Reviewed · TREASURE HUNTS
The Hunt for the Cheshire Cat by HiddenCity
The Cheshire Cat leads you on a puzzle trail from The Coal Hole on the Strand to Waterloo, turning central London into a giant game board. I like the phone delivered clues and the way the route brings you to corners of London you might otherwise miss. I also like the built in breaks, which let you stop for food or a drink instead of racing nonstop.
The main catch is the uncertain finish line. You get no clear progress marker, so a difficult clue can make you wonder how much remains. The puzzles are meant to stretch you, and some groups may find the experience more demanding than expected.
Key points at a glance

- A 3 to 4 hour route: Walk from The Coal Hole on the Strand toward Waterloo while solving a chain of clues.
- Best with 2 to 6 people: Larger parties can split into teams and race each other.
- Clues arrive on your phone: You need a UK, US, or Canadian mobile number to play.
- A walking puzzle, not a guided tour: You set the pace, pause for food, and continue when ready.
- Good for mixed ages: Families with children from 9 to 14 and adult groups have found the format engaging, though younger children may need help.
- A flexible finish option: The game can be continued on another day before its 28 day expiration, according to the experience details.
Turning central London into a Cheshire Cat puzzle

I like the basic idea here: you are not simply following a guide from one famous sight to the next. You are looking for clues, reading the city closely, and trying to work out what each answer means. Alice in Wonderland supplies the mood, but London provides the playing field.
The route begins at The Coal Hole, at 91 to 92 Strand, and finishes in Waterloo. That gives you a useful central London crossing, with plenty of city texture between the two points. You might pass familiar sights, but the real reward is noticing details that are easy to ignore on an ordinary sightseeing walk.
The experience is sent to your phone, with clues guiding your team from place to place. One group described the clues as arriving by WhatsApp, so make sure your phone is charged and ready for messages. You will need a UK, US, or Canadian mobile number. That requirement is easy to overlook if you are visiting from elsewhere.
The game is designed for teams of two to six. Two people can make a lively puzzle partnership, while four to six gives you more minds to test each clue. Larger family or birthday groups can divide into separate teams and play against one another. That competitive option adds energy, though it can also make people hurry past the city rather than enjoy it.
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The Coal Hole start sets the tone

Starting at The Coal Hole gives the game a clear meeting point in central London. You do not need to spend the first part of the experience searching for an obscure street corner. From there, the first instructions send you into the trail.
The opening section is important because it teaches you how the clues work. Expect to read carefully, look for connections, and think beyond the obvious answer. Some puzzles use out of the box thinking, so the quickest person in your group may not always be the most useful one.
This is not a traditional tour with a guide walking beside you and explaining every building. Staff roleplay forms part of the fun, but most of your progress depends on the clues and your team. That makes the experience feel more like a citywide treasure hunt than a standard London walk.
I would choose one person to manage the phone, but I would not let that person do all the work. Pass the device around. Children can spot visual details, teenagers often enjoy the competition, and adults may be better at linking an unusual clue to the next location. The game works best when everyone has a role.
A three to four hour walk with room to pause
The stated duration is about three to four hours. In practice, your pace will depend on how quickly your team solves the clues and how many breaks you take. One group made the day last longer by stopping for food and drinks, which fits the design of the route.
Those pauses are useful. A puzzle game across London can become tiring if you treat it like a race. Built in stopping points give you a chance to sit down, eat, compare theories, and let the slower members of the group catch up. You should see the breaks as part of the outing, not as wasted time.
The route involves a fair amount of walking. Children who normally resist long walks may stay interested because each move has a purpose, but this is still a walking activity. Wear comfortable shoes and leave enough time for the full route. If your group has limited stamina, the ability to pause matters.
Rain is another practical concern. A group completed the experience on an exceptionally wet day and still finished, but you should bring waterproof clothing and protect your phone. Bad weather may add comic value, yet it can also make reading clues and stopping in public places less pleasant.
What the puzzles feel like in practice
The clues are challenging enough to make a correct answer satisfying. They are not presented as a simple list of directions. You may need to inspect your surroundings, interpret a riddle, or connect a story detail to a place in front of you.
That challenge is the central strength of the experience, but it is also the main risk. One group found the game more difficult than expected and ended early because the lack of progress markers caused stress. If your party dislikes being stuck, set a time limit for each clue and use the available help rather than letting one problem consume the afternoon.
The customer help team can assist if you have questions, according to the experience information. That is reassuring, especially for a birthday group or a family that wants fun rather than a serious test. Still, you should expect to think. This is not an activity where every answer arrives quickly.
The Alice in Wonderland theme gives the puzzles a playful frame. You are looking for the Cheshire Cat, dealing with misdirection, and following a story as you cross the city. The theme seems to work best for people who enjoy riddles and a touch of theatrical roleplay. If you prefer detailed architectural commentary, this will feel light on facts about London.
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Discovering less obvious parts of London

One of the best reasons to book this is the route itself. The game takes you through parts of central London that you might not choose on a first visit. Even people who have lived in or near London for decades can encounter places they have never noticed.
That does not mean the game replaces a major sightseeing tour. It is better viewed as a companion to one. You will not receive a full explanation of London’s history or a carefully arranged visit inside major attractions. Instead, you get an excuse to look at the city differently and follow a trail into places you might otherwise pass.
I especially like this format for a return visit to London. After seeing the main sights, you may want an afternoon that has a clear purpose but does not feel like another conventional tour. The Cheshire Cat route gives you that structure while leaving room for conversation, food, and independent discovery.
The finish in Waterloo is practical for continuing your day, though the supplied details do not promise a grand final reveal. One group found the finale underwhelming after enjoying the rest of the game. I would book this for the route and puzzle solving first, not for a spectacular ending.
The right group makes a big difference

For two adults who enjoy riddles, this can work as a playful date or a shared challenge. You will have to communicate, divide up the clues, and keep moving when one idea fails. The route also gives you natural pauses if you want a more relaxed afternoon.
Groups of four to six may have the easiest time. You can split tasks without becoming so large that everyone talks over one another. A birthday party can add a competitive edge by creating multiple teams. The game supports teams of up to six, so larger parties need to plan that split in advance.
Families can enjoy it too. Children aged 9 to 14 fit the format particularly well, since they can read clues, search for details, and take part in the story. Younger children may need help with the harder puzzles. A four year old might enjoy the excitement and movement, but should not be expected to solve the game independently.
The experience can also suit a mixed age group, such as parents and adult children. It gives everyone something to do beyond taking photographs, and the route can uncover parts of London that longtime residents have not explored. Keep the competitive element friendly if your group includes children or people who dislike pressure.
Value at $40.90 per person
At $40.90 per person, this costs more than a self guided walk but less than many private group activities. The value comes from the complete puzzle structure, the phone delivered clues, the staff roleplay, and the three to four hours of organized entertainment.
You are also paying for flexibility. A regular guided tour follows a fixed schedule. Here, you can pause for food and drinks, move at your own pace, and spend longer on a tricky clue. That freedom matters if your group does not want to be shepherded from stop to stop.
The price is easier to justify when several people book together and treat it as the main event for an afternoon. It is less attractive if you only want a quick introduction to London or if your party would rather listen to a guide than solve problems.
Remember to budget separately for anything you buy during the break points. The route allows time for food and drinks, but the listed cost is for the experience itself. If you plan to make a full day of it, those stops can turn the outing into a relaxed celebration.
A useful safety net is the cancellation policy. You can cancel up to 24 hours before the start time for a full refund. Changes or cancellations made less than 24 hours ahead are not accepted, so do not wait until the last minute if the weather or your plans look uncertain.
Timing, phone needs, and meeting details
The listed operating period runs through November 25, 2026, with Monday to Friday start times between noon and 6 p.m. Confirm your selected date and time when booking, since the published hours do not describe every possible schedule.
You start at The Coal Hole, 91 to 92 Strand, London WC2R 0DW. The route ends in Waterloo, London SE1. Since the start and finish are in different parts of central London, plan your onward journey from Waterloo rather than expecting to return to the starting point.
A mobile ticket is provided, and the experience is offered in English. Your group needs a UK, US, or Canadian mobile number. Keep the phone accessible during the game, since the clues are delivered digitally. A portable battery is a sensible precaution, though the supplied details do not state that charging facilities are available.
The activity is private, meaning only your group takes part. That is a real advantage for families and friends. You can solve clues at your own level instead of being held to the pace of strangers. Service animals are allowed, the route is near public transportation, and most people can participate, but the amount of walking still deserves attention.
What can go wrong, and how to avoid it
The biggest trouble is uncertainty about progress. There are no clear checkpoints showing how much of the game remains. You may reach a point where some people want to stop, while others assume the final clue is close.
Before starting, agree on how long you want to play and when you will take a break. If the group needs to pause, use the built in stopping points rather than abandoning the game in frustration. The experience details say you can continue before the 28 day expiration, which gives you a useful fallback if one afternoon is not enough.
Do not let one person dominate the puzzle solving. Ask each team member to explain an idea, even if it sounds odd. The route rewards different kinds of thinking, and the younger members of your group may notice something adults miss.
You should also set expectations about the finale. The game can provide laughs, discovery, and a satisfying answer to a difficult clue, but the ending may not feel as dramatic as the build up. Book it for the full afternoon, not just the last reveal.
Should you book The Hunt for the Cheshire Cat?
I would book this if you want an active London outing with puzzles, walking, and a playful story. It is a strong choice for friends, family groups, birthday celebrations, and couples who enjoy solving riddles together. It also works well for a return visit, when you want to see London from a less familiar angle.
I would think twice if your group dislikes uncertainty, has difficulty walking for several hours, or wants a guide to explain London’s major sights. The puzzles can be demanding, and the lack of progress markers may frustrate people who need to know exactly how far they have left.
For the best experience, bring a charged phone, choose teammates who enjoy working together, allow time for food and drinks, and do not treat the route as a race. At $40.90 per person, the value is strongest when you use the flexibility, enjoy the city between clues, and make the game the centerpiece of your afternoon.
FAQ
Where does The Hunt for the Cheshire Cat start?
It starts at The Coal Hole, 91 to 92 Strand, London WC2R 0DW, UK.
Where does the experience finish?
The route ends in Waterloo, London SE1, UK.
How long does the game take?
The experience takes about three to four hours, although your exact time depends on your solving pace and how long you stop for food or drinks.
How many people can play on one team?
Teams can include two to six players. Larger groups can split into multiple teams and play against one another.
Do I need a mobile phone number?
Yes. A UK, US, or Canadian mobile phone number is required. Clues are sent to your phone.
Is the activity private?
Yes. Only your group takes part in the private activity.
Can I cancel for a refund?
You can cancel at least 24 hours before the start time for a full refund. Cancellations or changes made less than 24 hours before the start time are not accepted.
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