
As you were sailing one of the seven seas, your ship was sunken from underneath you by the cursed ghost ship, The Flying Dutchman. As you climbed aboard the ship, your fate had already been sealed: no one leaves the ship alive…
However, once in a decade for one hour, the cursed crew can set their feet on dry land. Now you are locked up, alone in the otherwise empty ship, and this is your chance to escape. Find the captain’s heart beating somewhere in the ship, because it is the key to your escape. Only by putting in its place, will you be able to break the curse forever…
This room is the easiest of our games. It’s suitable for all ages, but we recommend having at least one adult with groups of smaller kids. Please note that at least one person needs to crawl in the game.
Read reviews of quests from other teams to choose an adventure, which you and your friends will definitely like!
Labyrinth Games Room Escape Turku
Flying dutchman, Trapped - Yliopistonkatu 33 (Sisäänkäynti sisäpihalta / Entrance through inner yard) 20100 Turku
The Great Mind, The Holy Grail, Shambala - Läntinen Rantakatu 35, 20100 Turku
+358-40-250-7938
Flying dutchman, Trapped - Yliopistonkatu 33 (Sisäänkäynti sisäpihalta / Entrance through inner yard) 20100 Turku
The Great Mind, The Holy Grail, Shambala - Läntinen Rantakatu 35, 20100 Turku
+358-40-250-7938
Flying dutchman, Trapped - Yliopistonkatu 33 (Sisäänkäynti sisäpihalta / Entrance through inner yard) 20100 Turku
The Great Mind, The Holy Grail, Shambala - Läntinen Rantakatu 35, 20100 Turku
+358-40-250-7938
Flying dutchman, Trapped - Yliopistonkatu 33 (Sisäänkäynti sisäpihalta / Entrance through inner yard) 20100 Turku
The Great Mind, The Holy Grail, Shambala - Läntinen Rantakatu 35, 20100 Turku
+358-40-250-7938
Flying dutchman, Trapped - Yliopistonkatu 33 (Sisäänkäynti sisäpihalta / Entrance through inner yard) 20100 Turku
The Great Mind, The Holy Grail, Shambala - Läntinen Rantakatu 35, 20100 Turku
+358-40-250-7938
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