This is roughly how our first impression was drawn when we entered the room: 50% of the team skeptical ('these guys creak the floor') + 50% super enthusiastic ('haaa, this is so cool!'). How did the statistics balance out? At 100% good mood and fine state (yes, yes, quite the opposite of what you should feel on a ship full of skeletons!). This escape room is surprising, well thought out, well built and with a vibe that makes you feel like you could take on a real pirate.
Although the room is not 100% automated nor completely linear, this didn't bother us at all – in fact it added a plus of realism and dynamism to the story. The puzzles have a medium to difficult difficulty level, are logical and well integrated into the narrative thread. We liked them and they challenged us quite well at certain moments. P.S: we appreciated that although they introduced mechanical puzzles too, they didn't fixate on them and made them approachable regardless of... stature.
From beginning to end the 'Pirates of the Caribbean: The Flying Dutchman' escape room respects the story very well, the atmosphere being drawn in indigo from an old ship, lost between worlds. The decor elements are well used, and as you can imagine, details such as chains, chests, ropes or creaks that indicate the presence of a cursed crew stalking from the shadows are not missing at all. The only thing that might make you remember that you're not James Hook after all are the many signs with 'don't touch, don't rush', which we generally understand, but here they seemed a bit too many (note for people who go to escape rooms to stop destroying the decor - tsk tsk).
ⓘ Currently we use a custom image for presenting the room in the review. If you are from
Breakout and would like to replace it with the official artwork,
give us a sign and we can sort it out.