Reviewed · LONDON TOURS
The Hunt for the Cheshire Cat by HiddenCity
A Cheshire Cat hunt is a playful way to cross central London: follow clues on your phone, solve puzzles as a team, and let the story lead you from The Coal Hole on the Strand to Waterloo. The route takes about 3 to 4 hours, but you can pause for food or a drink, or stop the game and continue later.
I like two things in particular: the clues give you a reason to explore beyond a standard sightseeing route, and the flexible pace makes it easy to fit in a proper break. Staff roleplay and interactions along the way add a human touch to the phone-based game.
One consideration: the route involves a good deal of walking, and the puzzles can take more thought than you expect. There are no progress checkpoints, so your group may not know how close you are to the finish.
The useful details at a glance

- Start at The Coal Hole: Meet at 91-92 Strand, then follow a clue trail across central London to Waterloo.
- Play in a small team: The recommended team size is 2 to 6 people. Larger groups can split into teams and race head-to-head.
- Expect a proper walk: The game takes roughly 3 to 4 hours, with breaks built in. One family completed it with children aged 9 to 14, while a group with younger children kept the pace relaxed.
- Bring the right phone number: You need a UK, US, or Canadian mobile number to take part. Clues are sent to your phone, and players have received them by WhatsApp.
- Make room for breaks: Food and drink stops are part of the experience, and you can pause whenever you like.
- Check the schedule: The listed hours are Monday to Friday, noon to 6 p.m. The ticket is mobile, the experience is in English, and free cancellation is available until 24 hours before the start time.
A story-driven route from the Strand to Waterloo

The game begins at The Coal Hole, a pub at 91-92 Strand, and finishes in Waterloo, in the SE1 area. Between those points, your phone sends clues that steer your team through central London. The exact places you visit depend on the trail, so I would not book this expecting a fixed list of sights or a conventional guided walk.
Instead, the route gives you a purpose as you move through the city. You are not just walking from one attraction to another: you are looking for details, working out riddles, and deciding what a clue means. That shift can make familiar streets more engaging, and it may take you into parts of London you would otherwise pass by.
The experience is Alice in Wonderland themed, with the Cheshire Cat as your target. Players describe staff roleplay and attempts to throw the hunt off course, details that help give the story some life beyond the messages on your screen. The tone is playful, but the puzzles are not simply filler between photo stops. You will need to talk through ideas and pay attention to your surroundings.
There is a trade-off to the open-ended route. If you want a guide to explain London’s history at every stop, this is not that kind of tour. The city is the playing field, and your team’s job is to read clues and make progress. For puzzle fans, that’s the point. For anyone who prefers a clear narrative and constant direction, it may feel less satisfying.
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Clues that reward a team effort

The puzzles are a central part of the day, not a small add-on. Some call for a bit of out-of-the-box thinking, and solving one can feel like a genuine win for the group. A mixed team can be useful: one person may spot a detail, another may find a wordplay angle, and a third can keep track of the clues.
The challenge seems designed to be approachable without being effortless. That balance can make the game fun for adults and older children, but it also means you should not assume you will breeze through it. If one clue stalls your group, take a breath and work it through together rather than turning the whole outing into a race.
The absence of progress checkpoints is worth taking seriously. You may not know how many clues remain or how near you are to the finish. One group stopped early, then continued on another day before the game expired after 28 days. They were able to pick up where they left off, but they had not realised they were close to the end. If your group has a fixed schedule or is coordinating several teams, allow more time than the shortest estimate and avoid making dinner reservations that depend on a precise finish.
The end itself may feel less dramatic than the hunt leading up to it. The satisfaction here comes mainly from solving the trail and sharing the walk, not from expecting a grand theatrical finale. Set that expectation early and you are less likely to judge the whole outing on its last few minutes.
A flexible pace, with room to stop
The stated duration is about 3 to 4 hours, and food and drink breaks are built into the experience. You can pause the game when you want, which is especially helpful for groups that want a leisurely afternoon rather than a timed contest. It also lets you adapt to weather, hunger, or the energy level of the youngest person in your team.
That flexibility is one of the tour’s best features, but it changes how you should plan. A group that stops for a full meal or several drinks could spend much longer out than the basic estimate. One party took all day with food and drink stops. If you want to finish in a shorter window, keep breaks brief and agree on a pace before you start.
There is a competitive option for larger parties: split into teams and play against each other. It can work well for a birthday or family gathering, and the private format means only your own group takes part. Still, do not let a head-to-head race turn the clues into a source of tension. The route is more enjoyable when the group treats the competition as an extra bit of fun, not the main measure of success.
The listed operating hours are Monday to Friday, noon to 6 p.m. Check the current availability when booking, and plan around the day’s schedule rather than assuming you can start at any hour.
Who will get the most from the hunt
I’d pick this for a group that enjoys puzzles, walking, and doing something a little different from a standard city tour. Couples who like riddles can make it a shared challenge; friends can add a competitive edge; and families can split up puzzle-solving duties across ages. The game has suited groups with children from 9 to 14, as well as mixed-age groups with children as young as 4. With younger children, keep the pace relaxed and be ready to help with trickier clues.
It also works well for celebrations. Groups have used it for birthdays, including milestone birthdays, and the team format gives everyone something to contribute. The roleplay and interactions along the route can help keep the energy up, even for people who have lived in or near London for years.
This is less suited to anyone who wants a seated activity, has limited time for walking, or expects a guide to lead the group and explain every place. The experience covers a wide stretch of the city, and the route is designed around movement and problem-solving. You can pause, but you still need to be comfortable spending several hours on your feet.
The game is private to your party, which is a plus if you want to solve clues without strangers joining your group. For a bigger gathering, the option to form multiple teams gives you a natural way to make the outing more social. Just keep the phone requirement in mind: a UK, US, or Canadian mobile number is required to play.
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Is $40.90 per person good value?

At $40.90 per person, you are paying for more than a walking route. The price buys a structured activity that combines a phone-led treasure hunt, puzzles, a story, and a way to explore the city at your own pace. For a group that would otherwise pay for an attraction and then look for a separate activity, it may be a useful way to bring the day together.
The value is strongest when your whole party joins in. With 2 to 6 people on a team, everyone can contribute ideas, and the private format makes the experience feel like a shared event rather than a standard ticketed walk. Larger groups can create several teams and compete, which may make the cost easier to justify for a celebration.
It is not the best value if you want a conventional sightseeing guide, a short activity, or a guaranteed finish time. You should also budget time for breaks if you plan to stop for food or drinks. The game itself does not include a fixed menu of refreshments in the details provided, so treat those stops as opportunities to buy something separately.
The activity has a 4.9 rating from 225 ratings, and 99% of participants recommend it. Those figures are encouraging, but the practical fit matters more: you need to enjoy walking and solving puzzles, and you should be comfortable with a route whose progress is not marked by checkpoints.
Small details that can make the day smoother
Before you set off, make sure the mobile number you plan to use is from the UK, US, or Canada. Clues come to your phone, so bring a charged device and check that the number you provide is the one you can access during the game. The experience is offered in English.
Pick teammates who enjoy working things out together. A group of 2 to 6 is the intended size; if you have more people, divide into teams rather than crowding everyone around one phone. Agree on whether you want to compete or simply share the outing, since those choices can shape the pace and mood.
Give yourself time to walk and pause. The game is described as a 3 to 4 hour activity, but that estimate can stretch if you stop for food and drinks or take a slower pace. If you need to stop before the end, one group was able to resume on a second day within 28 days. Because that detail may depend on the game’s terms, check the current rules before counting on a later restart.
The experience is near public transportation, and service animals are allowed. Most people can participate, but the route includes a considerable amount of walking, so consider your own group’s needs when deciding if it is a good fit.
Free cancellation is available up to 24 hours before the start time for a full refund. Changes made less than 24 hours before the experience are not accepted, and cancellations inside that window are not refunded.
Should you book The Hunt for the Cheshire Cat?
Book it if your idea of a good London afternoon includes walking, solving riddles, and finding places through a story rather than following a guide with a fixed script. It is especially appealing for families with older children, puzzle-loving couples, and friend groups celebrating together. The flexible pace and built-in breaks make it easier to shape the day around your group.
Think twice if you need a short, highly structured tour, dislike phone-led activities, or want a clear countdown to the finish. The lack of progress markers can leave you unsure how much remains, and the final moment may not feel as rewarding as the puzzles that lead up to it.
For the right group, the main value is the shared hunt: a reason to walk across London, look more closely, and solve things together. Bring a charged phone, leave room in your schedule, and treat the finish time as flexible.
FAQ

How long does The Hunt for the Cheshire Cat take?
Allow about 3 to 4 hours. Stops for food and drinks can make the outing longer, and you can pause the game whenever you like.
Where does the experience start and finish?
It starts at The Coal Hole, 91-92 Strand, London WC2R 0DW, and ends in Waterloo, London SE1.
How many people can play together?
Teams should have 2 to 6 players. Larger groups can split into multiple teams and play head-to-head.
What kind of phone number do I need?
You need a UK, US, or Canadian mobile phone number to take part. Clues are sent to your phone.
Is the experience suitable for children?
Children have taken part in family groups, including children aged 9 to 14 and mixed-age groups with children aged 4 to 11. Some clues may be harder for younger children, so a relaxed pace and adult help can be useful.
When is the experience listed as operating?
The listed hours are Monday to Friday, from noon to 6 p.m.
Can I cancel for a refund?
Yes. You can cancel at least 24 hours before the start time for a full refund. Cancellations made less than 24 hours before the start time are not refunded.
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