A phone-led cat hunt beats standard sightseeing. In The Hunt for the Cheshire Cat by HiddenCity, you turn central London into a walk-and-solve puzzle, with clues delivered straight to your phone. It is a story-driven challenge built for teams, not bus tours.
I like two things most. First, you get a real mystery-solving game vibe—riddles, puzzles, and roleplay that push you to look at streets and details you would normally skip. Second, the pace is on you: you can pause the game for a snack or just regroup without ruining the whole experience.
One thing to consider: there are no obvious progress markers, so if you like to see how much is left, you may feel a bit stuck or stressed near the end. And the finale can feel less dramatic than you might hope, depending on your expectations.
In This Review
- Key Things to Know Before You Start
- A Phone Puzzle Tour That Feels Like London, Not a Script
- Where the Hunt Starts: The Coal Hole on the Strand
- How the Phone Clue Trail Works Across Central London
- Stop-to-Stop Flow: Puzzles, Secret Spots, and Roleplay
- Built-In Break Points for Food and Drinks
- Team Play: 2–6 Players and Head-to-Head Energy
- Ending at Waterloo: The Finale and What to Expect
- Timing, Pace, and How to Make It Work With a Busy London Day
- Price and Value: What About $40.90 Buys You
- Who This Is Best For (and Who Might Want a Different Style)
- Small Logistics That Matter on the Day
- Should You Book The Hunt for the Cheshire Cat?
- FAQ
- How long does The Hunt for the Cheshire Cat take?
- How much does it cost?
- Where does the hunt start and where does it end?
- What language is the experience offered in?
- How many people are in each team?
- Do I need a mobile phone number to take part?
- Can we pause the game during the hunt?
- Is this a private experience?
- Is the route near public transportation?
- Is free cancellation available?
Key Things to Know Before You Start

- Phone-based clues: you follow a trail of questions and tasks sent to your phone, so you are always moving with purpose.
- Team format (2–6 players): you can play in a small team, and larger groups can split to compete head to head.
- Built-in breaks: the route includes points where you can stop for food and drinks without derailing the hunt.
- You control pacing: pause when you need a breather, then jump back in.
- Start at The Coal Hole, end near Waterloo: it is a central-to-South-London walk designed as one continuous adventure.
A Phone Puzzle Tour That Feels Like London, Not a Script
This kind of hunt works because it changes how you see the city. Instead of checking boxes, you are scanning storefronts, street corners, and landmarks for whatever the next clue is asking for. You are also part of the story as you uncover secret-ish spots and solve puzzles along the way.
The format also helps a group bond. When you solve something together, the win is yours. When you fail, you still learn something—usually about the area you just walked through.
The best fit is a group that likes to think and walk. If your idea of a good day is mainly sitting and looking, you might find the puzzle pressure a little much.
You can also read our reviews of more tours and experiences in London.
Where the Hunt Starts: The Coal Hole on the Strand

You begin at The Coal Hole, 91–92 Strand, London WC2R 0DW. This is a convenient central starting point, and it is easy to plug into with public transit. The time window for the activity is listed as Monday to Friday from 12:00 PM to 6:00 PM (for the date range shown).
Starting on the Strand matters. It is the kind of area where you get lots of pedestrian streets, quick route changes, and a good mix of sights. That makes it easier to keep the hunt moving without your route getting stuck behind barriers or one-way systems.
Tip from how this runs in real time: before you step out, make sure everyone knows where the phone clues are coming in on the day. If someone is the designated clue reader, pick that role early so the team does not lose time later.
How the Phone Clue Trail Works Across Central London

The core experience is a treasure-hunt-style trail across central London. You solve riddles and puzzles, then use the answers to find the next stop. The game sends clues to your phone, and you follow the story as you go.
One practical detail that matters: you need a UK, US, or CA mobile phone number to participate. So if your group is mixing SIM cards, check this early. It is also why the mobile ticket matters; it keeps your access tied to your booking.
You are not forced to sprint nonstop. The highlights say you can pause the game whenever you like, and that changes the experience from frantic to manageable. In practice, that is what lets families and mixed-age groups stay comfortable, since you can slow down for photos, bathrooms, or a quick regroup.
Stop-to-Stop Flow: Puzzles, Secret Spots, and Roleplay
There is one listed stop area for the tour (the adventure across London), but the experience is broken into multiple clue locations within that walk. The key idea is simple: each puzzle or riddle points you to a new part of the route, and you keep moving until the story takes you to the finish.
Expect a mix of brainwork and on-foot exploration:
- Some clues push you to think in a sideways way, not just look up at a sign.
- Some parts feel like detective work—spot this detail, interpret that hint, then go.
- Roleplay elements add flavor, so you are not just solving math problems in the street.
A word of caution based on real outcomes: the challenge can land harder than some groups expect. If your team prefers easy wins, set expectations that you may need teamwork and patience to get unstuck.
Built-In Break Points for Food and Drinks

A lot of city games forget the human part. This one builds in break points where you can pause for food and drinks. That turns the hunt into a real London outing rather than a long, uninterrupted grind.
This is especially helpful if you have kids or a mixed group age range. One family setup included children as young as 4, and the pause-friendly design likely made that work. For adults, the breaks are a sanity saver when puzzle focus starts to fray.
If you are competing head to head (more on that next), the break points also help keep teams from spiraling into frustration. A short reset can be the difference between a fun second wind and a tired, stressed group.
Team Play: 2–6 Players and Head-to-Head Energy
The hunt is designed for teams of 2–6 players. That is a sweet spot: big enough for discussion, small enough that everyone stays engaged. If you have a larger group, the format can split you into multiple teams and let you compete.
This is where the experience becomes more than a walk. The game turns into a friendly contest, like who can solve faster, find smarter, or recover best when someone steers them wrong. One group used a multi-team setup for a milestone birthday and kept going even in bad weather—basically, the game structure carried the fun.
If you do split into teams, decide roles fast:
- Who reads the clue first?
- Who checks possible interpretations?
- Who leads the next walk to the answer spot?
- Who keeps the team moving when you hit a dead end?
Ending at Waterloo: The Finale and What to Expect
You finish at Waterloo, London SE1. That gives you a strong transit option for leaving when you are done. It also helps the day flow: you are effectively walking through a slice of London and then landing where you can easily hop on trains or buses.
About the finale: one common concern is that the ending can feel a bit underwhelming if you expect a big, payoff moment. That does not mean the last part is boring—it just means you should treat the finish as the last puzzle moment, not necessarily a grand spectacle.
If your group hates uncertainty, this is also where you may feel the earlier confusion show up. One frustration noted was the lack of visible checkpoints or clear progress indication. If you prefer a countdown, you may want to decide ahead of time how you will handle getting close to the end.
Timing, Pace, and How to Make It Work With a Busy London Day

This experience runs about 3–4 hours. It is long enough to see a lot of London on foot, but short enough that it can fit into a normal sightseeing schedule. HiddenCity also lists it as usually booked around 22 days in advance, which suggests it is popular—so planning ahead is smart.
Because you can pause the game, you control how hard you push the route. If you want it to feel like an actual day out (not a timed challenge), pause for breaks and let the group enjoy the solving.
One practical approach: plan a loose neighborhood day around it. Start at the Strand, and then let the Waterloo ending guide your next stop—either dinner nearby or an easy ride elsewhere.
Price and Value: What About $40.90 Buys You
The price is listed at $40.90 per person for 3–4 hours. For that, you are not paying just for a guide standing there talking. You are paying for a structured puzzle system that moves you through city space, delivers clues to your phone, and builds in break points.
Is it good value? For the right group, yes—because the experience adds a challenge layer on top of walking around London. You also get something more memorable than passing sights: you get a chain of small victories (or funny attempts) that stay in your head.
It is not always the best deal if you only want classic sightseeing. This hunt asks you to solve puzzles. If that is not your group’s thing, a standard walking tour could feel cheaper per minute of enjoyment.
Who This Is Best For (and Who Might Want a Different Style)
This hunt is a strong match for:
- Friend groups who like puzzles, chatty problem-solving, and a little competitive energy.
- Couples who want an active date that does not rely on reservations.
- Families looking for a way to keep kids moving and engaged, since the pace can be adjusted with pauses.
It may be less satisfying for:
- Groups that hate feeling uncertain about how close they are to finishing.
- People who expected a smoother, more guided route where the remaining time is clearly shown.
- Teams that prefer light walking with minimal mental effort.
If you are bringing kids, do not assume everyone will love every puzzle moment. But the structure gives you a way to slow down and keep momentum without losing the whole game.
Small Logistics That Matter on the Day
A few details are worth paying attention to because they affect the flow:
- You need a mobile phone number in the UK, US, or CA range.
- You’ll use a mobile ticket.
- The experience is in English.
- It is near public transportation, and it allows service animals.
- It is described as private, meaning only your group plays.
Those points sound administrative, but they affect whether your hunt feels smooth or chaotic. If you handle them before you start, the rest is mostly enjoying the hunt.
Should You Book The Hunt for the Cheshire Cat?
Book it if you want London to feel like a game: riddles, puzzle momentum, team energy, and plenty of chances to stop for food. The best outcome usually comes when your group is willing to work together, laugh at wrong guesses, and treat the walk as part of the fun.
I would pause if your group is very sensitive to stress or needs clear progress checkpoints. The lack of visible progress markers—and the fact that difficulty can surprise people—can change the vibe fast. If that sounds like your team, consider it more of a flexible adventure than a tightly managed experience.
If you like thinking while walking and you have 3–4 hours to spend together, this Cheshire Cat hunt is a genuinely fun way to see central London with purpose.
FAQ
How long does The Hunt for the Cheshire Cat take?
It runs about 3–4 hours.
How much does it cost?
The price is $40.90 per person.
Where does the hunt start and where does it end?
It starts at The Coal Hole, 91–92 Strand, London WC2R 0DW, and ends in Waterloo, London SE1.
What language is the experience offered in?
It is offered in English.
How many people are in each team?
You play in teams of 2–6 players.
Do I need a mobile phone number to take part?
Yes. A UK, US, or CA mobile phone number is required.
Can we pause the game during the hunt?
Yes. You can pause the game whenever you like.
Is this a private experience?
Yes. It is listed as private, with only your group participating.
Is the route near public transportation?
Yes, the meeting point is near public transportation.
Is free cancellation available?
Yes. You can cancel up to 24 hours in advance for a full refund.






















