Reviewed · LONDON TOURS
The Hunt for the Cheshire Cat by HiddenCity
The Hunt for the Cheshire Cat turns central London into a giant puzzle board. You follow clues sent to your phone from The Coal Hole on the Strand toward Waterloo, stopping at streets, sights, and lesser-known corners that a standard sightseeing walk may skip. I like the mix of city exploring and Alice in Wonderland storytelling, plus the freedom to stop for food or drinks without losing your place.
I also like that your group controls the pace. Families can keep the competition friendly, while adult friends can split into teams of two to six and race head to head. The catch is that the puzzles can be tougher than expected, and the game does not clearly show how far you have progressed. Give yourself plenty of time and do not assume it will be a quick stroll.
Key points at a glance

- A phone-led trail across central London: Start at The Coal Hole on the Strand and finish in Waterloo while solving clues sent to your phone.
- Alice in Wonderland with real city exploring: The Cheshire Cat theme gives the walk a playful story, with riddles and activities tied to places along the route.
- Flexible timing: The experience takes about three to four hours, but you can pause for food, drinks, or a rest.
- Best with two to six people: Larger groups can split into teams and turn the hunt into a friendly contest.
- A proper walking challenge: Children and adults should expect a substantial amount of walking, not a sit-down puzzle game.
- Phone requirements matter: You need a UK, US, or Canadian mobile number to take part.
Following the Cheshire Cat from The Strand
Your adventure begins outside The Coal Hole at 91 to 92 Strand, London WC2R 0DW. This is a handy central starting point, close to major sightseeing territory, theaters, and public transport. You receive the trail through your mobile phone, with the story guiding you from one clue to the next.
The setup is simple, but the experience is not a basic quiz. You are asked to notice details around you, work out riddles, and interpret instructions as you move through the city. The route uses London itself as part of the game, so your surroundings matter. A sign, building detail, street feature, or public space may become useful to the next step.
I like this format because it gives you a reason to pay attention. Instead of walking past central London on the way to the next major sight, you look more closely at the city around you. The game also encourages interaction with people and places along the route, adding a social element that you will not get from an audio guide.
The Alice in Wonderland theme keeps the tone light. You are not simply following directions from point A to point B. You are part of a playful hunt for the Cheshire Cat, with attempts to distract or derail your progress built into the story. That makes the activity particularly appealing for a birthday, family outing, or group day in London.
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Puzzles that require more than a quick guess

The main work comes through riddles, puzzles, and activities delivered to your phone. Some clues are straightforward once you spot the right detail. Others require out of the box thinking, so the person who notices a small visual or verbal trick may help the whole team move forward.
That is where the experience earns its price. At $40.90 per person, you are paying for a self-guided game with a carefully planned route rather than a conventional walking tour with a live guide. If your group enjoys puzzles, the cost can feel fair because the activity fills much of an afternoon and gives everyone a role.
If your group dislikes uncertainty, the same design may feel frustrating. There are no clear checkpoints showing how many clues remain. One group found the lack of progress markers stressful and stopped before finishing, only to discover later that they had been closer to the end than expected. They were able to continue on another day before the 28-day expiration, but better progress information would have made planning easier.
I suggest agreeing on a relaxed approach before you begin. Treat the hunt as a shared city game, not a test of intelligence. If one clue stalls you, use the available help rather than letting one difficult puzzle sour the afternoon. The customer help team is reported to be responsive when groups need assistance.
A walk that reveals a different side of London

The route crosses central London and finishes in Waterloo, but the exact clue locations are part of the game rather than a simple sightseeing list. You will pass through areas you might not choose on a first visit, and the route can lead you away from the most familiar tourist paths.
That is one of the strongest features. A family group with children aged nine to fourteen found the walk fast-paced enough to hold attention, even though it involved a fair amount of walking. Another mixed group with children aged four to eleven used a more relaxed competitive style, allowing the younger children to join in without making the game all about speed.
You should still be realistic about the physical side. Three to four hours on foot is a serious outing, particularly in poor weather or with young children. Wear comfortable shoes and check the forecast. One birthday group completed the hunt in extremely wet conditions and still had fun, but being wet and satisfied is not the same as being comfortable.
The route also includes planned break points where you can stop for food and drinks. These pauses help turn the activity into a half-day event rather than a race. They are useful for families, older relatives, and groups celebrating a birthday. They also give your team time to discuss a clue without trying to solve it while walking.
The social side works best with a small team
HiddenCity recommends teams of two to six players. That is a sensible range. Two people can make decisions quickly, while four to six gives you more eyes for spotting details and more minds for solving tricky wordplay.
With a larger party, split into several teams and play head to head. This setup worked well for a 70th birthday celebration with four competing teams. A little rivalry can keep the group moving, but you do not need to make winning the main goal. The game is more enjoyable when slower teams can stop for a drink or regroup without feeling they have ruined the day.
For families, divide tasks by age. Older children may handle phone messages and word puzzles, while younger children can search for visual clues or help choose the next direction. A four-year-old may struggle with the actual riddles, but the movement, story, and group excitement can still keep the child involved.
For adult friends, the hunt offers a useful alternative to another pub afternoon or standard walking tour. One group of five, including parents and adult children aged nineteen to twenty-six, spent the whole day on the activity with food and drink stops. The route gave them a shared challenge and showed them parts of London they had not seen despite living nearby.
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The pace is flexible, but the day can stretch
The stated duration is about three hours, with the overall estimate running from three to four hours. In practice, your finish time will depend on how quickly you solve the puzzles, how often you pause, and how competitive your group becomes.
The ability to pause is valuable. You can stop for a meal, have a drink, or take a breather at built-in break points before continuing. That makes the experience easier to fit into a day of sightseeing. You are not tied to a guide’s timetable or a fixed group moving at one speed.
The flexible format also creates one planning issue: you need to manage your own time. If your group spends too long debating a clue or takes an extended meal break, the activity may run later than expected. I would avoid booking a timed attraction immediately afterward unless you leave a generous gap.
The listed operating window is Monday through Friday, from noon to 6 p.m., for the published period ending November 25, 2026. Check the available start time when booking, since the experience is not presented as an all-day, any-time activity.
What makes the finish in Waterloo useful

The route ends in Waterloo, London SE1. That gives you a practical place to finish, with plenty of onward transport and dining options in the surrounding area. You can continue your evening from there rather than needing to return to The Strand.
The ending itself may not satisfy every puzzle fan. One group enjoyed the game but found the finale underwhelming. That is worth knowing if you are booking mainly for a dramatic final reveal. The strongest part of the experience appears to be the route, the shared problem-solving, and the discovery of unfamiliar parts of London, rather than a grand theatrical ending.
Still, a modest finale does not erase the value of the afternoon. Think of the conclusion as the last step in a city-wide game, not the climax of a stage show. If you care most about the journey and the group experience, the ending should not be a deal breaker.
Is $40.90 a fair price?
At $40.90 per person, this is more expensive than a self-guided walk based on a printed map, but it offers more structure and interaction. You get a story, a sequence of phone-delivered clues, a route across central London, and support if your group gets stuck.
The price makes the most sense for groups that would otherwise pay for several separate activities. A family can combine sightseeing, walking, puzzle-solving, and planned refreshment stops in one booking. For a birthday or reunion, the shared format may be worth more than a standard attraction ticket because everyone participates at the same time.
Value depends heavily on your group. Puzzle fans and people who enjoy exploring on foot are likely to get three or four engaging hours from the cost. Someone who wants facts from a professional guide, major interior attractions, or a short and effortless walk may find better value elsewhere.
Since this is a private activity for your group only, you are not sharing the game with strangers. That matters for families and celebrations. It also means your own group dynamics shape the day, for better or worse.
Practical details before you book

You receive confirmation at booking, and the ticket is mobile. A UK, US, or Canadian mobile phone number is required, so check this before paying if your group uses international numbers. The experience is offered in English.
The activity is near public transportation, begins at The Coal Hole, and finishes in Waterloo. Service animals are allowed, and most people can participate. The main practical concern is walking, not a special fitness requirement, but anyone with limited mobility should consider the three to four hour route carefully because the exact route and walking demands are not specified in detail.
Free cancellation is available if you cancel at least 24 hours before the start time. Cancellations or changes made inside that window are not accepted for a refund. The cut-off follows London local time.
Who will enjoy the Cheshire Cat hunt?
I would choose this for:
- Families with children who enjoy stories, movement, and teamwork
- Friends celebrating a birthday or milestone
- Couples who like riddles and want a playful walking route
- London residents looking for a new way to explore familiar streets
- Larger groups willing to split into teams
- People who prefer a flexible activity over a fixed guided tour
I would be more cautious if your group includes people who dislike walking, get frustrated by difficult clues, or need a clear sense of progress. The lack of checkpoints can make the timing feel uncertain, and the finale may not deliver a huge payoff.
Should you book The Hunt for the Cheshire Cat?
Book it if you want a social puzzle walk that makes you look twice at central London. The best parts are the Alice in Wonderland theme, the chance to discover unfamiliar corners of the city, and the freedom to pause for food and drinks. Children, adults, and mixed-age groups can all take part, though the youngest players will need help.
Skip it if you want a traditional guided tour packed with historical explanation, or if your group wants a short activity with an obvious finish time. For puzzle-loving families and friends, though, $40.90 buys a lively half-day with plenty of conversation, walking, and shared problem-solving. Bring a charged phone, comfortable shoes, and a willingness to think sideways.
FAQ
Where does The Hunt for the Cheshire Cat begin?
The experience begins at The Coal Hole, 91 to 92 Strand, London WC2R 0DW, UK.
Where does the activity finish?
The route ends in Waterloo, London SE1, UK.
How long does the experience take?
It takes approximately three to four hours, with the itinerary also listing three hours as the activity duration.
How many people can play together?
Teams should include two to six 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.
Can I pause the game?
Yes. You can pause the game whenever you like, with built-in break points for food and drinks.
Can I cancel for a refund?
Yes, if you cancel at least 24 hours before the experience start time. Cancellations or changes made less than 24 hours in advance are not accepted for a refund.
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