Fresh magic recently arrived at Universal Orlando in the form of second-generation interactive wands! The Unofficial Guides team was there on release day to bring you a full report on this high-tech new way to explore the Wizarding World of Harry Potter.

Start by watching our unboxing and spell-casting demonstration video; then read on to learn all about Universal Orlando’s new second-generation interactive wands:
Ahead of Epic Universe’s anticipated opening, Universal Orlando has introduced a new version of its popular interactive wands for use inside the Harry Potter-themed lands. New second-generation interactive wands ($90) are currently available in four styles, all featuring multicolored light effects and haptic vibrations when spells are cast.
After procuring your wand, open the Universal Play feature under the Wizarding World menu on Universal’s app. Scan the barcode on the box in order to customize your Hogwarts house and Patronus, then track your progress in “adventures” and house cup competitions by activating spells across the three theme parks.
First-generation interactive wands ($69) are still used in Ollivanders wand-choosing ceremonies; they are available in 13 Ollivanders Original styles (including one exclusive to Universal Orlando), and each comes with an explanation of the wand’s lore. First-generation interactive wands modeled after those wielded by a variety of characters (including Harry, Hermione, Dumbledore, Sirius Black, and Luna Lovegood) are also available at both Ollivanders outposts and in the smaller selection at Wands by Gregorovitch in Diagon Alley.

Medallions embedded in the ground designate over 40 spell-casting locations split between the three Wizarding Worlds, where hidden cameras in storefront windows can detect the waving of these special wands and respond to the correct motions with special effects both projected and practical. You might use the swish and flick of Wingardium Leviosa to levitate an object or the figure-four Locomotor spell to animate another. These locations are marked on printed maps provided with every wand purchase and detailed within the app.
Second-generation wands can cast additional spells by following the directions that magically appear on e-ink spellbooks displayed in many windows, which in turn trigger more elaborate follow-up effects. (These instructions are almost impossible to read in direct sunlight, making the best times to use your wand early in the morning or after dusk.) First-generation interactive wands continue to function at all preexisting spell locations, but they won’t activate the secondary spells that second-generation wands can trigger.

There’s at least one new spell-casting location in each Wizarding World that’s reserved for wielders of second-generation wands following designated in-app adventures. In Diagon Alley’s Knockturn Alley, an impressive multilayered Pepper’s Ghost projection allows you to defeat a Dementor; outside Hogwarts Castle, you can duel with an animatronic Death Eater dummy. Although not as aerobic as the bonus Bowser Jr. Challenge in Super Nintendo World, these climactic spells are certainly a cut above the others and worth completing their associated steps to experience.
It can take some practice to get the hang of spell casting. If you are having difficulty using the new wands, turn on “spell-casting assistance” in the Options menu under Wand Settings. Wizards wander around the area to assist novices and demonstrate spells (though they can’t loan their wands), but queues to trigger certain effects can grow to a dozen deep at peak times.

Tip: If you encounter a spell-casting location with a sign saying CURRENTLY HAS AN ANTI-JINX IN PLACE, just move along to the next one; that’s Potter-speak for “it’s broken.”
Note that the price of the interactive wands includes unlimited activations of the hidden effects; you don’t have to pay to recharge your wand on subsequent visits, and the AAAA batteries included within second-generation wands (which should last for 2,000 spells) can be replaced for free. Damaged wands are also cheerfully “repaired“ for free (even without the original box or receipt) at any wand shop, and globe-trotting wizards will be happy to know that their wands will also function at The Wizarding Worlds in Hollywood and Japan.

The widest selection of wands is found in the two Ollivanders shops and in Cosme Acajor Baguettes Magique. Outside The Wizarding Worlds, stores at the entrance of each park, as well as the Universal Studios Stores in CityWalk and resort hotels, carry a limited variety of interactive wands. Wands can also be ordered from Universal Orlando’s merchandise website. Note: Non-interactive wands have been phased out at Universal Orlando; all wands currently for sale at the resort are interactive.
After three hours of casting spells with a new wand in both Diagon Alley and Hogsmeade, we’ve only just scratched the surface of unlockables and achievements, which means it has already provided more entertainment value than Disney’s MagicBand+ ever did. Casual Potter fans who already own a first-generation wand shouldn’t feel any FOMO about not upgrading. But first-time buyers should fork out the extra $21 for the second-generation features, especially if you’re spending multiple days in the parks.

For all there is to see and do at Universal Orlando, check out The Unofficial Guide to Universal Orlando.
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