Reviewed · TREASURE HUNTS AND CITY GAMES
Fun, Flexible Treasure Hunt Around Birmingham with Cryptic Clues & Hidden Gems
Captain Bess, a snarky pirate testing new recruits for her ship, turns Birmingham into a walking puzzle book. You follow maps and directions on your own phone, search the streets for answers, and earn the next clue as you go. The route covers about 2½ miles and takes roughly two hours, though you control the pace.
I like the freedom to stop for a break instead of keeping up with a guide, and I like that the clues lead you toward places you might skip on a normal city walk. The main caution is simple: you need a charged smartphone, mobile data, walking shoes, and enough patience for a clue that may not click at once.
Key points at a glance

- Captain Bess sets the tone: A pirate character gives directions, facts, hints, and a little attitude through a phone-based game.
- Five Birmingham stops: The route includes Birmingham Town Hall, Centenary Square, the Library of Birmingham, the Jewellery Quarter, and St. Paul’s Church.
- A private outing: Only your group takes part, so you can pause, discuss clues, and move at your own speed.
- Good for families: Children can take an active role in spotting details and solving wordplay. One 10-year-old cracked the Tindale Bridge clue by catching its pun.
- No app download needed: You receive a web link before the start and share it with your group.
- A modest walking challenge: Plan for about 2½ miles, waterproof clothing if needed, and a fully charged phone.
Birmingham becomes Captain Bess’s puzzle board

This is not a standard guided walk where you follow someone holding an umbrella and listen for facts at fixed stops. Captain Bess sends your team a map, a clue, and directions. You then inspect what is around you and work out the answer.
That format changes the way you see the city. Instead of merely passing Birmingham Town Hall or a modern public square, you have a reason to look at signs, shapes, names, and details around you. The hunt asks you to pay attention. That is its main strength.
You do not need to solve every clue alone. If your group gets stuck, you can request a hint from Bess and keep moving. I consider that important for families, mixed-age groups, and anyone who likes puzzles but does not want one difficult answer to derail the afternoon.
The game runs on a web page rather than a downloaded app. Before your start time, you receive a link, open it, and share it with your team. The instructions say it does not need special permissions. That keeps the setup fairly light, though each phone still needs mobile data and a full battery.
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Starting at Birmingham School of Art

The meeting point is Birmingham School of Art, Birmingham B3 3BX. This is where the game begins, and the activity returns to the meeting point at the end.
Your group takes part privately, which gives the hunt a more relaxed feel than a large scheduled walk. You can debate an answer without strangers listening, and you can take a short pause if somebody needs water, a snack, or a breather.
The route is listed as about 2½ miles, so this is not a sit-down activity with a few short walks between attractions. You should be comfortable walking for around two hours. Wear shoes made for city streets, and bring waterproofs if the Birmingham weather looks uncertain.
The stated opening hours are 8 a.m. to 6 p.m., Monday through Sunday. The activity is available during the listed period through December 8, 2026. Since the game depends on a phone link, I would open the message before leaving and make sure the battery is in good shape.
Birmingham Town Hall: the first test

The first named stop is Birmingham Town Hall. It is a useful opening point because the hunt gets you looking closely at a major city landmark rather than simply taking a quick photograph and walking on.
Expect Captain Bess to give you a map and a clue that sends you searching your surroundings. The answer may require you to notice a feature or interpret wording, so read the clue carefully before racing ahead. This first stage also gives your group a chance to settle into the game’s rhythm.
If you are doing this with children, let them take the lead on observation from the start. Adults can handle the phone and directions, but younger players often spot the detail that everyone else walks past. That balance helps the activity feel like a shared challenge rather than an adult tour with children tagging along.
A possible drawback is that the clue-solving pace will vary from group to group. One team may move quickly, while another spends more time testing ideas. The ability to ask for a hint helps, but the hunt works best when your group enjoys discussion instead of treating every clue like a race.
Centenary Square and the city’s newer face

Centenary Square is the second stop. The route uses both older parts of Birmingham and more recent public spaces, so this section helps show the city in more than one time period.
The information provided describes the hunt as a way to spot both Birmingham’s past and its impressive, visible new additions. You are not simply following a list of famous buildings. The clues encourage you to connect what you see with Bess’s short facts and playful prompts.
This is also a good place to use the pause-anytime feature. If your group wants to stop and look around, you can do that without worrying about a guide waiting at the next corner. The tradeoff is that there is no person beside you to add extra detail or answer a question outside the game. Bess provides facts connected to the route, but this remains a self-guided experience.
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Library of Birmingham: facts with a reason to look up

The third stop is the Library of Birmingham. Here, the hunt continues to mix sightseeing with observation. Bess tells you fun facts about some of the sights, and the clue system gives you a reason to remember them.
I like this approach for visitors who find ordinary city commentary hard to retain. A fact attached to a task tends to stick better than a long speech delivered while a group stands in one place. You may also discover a stop or detail you want to revisit later, since the game points out things you could otherwise miss.
The Library is one of the route’s more obvious city sights, but the value comes from the way you use it. Look beyond the broad view and concentrate on the wording of the clue. Your answer comes from searching the setting, not from guessing what Bess wants you to say.
The game is particularly suitable for a family that wants sightseeing without handing children a worksheet. The clues give younger players a job. A 10-year-old successfully solved a Tindale Bridge clue by spotting the pun, which shows the route can reward quick wordplay as well as careful looking.
Jewellery Quarter: a change of pace

The fourth stop is the Jewellery Quarter. Reaching this area gives the walk a different feel from the central civic sights. It is one of the places that can easily be missed if you only follow the most direct route between Birmingham’s headline attractions.
The hunt’s route is designed to show parts of Birmingham you might not choose on your own. That is valuable for a repeat visitor, but it also helps a first-time visitor build a wider sense of the city. You are not just collecting landmark names. You are moving through several areas and noticing how they differ.
Here, the clue may slow you down, especially if your team tries to overthink it. Do not be shy about taking a hint. The hint system is not a failure. It keeps the activity enjoyable and prevents one stubborn puzzle from eating up your whole afternoon.
The main practical point is footwear. The route covers a fair distance, and the hunt asks you to walk while looking around and talking with your group. Comfortable shoes will make a bigger difference than dressing for a formal sightseeing tour.
St. Paul’s Church and the return walk

The fifth named stop is St. Paul’s Church. It is the final highlighted location before the activity returns to the starting point at Birmingham School of Art.
By this stage, your group should understand how Bess’s maps, directions, and clues work. You can spend less time learning the mechanics and more time enjoying the odd details that the route brings into view. The final section also gives the hunt a clear finish rather than leaving you somewhere across town with no obvious endpoint.
Because the activity ends back at the meeting point, allow enough time for the full route rather than planning another appointment immediately after the advertised two hours. The actual pace depends on your group’s walking speed, clue-solving ability, and breaks.
Why the private format matters

The private setup is one of this experience’s strongest features. You do not have to match the pace of a large group, wait for strangers to take photographs, or worry about falling behind a guide.
That flexibility is especially useful for families. Children can try answers, adults can offer hints, and the whole group can stop when needed. It also suits friends who prefer an activity with a shared goal instead of a formal tour.
The private format has limits, too. You are responsible for reading the clues, following the map, and deciding when to ask for help. If you want a live guide who can provide detailed historical background or adjust the route in person, this is not that kind of outing.
Instead, think of it as a sightseeing game with a host on your phone. Captain Bess supplies the structure and personality. Your group supplies the conversation, walking pace, and detective work.
The $20.83 price and what you receive
At $20.83 per person, the price is reasonable if you are booking for a group that wants about two hours of entertainment and city exploration. You are paying for a private activity, a prepared route, the web-based game, clues, directions, facts, and access to hints.
The value is strongest when you play as a team. Several people can share the experience, compare ideas, and notice different details. If only one person does all the phone work while everyone else follows, some of the fun is lost.
You should also remember that this price does not remove the normal costs of a city outing. You still need your own transport to Birmingham School of Art, drinks or food, and suitable clothing. Those are not drawbacks specific to the hunt, but they matter when you set a budget.
The activity is often booked about six days ahead on average. I would not treat that as a rule, but it is a useful reminder to check availability before leaving your plans until the last minute.
Phones, weather, and the small details that matter
You need a smartphone with mobile data and a full battery. Sharing a phone is allowed, but the instructions say the game works better if everyone has their own device. That makes sense: several people can read the clue, check the surroundings, and discuss the answer without crowding around one screen.
Bring waterproofs if the forecast is poor. The game is outdoors and depends on walking from one place to another, so bad weather can affect the mood even if the clues remain perfectly playable.
Service animals are allowed, and the starting point is near public transportation. The stated fitness requirement is moderate. You do not need to be an athlete, but you should be ready for a 2½-mile city walk.
Free cancellation is available if you cancel at least 24 hours before the start time. A cancellation inside that 24-hour window is not refunded, and changes during that period are not accepted. The cut-off follows Birmingham’s local time.
Who will enjoy Captain Bess most?
I would choose this for families with children who enjoy word games, friends looking for a reason to walk around Birmingham, and repeat visitors who want to see beyond the most familiar route.
It also suits people who dislike being herded through a city. You can stop, talk, ask for a hint, and continue when ready. The clue about Tindale Bridge, solved by a 10-year-old through its pun, suggests that the game rewards alert children rather than simply entertaining them with a stream of adult facts.
You may want another kind of tour if your main goal is detailed historical explanation, personal recommendations from a local guide, or a tightly scheduled visit to interiors. This hunt is about noticing, solving, and moving through the city. Its facts are described as fun and useful, not as a full lecture on Birmingham.
Should you book this Birmingham treasure hunt?
Book it if you want a flexible private walk that makes your group pay attention. The combination of Captain Bess, cryptic clues, city sights, and less obvious stops gives Birmingham a playful structure, and the hint option keeps the puzzles from becoming too frustrating.
Skip it if you dislike phone-based activities, do not want to walk 2½ miles, or prefer a live guide with detailed commentary at every stop. For everyone else, $20.83 buys a solid two-hour outing, particularly when you are traveling with children or friends who enjoy solving things together.
FAQ
How long does the Birmingham treasure hunt take?
The activity lasts approximately two hours.
How far will I walk?
You should plan to walk about 2½ miles.
Where does the treasure hunt start?
It starts at Birmingham School of Art, Birmingham B3 3BX, UK.
Where does the activity finish?
The activity ends back at the meeting point.
Which Birmingham sights are included?
The named stops are Birmingham Town Hall, Centenary Square, the Library of Birmingham, the Jewellery Quarter, and St. Paul’s Church.
Do I need to download an app?
No. The game runs through a web page, and you receive a link before the start. It does not require an app download or special permissions.
What do I need to bring?
Bring a smartphone with mobile data and a full battery. Comfortable walking shoes are needed, and waterproofs are recommended in bad weather.
Can I cancel for a refund?
Yes. You can receive a full refund if you cancel at least 24 hours before the start time. Cancellations within 24 hours are not refunded.
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