A Pirate's Adventure ~ Treasures of the Seven Seas
A Pirate's Adventure ~ Treasures of the Seven Seas: attraction at Magic Kingdom Park, Walt Disney World — live wait times, operating status, and planning data on MouseHub.
Wait time history
Historical wait patterns for A Pirate's Adventure ~ Treasures of the Seven Seas accrete daily as MouseHub records waits every 15 minutes. Charts appear here once enough history exists.
Visitor sentiment
4.6· 89 Google ratings
The MouseHub take
A Pirate's Adventure ~ Treasures of the Seven Seas is a walking scavenger hunt spread across Adventureland, and it has been running at Magic Kingdom since May 31, 2013. You start at The Crow's Nest, where you pick up a paper treasure map and a talisman card that sets you loose on one of five raids. Your own MagicBand+, Key to the World card, or park ticket works at the touchpoints instead, if you would rather not carry the card. The touchpoints are hidden in the scenery along the Adventureland walkways, and tapping one moves the raid to its next beat.
Each raid runs about twenty minutes and none of them are timed, so you can stop halfway, go ride something, and pick it back up later in the day. That makes it useful filler between a Lightning Lane return and a dining reservation. Kids who like maps and hunting for things get the most out of it. Anyone hoping for a thrill or a cool room will find neither, because the whole game happens outdoors on foot.
At a glance
- Best for
- Families with school-age kids who like maps and hunting for hidden things, and anyone with a spare half hour in Adventureland.
- Skip if
- You have one day at Magic Kingdom and a list of headliners to get through, or the afternoon heat has already beaten you.
- Ride type
- Self-guided scavenger hunt on foot around Adventureland
- Intensity
- Gentle. Nothing to board and nothing to ride, though the touchpoint effects fire without warning and can startle a toddler.
The good
- The maps are yours to keepEach raid comes with its own printed treasure map, handed over at The Crow's Nest. Nobody collects them at the end, so kids walk out with a souvenir that cost nothing.
- Adventureland reacts when you tap inThe touchpoints are worked into the scenery, so props you have walked past a dozen times suddenly do something. Watching a storefront respond to their own card is the part kids talk about afterward.
- You can park a raid and come backMissions have no time limit, and Disney's own page says you can stop and restart one at your convenience through the day. A Lightning Lane return in the middle of a hunt costs you nothing.
- It costs nothing beyond your ticketThe whole game is included with Magic Kingdom admission. The talisman card and the maps are free at The Crow's Nest.
- Five raids give you more than one visitThe game splits into five separate missions with their own maps and their own stops. A family that finishes one this trip has four left for the next.
- Captain Jack has been recruiting since 2013The game opened in Adventureland on May 31, 2013, built around Captain Jack Sparrow signing guests up for his crew.
The bad
- Some touchpoints don't fireSensors miss taps and a station occasionally sits dead, which leaves you re-tapping or moving on to the next stop without the payoff.
- The walkways fill up around youAdventureland gets tight with strollers by late morning, and the touchpoints are small enough that you end up hunting for them around standing crowds.
- There is no shade on the routeThe game moves you between stops in the open, and a Florida afternoon makes twenty minutes of walking and searching feel much longer than that.
- The effects startle small kidsStations go off with sudden noise and movement right next to you. A toddler who was fine a second earlier can be done with the whole game.
Veteran tips
- Pick up your map at The Crow's NestThe sign-up sits in Adventureland. A cast member hands over the talisman card and the map for your first raid.
- Ask for a map for each kidOne shared map turns into an argument. Cast members will hand out a copy per child if you ask at sign-up.
- Play it early or after darkMorning and evening keep you out of the worst sun and the thickest Adventureland crowds. Midday is when this one turns into a chore.
- Your MagicBand+ works instead of the cardDisney lets you tap a MagicBand+, a Key to the World card, or your park ticket at the touchpoints. That is one less thing for a kid to drop.
- One raid is enough for most daysFive missions run to something near two hours of walking. On a full park day, do one and leave the rest for the next trip.
- Start your last raid before the cutoffDisney lets you begin up until 30 minutes before Magic Kingdom closes, and a raid takes about twenty minutes, so the last start of the night is tight.
- Pair it with Pirates of the CaribbeanBoth sit in Adventureland, so you can work a raid around the ride without crossing the park to get back to either one.
MouseHub editorial, written from visitor reports and official Disney sources. Last reviewed .