Reviewed · CAMBRIDGE TOURS
Fun, Flexible Treasure Hunt Around Cambridge with Cryptic Clues & Hidden Gems
Cambridge’s grand colleges are easy to admire and surprisingly hard to understand from the pavement. This phone-based treasure hunt gives you a reason to look closely, follow side streets, and connect the city’s famous sights through clues from Captain Bess. You explore privately, at your own speed, with no guide herding you along.
I like the freedom to start any time between 8 a.m. and 6 p.m., and I like that the route mixes major sights with less obvious streets. The price is also fair for a private activity, especially for a group. The main caution is that the cryptic clues are aimed mostly at adults, so younger children may need steady help.
- Captain Bess sends maps and clues by phone, with hints available when you get stuck.
- The route takes about two and a half hours and returns to its starting point.
- You visit eight Cambridge landmarks, including King’s College Chapel, the Corpus Clock, Trinity College, and the Backs.
- You can pause whenever you like, making room for a shop window, snack, church visit, or photo stop.
- No app, printing, or special permissions are needed, though each participant needs access to a phone.
- The activity is private, so only your own group takes part.
A Cambridge walk with a puzzle at every turn

This is not a conventional guided tour. Nobody meets you at the start, gives a talk, or keeps an eye on the clock. Instead, Captain Bess sends your group a sequence of digital maps and cryptic questions. You walk to the next point, study the surroundings, and work out the answer together.
That format changes how you see Cambridge. Instead of simply passing King’s College Chapel or the Corpus Clock, you have a task that makes you inspect details. A shopfront, plaque, carved figure, church wall, or college entrance can suddenly matter.
The game works in a WhatsApp-like way. You do not need to download an app, print a route, or grant special permissions. That keeps the setup simple, although you should make sure your group can receive and read the messages during the walk.
The advertised time is about two hours and 30 minutes. Since you control the pace, your actual outing can stretch longer if you stop often. That is a strength for curious adults, families who like breaks, and groups that want lunch or shopping woven into the walk.
Starting at St Mary’s Passage near the city center

The activity begins at 57 St Mary’s Passage, Cambridge CB2 3PQ. This puts you near the historic center and close to several of the sights that give Cambridge its distinctive feel.
The first instructions set the tone. You receive a map, read a clue, and begin searching rather than following a guide’s flag. Take a few minutes at the start to gather your group, check that the phone is working, and decide who will read the messages aloud.
A useful approach is to share the work. One person can handle the phone, another can study the map, and others can look for visual details. In a large family group, taking turns reading Captain Bess’s information can make the activity more social. One group even used pirate voices for the text, which tells you this works best when people are willing to play along.
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King’s College Chapel and Senate House

King’s College Chapel is one of Cambridge’s most recognizable buildings, with its long Gothic form dominating the view along King’s Parade. The hunt uses the area as an early anchor, giving you a chance to get your bearings while looking for the answer to a clue.
You may already know the chapel from photographs, but a puzzle encourages a closer look at the surrounding details. The point is not to replace an interior visit or a formal history talk. It is to make the outside setting part of a larger route.
Senate House follows, another major Cambridge landmark tied to university life. The sequence helps you see how tightly packed the central sights are. You are not spending the morning on long transfers. Much of the appeal comes from moving between famous buildings through lanes and passages that you might otherwise pass without a second glance.
One practical note: early clues have not always suited every group. The route and questions were revised after complaints about a misleading first clue and unnecessary repetition. Still, I would expect the opening puzzle to require patience, particularly if your group is not used to cryptic wording.
Great St Mary’s and Market Square

Great St Mary’s Church gives the route another strong landmark and a change from college architecture. It is an active Church of England building, and the experience treats it as part of the city you are walking through rather than as a detached museum stop.
The nearby Market Square adds a more everyday side of Cambridge. Here, the route feels less like a procession of university buildings and more like a walk through the working center. Market stalls, signs, windows, and street details can all become part of the search.
This is where the flexible format pays off. If something catches your eye, you can pause. You are not holding up a group of strangers or missing the next scheduled explanation. You can stop for a quick look, then return to the messages when ready.
The route may involve some backtracking at the beginning. The operator has revised it to reduce repeated streets, but an older version drew criticism for sending groups over the same ground. If efficient sightseeing matters more to you than the game itself, this is worth keeping in mind.
The Corpus Clock and the details you might miss

The Corpus Clock is a natural puzzle stop. Its unusual design rewards close attention, and the hunt gives you a reason to study it rather than glance up and move on.
This is also a good example of how the activity differs from a standard city orientation walk. A guide might point out the clock and give you a short explanation. Here, you need to inspect it, interpret the clue, and discuss what you see with your companions.
The information from Captain Bess is not limited to the answer. Along the way, she sends facts and short stories about the places in front of you. That helps keep the walk moving for people who enjoy history but do not want a long lecture at every stop.
The clue system is the heart of the experience, and it is also the weak point for some groups. Most participants will need to think together rather than expect instant answers. Hints are available, so being stuck does not have to end the game, but you should be comfortable with a little trial and error.
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Trinity College and the Backs

Trinity College brings you to another of Cambridge’s famous university spaces. The route lets you take in the setting while continuing the hunt, rather than separating sightseeing from the activity.
Then comes the Backs, the green riverside area behind several colleges. This is one of the most attractive parts of the walk and a welcome change after the tighter streets around the center. You get a broader view of Cambridge’s college grounds and open spaces, even though the hunt remains focused on clues and navigation.
The Backs are especially useful for groups with mixed interests. People who enjoy the puzzle can keep searching, while those who prefer taking photographs or studying the views have room to pause. The route does require a moderate level of physical fitness, so expect a substantial urban walk rather than a stationary game.
Do not assume every college interior is included. The supplied details identify Trinity College and the Backs as stops, but they do not promise entry to college buildings or a ticket for King’s College Chapel. Think of this as an outdoor orientation and puzzle walk, not an admissions package.
The Round Church and the return to St Mary’s Passage

The Round Church Visitor Centre is the final named stop. Its distinctive shape makes it an appropriate closing point for a route built around looking carefully at Cambridge’s built details.
By this stage, the clues have taken you through grand university landmarks, a church, a market, historic streets, and open ground by the colleges. That variety is one of the best reasons to choose the hunt. You finish with a clearer sense of how the center fits together and a useful list of places you may want to visit properly afterward.
The activity ends back at the original meeting point. That makes planning easier, particularly if you have onward plans in central Cambridge. You are not left at an unfamiliar edge of town, and you can pause along the way without worrying about reaching a distant final stop at a fixed time.
How difficult are the cryptic clues?

The clues are not simple scavenger hunt prompts. Some require you to interpret wording, search the immediate area, and combine what you see with the map. Adults who enjoy wordplay should find that satisfying.
For families, the age mix matters. The activity is primarily designed for adults, although children aged eight and older can join with help from an adult. Tweens may enjoy the search, but I would not book this expecting an independent children’s activity.
A group of adults aged 24 to 75 found the format worked well, and even people familiar with Cambridge learned new facts. That suggests the hunt can suit mixed-age groups when everyone contributes. It also worked for a group including an English woman, an Irishman, and a Spaniard, including someone who had studied at Cambridge.
If you get stuck, ask for a hint rather than letting one clue stall the whole morning. You can also rotate the person holding the phone. A different pair of eyes often spots a detail that the first person missed.
One practical tip is to look behind you. At least one participant found that the answer was easier to spot by checking the opposite direction instead of staring only at the path ahead. That is good advice for a city hunt in general.
What the $20.83 price gets you

At $20.83 per person, this is priced below many private guided walks, but it gives you a different product. You are paying for a prepared route, maps, clues, digital instructions, and the stories sent during the game. You are not paying for a live guide, entrance tickets, or a personal history lecture.
The value improves as your group grows because the activity remains private. A couple may prefer a traditional guided tour if they want direct conversation with an expert. A family or group of friends can get more from the fixed per-person price, especially when the freedom to pause matters.
I also see value in the research you do not have to perform. The route already links King’s College Chapel, Senate House, Great St Mary’s, Market Square, the Corpus Clock, Trinity College, the Backs, and the Round Church. You can spend your energy solving clues and noticing places instead of building a route from separate guidebooks.
The price does not cover admission to sights, food, drinks, or transport. Since those extras are not included, budget separately if you plan to enter a church or college during your day.
Who will enjoy this most?
I would choose this for adults who like puzzles, private sightseeing, and a flexible schedule. It is also a good fit for friends who want a shared activity rather than a simple walk, and for repeat Cambridge visitors who want to notice streets and details beyond the standard photo stops.
It can work for families, but only when an adult is ready to help younger players. If your children dislike word puzzles or lose patience when an answer is not obvious, a conventional guided tour may be a better choice.
The activity suits people who want to avoid a crowded group. Since only your party takes part, you can set the pace and talk freely. Service animals are allowed, and the start is near public transport. You should still expect moderate walking and carry a charged phone.
I would be less keen on it for someone who wants detailed answers delivered in person at each building. Captain Bess provides facts and stories by message, which is convenient and playful but less personal than having a live guide beside you.
Timing, phones, and practical planning
The hunt is available daily from 8 a.m. to 6 p.m. There is no set start time within those hours, which lets you work around college visits, train arrivals, lunch, or weather changes.
Because the activity is phone-based, check your battery before setting out. No printing is required, and no download or permissions are needed, but the entire experience depends on receiving the clues and maps as you walk.
Allow at least two and a half hours, then add time for pauses. You can stop the hunt if you want to browse a shop window, take photographs, or get refreshments. That flexibility is more useful than it may sound in Cambridge, where a short walk can easily turn into an unplanned stop.
Booking confirmation arrives at the time of booking. You can cancel for a full refund up to 24 hours before the start time. Changes or cancellations made inside that window are not accepted for a refund.
Should you book the Cambridge treasure hunt?
Book it if you want an affordable, private way to get oriented in Cambridge while doing something with your companions. The route covers an impressive set of central sights, the phone format keeps the timing loose, and the clues give you a reason to pay attention to details you might otherwise miss.
Go in knowing what it is. This is an adult-focused puzzle walk, not a fully narrated history tour and not a guaranteed hit for young children. If your group enjoys wordplay, can share a phone, and does not mind asking for hints, the $20.83 price offers good value. If you want effortless sightseeing with every fact explained by a person, choose a live guided tour instead.
FAQ
How long does the Cambridge treasure hunt take?
The activity takes approximately two hours and 30 minutes. You can make it longer by pausing during the route.
Where does the treasure hunt start and finish?
It starts at 57 St Mary’s Passage, Cambridge CB2 3PQ, UK, and finishes back at the same meeting point.
What sights are included?
The route includes King’s College Chapel, Senate House, Great St Mary’s Church, Cambridge Market Square, the Corpus Clock, Trinity College, the Backs, and the Round Church Visitor Centre.
Do I need to download an app or print anything?
No. The hunt works through a WhatsApp-like phone system, and you do not need to download or print anything or grant special permissions.
Is the activity suitable for children?
The game is mainly designed for adults. Children aged eight and older can take part with help from an adult, but the cryptic clues may be difficult for some younger players.
Can I cancel for a refund?
Yes. You can cancel up to 24 hours before the experience start time for a full refund. Cancellations or changes made less than 24 hours before the start time are not refunded.
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