Epcot has only 5 FASTPASS attractions, but with insanely popular super-headliners like Soarin' and Test Track, FASTPASS can be extremely valuable.
Content below is meant to accompany our general advice on FASTPASS at Walt Disney World.
Specific notes about touring FASTPASS attractions in Epcot follow:
- Obtain FASTPASS tickets for Soarin' and Test Track as early in the day as possible.
- Obtaining and using a FASTPASS for Soarin' requires a lot of legwork. Not only do you need to walk up to the Land Pavilion at the western extreme of the park, but you also need to enter the Pavilion, walk around its circular perimeter to the opposite side from the door, descend to the lower level, and head to the Soarin' entrance; FASTPASS kiosks are on the right. Odds are that you will then reverse these steps to leave the Land Pavilion. And later that day you will need to repeat these steps to get to the attraction during your FASTPASS return window.
- Those using FASTPASS for Soarin' cannot play the interactive games in the stand-by queue.
- Mission: SPACE has two versions (orange and green) with separate wait times. However, there is only a single set of FASTPASS kiosks, and these machines all issue the same FASTPASS tickets. A FASTPASS for Mission: SPACE can be used for either the green or the orange flavor of space travel.
- There are three large digital signs in Future World that display current wait times and FASTPASS return windows. Use these or our Lines mobile app to know these facts before you walk to an attraction.
- World Showcase opens later than the rest of Epcot, and it takes crowds awhile to migrate from Future World to that part of the park. For this reason, riding Maelstrom without FASTPASS is easy during the first hour World Showcase is open (typically 11 a.m. to noon).
- Test Track has a single rider line. If you do not mind having each member of your party ride in a separate ride vehicle, this can save you time without using FASTPASS.