 7 may find the flaming fireballs, explosive
sounds, and rushing water a little too intense. Also, if you wear
eye glasses, take them off before you walk through the water
vortex or they will fog up completely and you won’t see much of
anything.
Dining at Islands of Adventure
After riding rides and visiting attractions, you’re probably hungry. You
can get a quick bite to eat at a number of stands in the park, as well as a
handful of full-service restaurants — any and all of which are well above
the standards at most other theme-park eateries. The park’s creators
have taken some extra care to tie in restaurant offerings with the theme
of the island they’re in. For example, the Green Eggs and Ham Cafe in
Seuss Landing may be one of the few places on Earth where you’re will-
ing to eat tinted huevos. (They’re sold in the form of an egg-and-ham
sandwich for $6.)
Best sit-down restaurant. At Mythos Restaurant in The Lost
Continent, diners are transported to a mythical underwater world.
This upscale restaurant offers selections ranging from wood-fired
oven pizzas, burgers, and simple bowls of greens, to elaborate
entrees of fish, seafood, and steaks. You can dine here without a
park ticket, however there’s a time limit and you need to leave a
credit-card number at the gate. If you’re running late, the restaurant
can call the gate to let them know so you won’t be charged. This
restaurant is best suited for adults, although older kids may be
okay. Entrees range from $10 to $24. Open daily from 11:30 a.m. to
park closing.
Best atmosphere for adults. Also in The Lost Continent, The
Enchanted Oak Tavern (and Alchemy Bar) looks like a mam-
moth tree from the outside; the interior is brightened by a blue
skylight with a celestial theme. The tables and chairs are thick

286 Part V: Exploring the Rest of Orlando
planks, and the servers are clad like wenches. Try the chicken/
rib combo with waffle fries for $13. You can also choose from
45 brands of beer.
Best atmosphere for kids. The fun never stops under the big top at
Circus McGurkus Cafe Stoo-pendous in Seuss Landing, where ani-
mated trapeze artists swing from the ceiling. Kids’ meals, including
a souvenir cup, are $6 to $7. The adult menu features fried chicken,
lasagna, spaghetti, and pizza. Try the fried chicken platter for $8 or
the lasagna for $7.
Best vegetarian fare. Fire-Eater’s Grill, located in The Lost
Continent, is a fast-food stand that offers a tasty veggie falafel
for $6. You can also get a tossed salad for about $4.
Best diversity. Comic Strip Cafe, located in Toon Lagoon, is a four-
in-one, counter service–style eatery offering burgers, Chinese food,
Mexican food, and pizza and pasta ($6–$9).
You can also find several restaurants (see Chapter 10) and clubs
(see Chapter 25) just a short walk from Islands of Adventure at the
new entertainment complex, CityWalk. If you get your hand stamped,
you can leave the park and return after eating.
Shopping at Islands of Adventure
The park’s 20-something shops have plenty of theme merchandise.
You may want to check out Cats, Hats & Things and Dr. Seuss’ All the
Books You Can Read for special Seussian material. Jurassic Outfitters
offers an array of stuffed and plastic dinos, plus safari-style clothing.
If you’re a superhero fan, check out The Marvel Alterverse Store.
Remember that you may find theme- or character-specific merchandise
in only one store. Here’s a sample of some of the more unusual wares
available:
Betty Boop Store. You name it, this store in Toon Lagoon has her
famous mug on it.
Spider-Man Shop. This shop specializes in its namesake’s para-
phernalia, including red Spidey caps covered with black webs
and denim jackets with logos.
Toon Extra. Where else can you buy a miniature stuffed Mr. Peanut
beanbag chair, an Olive Oyl and Popeye frame, or a stuffed Beetle
Bailey?
Historic Families. Here’s your chance to get your own coat of arms
made in a shop that looks just like King Arthur’s armory. It’s a must
for the knight wannabe.

1 comment:

  1. Thanks for posting the useful information to my vision. This is excellent information,.
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