Reviewed · LONDON TOURS
The Hunt for the Cheshire Cat by HiddenCity
London can feel like one giant puzzle. This game makes that official. The Hunt for the Cheshire Cat turns central London into a story-led trail, sending you from the Coal Hole on the Strand toward Waterloo as you solve riddles, follow clues, and search for the next piece of the tale.
I like the freedom to play at your own pace, with built-in stops for food and drinks rather than one long march. I also like the way the route reveals corners of London you might otherwise miss. The catch is that the puzzles can be tougher than expected, and the game does not clearly show how much remains, which can make the ending feel uncertain.
In This Review
- Key points to know before you book
- A story game that turns London into the board
- Starting at The Coal Hole on the Strand
- Following clues across central London
- Why the walking route is part of the reward
- Puzzle difficulty: satisfying for some, stressful for others
- Food stops and the social side of the game
- The final stretch toward Waterloo
- Value at $40.90 per person
- Who will enjoy the Cheshire Cat hunt most?
- Booking, timing, and cancellation advice
- Should you book The Hunt for the Cheshire Cat?
- FAQ
- Where does The Hunt for the Cheshire Cat start?
- Where does the experience finish?
- How long does the Cheshire Cat hunt take?
- How many people can play together?
- Do I need a mobile phone number?
- Can I pause the game?
- What is the cancellation policy?
Key points to know before you book

- A phone-led London mystery: Clues arrive on your mobile, including through WhatsApp, so you guide the game without a full-time guide beside you.
- A three to four-hour route: The trail begins at The Coal Hole, 91-92 Strand, and finishes around Waterloo.
- Best with two to six people: Larger parties can split into teams and race each other to the finish.
- Built-in food and drink breaks: You can pause at planned stopping points, making this easier to fit around lunch or a birthday celebration.
- A proper walking challenge: The route crosses central London and includes enough walking to feel like both a puzzle game and a city tour.
- Strong appeal for families and friends: Children, adults, and mixed-age groups can all take part, though the youngest players may need help with the harder clues.
A story game that turns London into the board

The Cheshire Cat gives this experience its playful Alice in Wonderland theme, but the real attraction is the city itself. You are not sitting in a room solving printed riddles. You are moving through central London, watching the surroundings for details that help crack the next clue.
The story reaches you through your phone. That keeps the game light and flexible, but it also means your group needs a charged device and a working mobile number. A UK, US, or Canadian number is required to participate.
The phone is not just a map. It sends the next step, offers the puzzle, and helps push the story forward. You may need to inspect a building, notice a detail, interpret a word, or think in a less direct way. Some clues are straightforward. Others require the kind of lateral thinking that produces a satisfying little click when the answer appears.
I like this format because it gives you a reason to pay attention. London is full of grand sights, but it is also full of small details. A standard sightseeing walk can carry you past them. A puzzle gives you a reason to stop.
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Starting at The Coal Hole on the Strand

Your adventure starts at The Coal Hole, at 91-92 Strand. This is a useful central meeting point, close to some of London’s best-known sights and public transport connections.
The first section sets the tone. You receive a clue, work out what it means, and begin moving through the city. This is not a conventional guided tour with a set commentary about every landmark. Instead, the city provides the setting and the clues provide the structure.
That distinction matters. If you want dates, architectural explanations, and a guide speaking at each stop, choose a traditional walking tour. If you prefer to learn by noticing, searching, and discussing, this game gives you more freedom.
The starting point also works well for groups meeting before lunch or an afternoon out. Since the operating hours listed for the experience are Monday through Friday, from noon to 6 p.m., check your selected time carefully. The route takes around three to four hours, so a late start may push you toward the edge of that window.
Following clues across central London

Once the first puzzle is solved, the route becomes a chain of decisions. Each answer points you toward the next location, and each location brings another challenge.
The appeal is the changing rhythm. You might be focused on a riddle one minute, then scanning the street for a visual detail the next. After that, you are walking again, comparing ideas with your team and trying to decide which answer makes sense.
This works especially well with two to six players. Two people can tackle the clues together without too much noise. A group of four or five gives you more ideas, which can help with the tougher puzzles. Six is likely the practical limit before everyone starts talking over one another.
For a larger birthday party or work group, split into teams. The activity allows multiple teams to play head to head, which adds energy without forcing the whole party into one single answer at every moment. You can compare progress, tease the slower team, and meet up later for a drink or meal.
The competitive angle is optional. One family group kept things relaxed with children ranging from four to eleven. The four-year-old could not handle every clue, but still became part of the action. That is a useful guide: young children may not solve much independently, but they can help search, walk, and follow the story.
Why the walking route is part of the reward
The route is not simply a way to get from one puzzle to another. It is one of the strongest reasons to book.
Several players found parts of London they had not seen before, even after living in or near the city for many years. That makes the game a good choice for returning visitors and London residents, not just first-time sightseers.
You still get a sense of central London’s major areas, but the trail also sends you to less familiar places. The result is more personal than ticking off famous sights from a bus. You are not just told where you are. You have to notice where you are.
Expect a fair amount of walking. One description calls it a good way to get exercise, and a family with children aged nine to fourteen found the pace engaging enough that the children did not complain about the distance. Still, comfortable shoes are a sensible choice.
Rain will not stop the game, but it may change your mood. One group completed it on an extremely wet day and still had a good time, though they finished soggy. Plan clothing for London weather, especially if you are booking an afternoon outdoors.
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Puzzle difficulty: satisfying for some, stressful for others

The clues are designed to make you think, not simply follow arrows. That is a major strength if your group likes riddles, wordplay, and unusual problem solving.
The difficulty appears to vary. Some groups found the puzzles challenging without becoming impossible. Others felt the activity was harder than expected and became frustrated because they did not know how far they had progressed.
There is no clear checkpoint system showing how much of the adventure remains. That can matter more than you might expect. A group may decide to stop for the day, believing there is a long way to go, only to discover later that it was close to the finish.
If your group includes people with different patience levels, set expectations before starting. Agree that the aim is to have fun, not to prove who is the cleverest person in London. Give younger players small jobs, such as spotting clues or choosing between possible answers.
You can also pause the game. This is useful if someone needs food, a rest, or a break from the mental work. The experience includes planned food and drink stopping points, so you do not need to treat the route as a nonstop race.
Food stops and the social side of the game

The built-in breaks are one of the most practical features. A three-hour puzzle walk can become tiring if every minute is spent moving or thinking. Planned pauses let you reset, compare answers, and make the activity feel like a full outing rather than an extended scavenger hunt.
The stopping points also help with celebrations. Groups have used the game for birthdays, including a 60th birthday and a 70th birthday. The format gives people something to do together, while the food and drink breaks create natural moments to chat.
Staff at the stopping points have been described as friendly and welcoming, which matters when several teams arrive with phones in hand and questions about the route. These stops are part of the social experience, not just a practical service.
Do not expect every member of your party to care equally about the puzzle. Some people will want to solve every riddle. Others will prefer the walking, food, and comedy of watching their friends make confident wrong turns. The game works best when both kinds of player are welcome.
The final stretch toward Waterloo
The route ends around Waterloo, London SE1. That gives you a practical finish in a well-connected part of the city, with plenty of options for continuing your evening.
The final stage should feel like a payoff, but expectations may need managing. Some players found the finale less satisfying than the rest of the adventure. The journey, the clues, and the discoveries along the way created more excitement than the final moment itself.
That does not ruin the experience. The strongest part is the complete chain of moving through London, solving problems, and sharing the process. Still, if you book mainly for a dramatic theatrical ending, you may find the finish modest.
One useful feature is the possibility of continuing on another day within the game’s 28-day validity period if your group stops before finishing. Confirm the current terms when booking, and do not assume a pause means unlimited time.
Value at $40.90 per person
At $40.90 per person, this costs more than a simple self-guided walk but less than many private London experiences. The value depends on how your group uses it.
You are paying for several hours of entertainment, a structured route, a story, phone-based clues, and the chance to explore London at your own speed. For a group that enjoys puzzles, that can be good value. You are also free to add your own meal or drinks at the stopping points, rather than paying for a fixed dining package.
The price is less attractive if only one or two people in your party enjoy riddles. A conventional sightseeing tour may suit you better if your main goal is expert commentary. This game gives you an activity first and sightseeing second.
Private participation helps the value for families and friends. Only your group takes part, so you do not need to solve clues alongside strangers or match the pace of a large tour party. Large groups can split into teams, which makes the cost easier to justify for a celebration.
Who will enjoy the Cheshire Cat hunt most?
I would choose this for:
- Puzzle-loving couples who want a playful way to walk around London.
- Families with school-age children and teenagers, provided adults are ready to help with difficult clues.
- Friend groups looking for a shared challenge rather than a passive tour.
- Birthday groups, especially if you want a flexible activity with food and drink breaks.
- London regulars who want to see familiar areas from a different angle.
- Visitors who enjoy self-guided touring and do not need a guide explaining every stop.
I would think twice if your group has limited mobility, dislikes walking, or needs a clearly marked schedule. The experience is described as suitable for most participants, and service animals are allowed, but the supplied details do not give a full route accessibility assessment. If that is important for your group, ask HiddenCity before booking.
You also need a UK, US, or Canadian mobile number. That is an easy detail to miss, especially for international visitors using a travel SIM from another country.
Booking, timing, and cancellation advice
The experience is offered in English and uses a mobile ticket. It is commonly booked about 22 days ahead, so reserve early if you need a particular weekday or are arranging a birthday group.
The listed operating period runs from July 4, 2022, through November 25, 2026, with Monday to Friday availability from noon to 6 p.m. Confirm the exact date and start time during booking, since the game lasts roughly three to four hours.
Free cancellation is available if you cancel at least 24 hours before the start time. Changes or cancellations made inside that window are not accepted for a refund.
Should you book The Hunt for the Cheshire Cat?
Book it if you want London sightseeing with a competitive, brain-teasing twist. The best parts are the freedom to pause, the discoveries along the route, and the way a mixed group can work together without needing the same level of puzzle skill.
Go in prepared for plenty of walking and some clues that demand patience. Treat the finale as the last step of a good city adventure, not necessarily a grand theatrical climax. If your group enjoys riddles and laughs at wrong answers, $40.90 buys a memorable afternoon. If you want a traditional guided tour, choose something else.
FAQ
Where does The Hunt for the Cheshire Cat start?
The experience starts at The Coal Hole, 91-92 Strand, London WC2R 0DW, UK.
Where does the experience finish?
The route ends in Waterloo, London SE1, UK.
How long does the Cheshire Cat hunt take?
Plan on approximately three to four hours. The listed itinerary also gives a three-hour duration.
How many people can play together?
Teams contain two to six players. Larger groups can split into multiple teams and play against each other.
Do I need a mobile phone number?
Yes. A UK, US, or Canadian mobile phone number is required to take part.
Can I pause the game?
Yes. You can play at your own pace and pause the game whenever you like. Food and drink breaks are built into the route.
What is the cancellation policy?
You can cancel for a full refund up to 24 hours before the experience begins. Cancellations or changes made less than 24 hours before the start time are not accepted for a refund.
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