Four fully immersive private escape rooms in Burton, Michigan. Your group, your room, your 60 minutes. No strangers. No waiting. Just you and the puzzle.
4 Private Rooms
Each room is fully private — your group only. Pick the one that sounds like the most fun and we handle the rest.
Room 01
One turn of the key sends you thirty years into the past — and someone's already run off with everything you own. It was supposed to be just a drive. Then the engine turns over, the sky ripples, and the radio crackles to life with a song that shouldn't exist anymore. It's 1985. You've barely caught your breath when you realize — you're being watched. And in a flash, everything you own is gone, vanished into the neon-lit night. Now you've got one shot: track down where he's hiding, take back what's yours, and get home — before the decade decides to keep you for good..
Will you crack the codes and return, before time runs out?
Room 02
One stone. One shot. One very hungry dragon waiting if you fail. The Alchemist has been chasing forbidden power for years, and he's finally close. Locked deep within his castle walls is the Philosopher's Stone, and his plans for it are anything but good. Slip inside before he returns, outsmart his traps, and steal the stone right out from under him. But move fast. If he catches you here, you won't just be trespassing — you'll be dinner..
Great for groups who like a challenge that feels immersive and a little mysterious. This one rewards careful thinking.
Room 03
The year is 1944. The enemy has the battle plans — and if they're not recovered, the entire mission falls apart. You're the agent they're counting on. Somewhere in enemy territory, a hidden bunker holds the answer, and a secret entrance is your only way in. Your inside contact — codename Lady Bird — has done her part. The bunker is empty. The window is open..
Best for groups who want to feel like a team with a real mission. Fast-paced, cinematic, and genuinely satisfying when you crack it.
Room 04
The cave looked empty. It wasn't. Deep inside, hidden beneath centuries of rock, you found it — a ghost ship, waterlogged and impossible, resting where no ship should be. Curiosity pulled you aboard. The captain's quarters pulled you in. And the moment the door sealed behind you, you knew you weren't alone anymore. Davy Jones has been waiting a long time for company. He's granted you one mercy: sixty minutes to prove you're worth releasing. Solve his ship, earn your way out, and see daylight again — or join his crew at the bottom of the sea, forever..
Will you escape the locker, or become part of the legend?
No experience needed. No special skills. Just show up, listen to your briefing, and see what your group is made of.
Every room is fully reset and ready for your group. Your game coach is nearby for hints if you need them — no judgment, just help.
Pick your theme and lock in your time online or call us at 810-620-0877. Takes a few minutes.
Your game coach walks you through the story and the rules. Ask any questions — that's what they're there for.
60 minutes starts. Work together, follow the clues, and see how far you get. Hints are available anytime.
Win or lose — everyone leaves with a story. Head to the lounge, grab a drink, and replay every moment.
Say what you see out loud. The clue that means nothing to you might be exactly what someone else needs.
Put solved clues and used keys in one spot. Half the confusion in escape rooms comes from people re-solving the same thing.
Stuck for more than 5 minutes? Ask. Hints are there to keep the game fun — not to be saved for emergencies.
Before you start puzzling, spend a few minutes just looking at everything in the room. You'll be surprised what you notice.
Don't all crowd around one clue. Divide, conquer, and reconvene when you have something.
The clock creates pressure — but this is supposed to be fun. Laugh at the chaos. The best escape room stories come from close calls.
No experience needed at all. Our game coaches brief every group before entering and hints are always available. First-timers do just as well as veterans — and often have more fun because everything is a surprise.
Yes, all of our escape rooms are completely private. No, strangers will not be joining your group. You book the room for your group only. No other guests will be placed in your room.
Each room accommodates 2–8 players. For larger groups, you can book multiple rooms simultaneously — up to 30 guests can experience our escape rooms at the same time across all four rooms.
The game ends and you get debriefed on what you missed — which is often just as fun as escaping. Most first-time groups don't escape, and it doesn't matter. The experience is the point, not the result.
Yes, our escape rooms are great for ages 8 an up.
• Under 13: An adult must play with the group
• Ages 14–15: An adult needs to be on-site (doesn't have to play)
• Ages 16–17: Can play without an adult present, but a parent or guardian must sign the waiver
The rooms are designed for mixed groups and kids often spot clues that adults walk right past.
Yes. Spymaker gift cards are available and can be used for escape rooms, axe throwing, or any other experience at the venue. They make a great gift for birthdays, holidays, or anyone who's hard to shop for.
Four private escape rooms in Burton, MI. $34 per person. Your group only. Available Tuesday through Sunday.