Reviewed · LONDON TOURS

The Hunt for the Cheshire Cat by HiddenCity

★ 5.0 · 225 reviews 3 to 4 hours (approx.) From $40 Operated by HiddenCity · Bookable on Viator
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The Cheshire Cat hunt turns central London into a giant puzzle board. You follow clues sent to your phone, search for secret spots, solve riddles, and play a part in an Alice in Wonderland story that moves from The Coal Hole on the Strand toward Waterloo. I like the freedom to pause for food or drinks, and I like that the route can reveal corners of London you might otherwise miss.

I also like the flexible team setup. Groups of 2 to 6 can play together, while larger parties can split into rival teams for a friendly race. The main caution is the difficulty and pacing: there are no clear progress markers, so you may not know how close you are to the finish, and the activity involves several hours of walking.

Key points before you book

The Hunt for the Cheshire Cat by HiddenCity - Key points before you book

  • A phone-led mystery across central London: Clues arrive on your mobile as you move from the Strand to Waterloo.
  • A flexible 3 to 4-hour outing: You can pause at built-in break points for food and drinks, then continue when ready.
  • Best with two to six people: Larger groups can divide into teams and play head to head.
  • A walking tour with real puzzle work: Expect riddles, observation tasks, activities, and some out-of-the-box thinking.
  • A good family and birthday activity: Children, adults, couples, and mixed-age groups can all take part, though younger children may need help.
  • A few practical limits: A UK, US, or Canadian mobile number is required, and the game offers little guidance about how much remains.

Turning London into an Alice in Wonderland puzzle

Many London tours ask you to look up at famous buildings and listen to facts. The Cheshire Cat hunt asks you to look closer. A sign, doorway, statue, street detail, or small public space may become part of the next riddle.

The story gives your walk a purpose. You are not simply moving from one landmark to another. You are following a trail to find the Cheshire Cat, with clues delivered to your phone and story elements that encourage you to play along. Staff roleplay adds another layer, so the experience is not just a list of digital questions.

This makes the activity feel different from a standard sightseeing walk. You spend time reading the city, testing ideas, and discussing possible answers with your team. The best moments come when a clue suddenly makes sense and your group sees why a particular detail matters.

The route begins at The Coal Hole, at 91-92 Strand, and finishes in Waterloo. That start and finish are useful for planning. The Strand is easy to reach by public transport and sits close to major central London sights. Waterloo is a major transport area, so you can continue your day from there without returning to the start.

The exact route is not described stop by stop, and that is part of the appeal. You receive the trail as you play rather than walking behind a guide who announces every turn. You may pass familiar areas, but the clues can send you into places you have never noticed, even if you know London well.

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How the phone clues shape the experience

The Hunt for the Cheshire Cat by HiddenCity - How the phone clues shape the experience

The game sends its clues to your phone, with WhatsApp mentioned as part of the experience. This keeps the group moving at its own speed. You can stop to study a clue, debate an answer, or take a short break without holding up another group.

It also means you need to keep your phone charged and accessible. A UK, US, or Canadian mobile number is required to take part, so check this before booking. A mobile ticket is provided, and confirmation arrives at booking.

The phone is not only a navigation tool. It carries the story and prompts you toward the next task. You may need to interpret a riddle, notice a detail in your surroundings, or complete an activity before receiving the next instruction. The mix keeps the walk from becoming a simple map-reading exercise.

There is a trade-off. A phone-led game can feel less personal than a traditional guided tour. Staff roleplay helps, but the experience depends on your group taking responsibility for the clues and keeping the story moving. If you prefer a guide who explains London as you go, this is not the best match.

The start at The Coal Hole on the Strand

The Hunt for the Cheshire Cat by HiddenCity - The start at The Coal Hole on the Strand

Your hunt begins outside The Coal Hole, 91-92 Strand. The Strand is a practical starting point because it is central and close to many of London’s main sights, but the activity quickly becomes more than a familiar sightseeing route.

At the beginning, your team gets settled, checks the phone instructions, and starts working through the first part of the mystery. A group of two may approach the clues differently from a group of six. Couples can focus quietly, while larger teams can divide tasks between the strongest reader, the sharpest observer, and the person who enjoys testing wild theories.

The game is designed for teams of 2 to 6. That size matters. With only two people, every clue is your responsibility, which can make the puzzle work satisfying but demanding. With six, you have more ideas, but you also need to avoid having one person take over.

Large parties can split into multiple teams and compete. This is particularly useful for birthdays, family gatherings, and work groups. Four teams used the activity for a 70th birthday celebration, and another group combined it with a 60th birthday. A head-to-head format adds energy, though you can keep the competition relaxed if your group includes children or people who dislike racing.

Walking through central London by clue

The walk lasts about three hours in the standard description, with an estimated total duration of 3 to 4 hours. That extra hour matters because the activity is not timed like a theatre show. Your group may stop to solve a difficult riddle, eat, drink, take photos, or simply catch its breath.

You should treat this as a walking day, not a short diversion between museum visits. One family completed it with children aged 9 to 14 and found the pace engaging. Another mixed group included children from 4 to 11, and the younger children needed more help with the trickier clues. The four-year-old still became involved in the excitement, but very young children are unlikely to solve much independently.

The route offers a different way to see London. One group of adults who had lived in or near the city for decades still found unfamiliar places along the way. Another family said the activity took them to parts of London they would not have visited on their own.

That is a real strength. You are not promised a full tour of every major landmark, and you should not expect detailed historical commentary. Instead, the game gives you a reason to walk beyond your usual path. It rewards curiosity rather than sightseeing speed.

Wear comfortable shoes. The activity is described as a good source of exercise, and the family accounts make clear that there is quite a bit of walking. Rain will not necessarily ruin it, but poor weather can make the experience harder. One birthday group completed the hunt on an exceptionally wet day and still finished laughing and satisfied, though you should bring waterproof clothing rather than rely on luck.

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Riddles, observation, and the right level of challenge

The puzzles are intended to be challenging without becoming impossible. That balance is important for a mixed group. You want children and casual players to contribute, while experienced puzzle fans still have something to think about.

Some clues require out-of-the-box thinking. That can create the best sense of achievement, especially when the answer depends on noticing a small detail or approaching the wording in an unexpected way. The challenge also encourages conversation. You will likely hear several possible answers before the group agrees on one.

The difficulty is not perfectly even for everyone. One group found the experience more demanding than expected and became stressed because the game did not show clear checkpoints. They stopped early and continued on another day before the 28-day expiration period ended. They appreciated being able to resume the game, but felt that better progress information would have helped the whole group plan.

That is useful advice. Set aside the full 3 to 4 hours, and do not assume you can judge your remaining time by the number of clues already completed. If your group has a dinner reservation, allow plenty of space after the estimated finish. The hunt may be completed at a different pace depending on how quickly you solve the puzzles and how long you spend at breaks.

The finale also may not satisfy every puzzle fan. One group found the ending underwhelming after enjoying the rest of the activity. The journey, the route, and the solving are likely to be more important than a dramatic final reveal.

Built-in breaks for food and drinks

The Hunt for the Cheshire Cat by HiddenCity - Built-in breaks for food and drinks

The activity includes planned break points where you can stop for food and drinks. This changes the rhythm in a helpful way. Rather than treating the hunt as a nonstop march, you can make it the main event of an afternoon.

The breaks also help mixed groups. Older family members can rest, children can refuel, and adults can turn the outing into a birthday or social occasion. Several groups appreciated the places to stop, and one family specifically praised the staff at the break points for being friendly and welcoming.

You should still plan sensibly. The supplied details do not name every stop or guarantee a particular menu, so do not book the experience for a specific restaurant. Think of the breaks as useful pauses built into the route, not as a meal tour.

If your group is competitive, agree in advance on how long you will stop. A relaxed food break can make the game last longer than three hours, while a determined team may want to keep moving.

Roleplay and the human side of the hunt

The story includes staff roleplay, which gives the phone clues a more human feel. This is a small but important difference from solving a puzzle entirely through an app. Encounters connected to the story can make the group feel as if it is taking part in a live mystery rather than completing a worksheet.

The experience also encourages interaction with people along the way. That does not mean you should expect a guided conversation at every stop. It means the game places you in a setting where the city itself and the people connected with the route become part of the activity.

The customer help team is available if questions arise, according to the experience details. That support is useful when a clue feels unclear or your team needs help getting back on track. Still, do not expect instant hand-holding for every difficult puzzle. The point is to let your group wrestle with the answer.

Is $40.90 good value?

The Hunt for the Cheshire Cat by HiddenCity - Is $40.90 good value?

At $40.90 per person, this costs more than a self-guided walk but less than many private London activities that occupy a similar part of the day. The value depends on what you want from your sightseeing.

You are paying for a 3 to 4-hour story-led activity, a city route, puzzle design, digital clues, roleplay, and the freedom to pause. For a group that enjoys riddles and shared challenges, that is a fair package. You also get a social activity that can suit a birthday or family gathering without requiring everyone to sit quietly and listen.

The value is weaker if your main goal is historical explanation. The experience does not promise a traditional guide, named guide, or detailed commentary at each place. You are paying for the game and the route, not a formal lesson in London history.

The private format helps justify the price for a group. Only your party takes part, so you do not need to match the pace or mood of strangers. A couple may prefer the quieter team format, while a large birthday group can create several teams and make the price part of a full afternoon together.

The high overall score of 4.9 from 225 ratings and the 99 percent recommendation figure suggest strong general satisfaction, but the practical complaints are worth taking seriously. Difficulty, unclear progress, and a less dramatic finale may matter if your group expects a polished escape-room style ending.

Who will enjoy the Cheshire Cat hunt most?

I would choose this for people who like solving things together. Couples who enjoy riddles can treat it as an unusual walking date. Families can use it to get children looking at the city instead of simply following adults from sight to sight.

It also suits groups celebrating a birthday. The team format makes it easy to create a little competition, and the built-in breaks give the day a natural social structure. Adults and older children can usually contribute at different levels, so nobody needs to be an expert puzzle solver.

You should think twice if anyone in your group has difficulty walking for several hours, dislikes using a phone during an activity, or wants a fixed timetable. The route is flexible, but that flexibility means your group must manage its own pace.

The game may be too demanding for very young children to solve without help. Children aged 9 to 14 are more likely to follow the clues and take an active role. For children aged 4 to 11, keep expectations gentle and let older players carry the harder parts.

Practical details that affect your day

The experience is offered in English. You need a UK, US, or Canadian mobile number, and the activity uses a mobile ticket. It is near public transportation, begins at The Coal Hole on the Strand, and ends in Waterloo.

The published operating window lists Monday through Friday, from noon to 6 p.m., for the stated booking period. Check the available date and start time carefully when you reserve, since the listed hours may not cover every day or time you have in mind.

Service animals are allowed, and most people can participate. Since the route involves substantial walking and city streets, you should consider your own mobility needs before booking, even though most participants are able to take part.

Free cancellation is available if you cancel at least 24 hours before the local start time. Cancellations or changes made later are not accepted for a refund.

Should you book it?

Book The Hunt for the Cheshire Cat if you want a playful way to walk across central London, especially with friends, family, or a birthday group. The strongest parts are the unusual route, the phone-delivered mystery, the freedom to pause, and the chance to discover places you might otherwise miss.

Go in expecting a walking puzzle, not a standard sightseeing tour. Bring a charged phone, allow the full afternoon, and accept that some clues may take real thought. If your group enjoys discussing riddles and laughing at wrong turns, the $40.90 price can buy a memorable shared outing. If you need clear checkpoints, a tightly timed route, or a grand finale, choose with more caution.

FAQ

How long does The Hunt for the Cheshire Cat take?

The experience takes approximately 3 to 4 hours. The route can last longer if you spend extra time solving clues or stopping for food and drinks.

Where does the experience start?

It starts at The Coal Hole, located at 91-92 Strand, London WC2R 0DW, UK.

Where does the experience finish?

The experience ends in Waterloo, London SE1, UK.

How many people can play on one team?

Teams can include 2 to 6 players. Larger groups can split into multiple teams and compete against one another.

Do I need a mobile phone number?

Yes. A UK, US, or Canadian mobile phone number is required to take part.

In what language is the experience offered?

The experience is offered in English.

Can I pause the game?

Yes. You can pause the activity at built-in break points for food and drinks, then continue at your own pace.

Is this a private activity?

Yes. Only your own group participates in the private activity.

What is the cancellation policy?

You can cancel for a full refund up to 24 hours before the local start time. Cancellations and changes made less than 24 hours before the start are not accepted for a refund.

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