Reviewed · MURDER MYSTERY & ESCAPE GAMES
The Hunt for the Cheshire Cat by HiddenCity
The fun here is not simply seeing London, but solving your way across it. Clues arrive on your phone as you follow the Cheshire Cat from The Coal Hole on the Strand toward Waterloo, with riddles, puzzles, character roleplay, and surprise stops along the route. I like the freedom to pause for food or drinks, and I like that the route reveals corners of central London you might otherwise pass by. The main catch is that the game does not clearly show how much remains, so the lack of progress markers can make a close finish feel farther away than it is.
This works especially well for families and friend groups, since teams of 2 to 6 can play together or compete against one another. You should expect a brisk, puzzle-focused walk rather than a standard guided tour, and the clues can be harder than a casual sightseeing activity.
In This Review
- Key points at a glance
- Following the Cheshire Cat from The Coal Hole
- Riddles, roleplay, and clues sent to your phone
- What you see between the clues
- Built-in breaks make this more than a three-hour walk
- Playing as a family, a couple, or rival teams
- How hard are the Cheshire Cat puzzles?
- Is $40.90 a fair price?
- Weather, phones, and other useful planning details
- Who should book The Hunt for the Cheshire Cat?
- FAQ
- Where does The Hunt for the Cheshire Cat start?
- Where does the experience end?
- How long does the game take?
- How many people can play together?
- Do I need a mobile phone number?
- Is the experience offered in English?
- Can I pause the game?
- Is this a private activity?
- Is the experience suitable for children?
- What happens if I need to cancel?
Key points at a glance

- A Strand-to-Waterloo mystery: Begin at The Coal Hole, 91-92 Strand, and follow the trail across central London to Waterloo.
- Phone-led storytelling: Receive clues through your mobile, with WhatsApp used as part of the game experience.
- Flexible timing: Plan on roughly 3 to 4 hours, with built-in places to pause for food and drinks.
- Small-team format: Play with 2 to 6 people, or divide a larger group into rival teams.
- A walking puzzle, not a bus tour: Expect exercise, street-level exploring, riddles, and close attention to your surroundings.
- Practical phone rule: A UK, US, or Canadian mobile number is required to take part.
Following the Cheshire Cat from The Coal Hole
Your adventure starts outside The Coal Hole at 91-92 Strand, London WC2R 0DW. This puts you in a central location, close to the busy Strand and within easy reach of some of London’s most familiar sights.
The starting point matters because the game begins in the middle of the city rather than at a distant attraction. You can fit it into a day of sightseeing, though you should avoid packing the schedule too tightly. The route takes about three hours for many groups, with the full experience described as roughly three to four hours. Add time if your team stops for a proper meal or takes longer over the harder clues.
There is no traditional guide walking beside you and explaining each street. Instead, your phone sends the next piece of the story. That gives the game a private, self-directed feel. You and your group decide how quickly to move, when to stop, and how much time to spend debating each answer.
The Cheshire Cat theme gives the walk a playful reason for looking closely at London. You are not simply being led from one landmark to another. You are searching for signs, interpreting clues, and trying to work out what the city is telling you.
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Riddles, roleplay, and clues sent to your phone

The central activity is a trail of clues. You solve riddles, complete puzzles, and follow instructions that lead you from place to place. Some clues require ordinary observation, while others call for less obvious thinking. That mix gives the game a useful rhythm: one answer may come quickly, while the next may need a group huddle.
The phone system is a major part of the format. It keeps the story moving without requiring a guide to manage every team. You receive the clues digitally, and WhatsApp is used in the experience. A UK, US, or Canadian mobile number is required, so check that your group has a suitable phone before booking.
The story also includes staff roleplay and attempts to send you in the wrong direction. That adds a social layer that a printed treasure map would not provide. You are not only answering questions. You are playing a part in a small mystery, with the city serving as the setting.
I like this setup for groups who enjoy figuring things out together. It gives everyone a job. One person may spot a detail, another may understand the wording, and someone else may keep the group moving when the discussion starts to circle.
Still, the game asks for patience. The clues are meant to make you think, and the experience can feel more demanding than a light sightseeing walk. If your group includes people who dislike riddles or become frustrated when an answer is not immediate, the pace may feel uneven.
What you see between the clues

The route crosses central London and ends in Waterloo, London SE1. The exact points along the trail are part of the mystery, so you should not expect a complete advance list of stops. That is part of the appeal, since the next location remains part of the game.
The route is also a useful way to notice parts of London that are easy to miss. Even people who have lived in or near the city for many years can find themselves using streets and stopping points they did not know. The experience keeps you looking around rather than walking with your eyes fixed on the next major landmark.
You will still incorporate some familiar central London sights, but this is not designed as a greatest-hits tour with a guide explaining royal history, architecture, or famous residents. The value comes from movement, discovery, and the pleasure of reaching the next clue.
Expect a fair amount of walking. A family group with children aged 9 to 14 completed the route happily, and another mixed group included children from 4 to 11. The youngest children may not solve many clues themselves, but they can still enjoy the chase and the activity around them. For a four-year-old, keep expectations relaxed rather than treating the game as a serious contest.
Comfortable shoes will help. That is practical advice rather than a special requirement: the activity covers a wide area, and the route is designed as a walking puzzle across London.
Built-in breaks make this more than a three-hour walk

One of the best features is the freedom to pause. Suggested stopping points are built into the route, allowing you to get food or drinks without abandoning the game. This is useful for families, birthday groups, and anyone who prefers a flexible day rather than a strict march from clue to clue.
A pause also helps with the puzzle rhythm. If your team is stuck, stepping away for a drink can give everyone a chance to reset. You can return to the problem with a clearer head instead of turning the game into a tense argument on the pavement.
The flexible format does mean that your total outing may stretch beyond the basic three-hour estimate. A group that stops for lunch, takes photos, or spends extra time on a puzzle can use much of the afternoon. That is a benefit if you want one main activity for the day, but it is a drawback if you have a timed theatre booking or another fixed appointment.
The published operating hours are Monday through Friday, from noon to 6 p.m., for the stated booking period through November 25, 2026. Check the available date and time when booking, since the listed hours do not describe a full seven-day schedule.
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Playing as a family, a couple, or rival teams

The ideal team size is 2 to 6 people. Two puzzle fans can make a good pair, though the experience may feel more intense because every clue rests on a small number of minds. A group of four to six gives you more ideas and usually creates a lively discussion.
Families can make it work well by sharing jobs. Older children can read the clues or search for details, while adults can help with the trickier wordplay and navigation. The activity is not presented as a children’s attraction, so younger children will need help, but the playful story gives them a reason to stay involved.
It also suits adult friends. Groups have used it for birthday celebrations, including a 60th and a 70th birthday. A large party can split into teams and play head to head. This adds competition, but you can keep it friendly if not everyone enjoys racing.
The private format is important. Only your own group takes part, so you do not need to solve clues alongside strangers or match the pace of another party. It also makes the activity easier to shape around your group’s energy. You can be competitive, casual, or somewhere between the two.
For couples who love word puzzles, this offers a more active alternative to a museum visit. For a group that mainly wants conversation over drinks, it may demand more focus than expected.
How hard are the Cheshire Cat puzzles?
The clues are intended to be challenging without becoming impossible. You should expect some out-of-the-box thinking, not just simple questions with obvious answers. That is where much of the satisfaction comes from: solving a difficult clue gives you a reason to notice the surroundings in a new way.
The challenge level is also the main source of risk. A group can have a lot of fun when the puzzle feels fair, but frustration rises if nobody knows how close they are to the finish. There are no clear checkpoints showing how much of the game you have completed.
That missing progress information can affect group planning. You may think you are only partway through when you are actually close to the end, or you may stop before realizing that the final section is nearby. If you need to finish on one particular day, leave plenty of room in your schedule.
The game can be continued on another day before its 28-day expiration, which provides useful flexibility if your group runs out of time. Still, completing it across two days can reduce the momentum, especially if some members of the group cannot return. I would try to reserve a generous block of time rather than relying on the minimum estimate.
The ending may feel less satisfying than the puzzle trail itself. The strongest part of the experience is the chase through London, the small discoveries, and the shared effort. Keep your expectations focused on the full walk and story rather than a spectacular final reveal.
Is $40.90 a fair price?
At $40.90 per person, this is not the cheapest way to spend an afternoon in London. You are paying for a structured city game, digital clue delivery, story elements, staff interaction, and a private group activity. Food, drinks, and any public transportation you use separately are not included in the stated price.
The value improves when you compare it with a group outing rather than a simple sightseeing walk. A party of four to six can share the experience for several hours, and a larger celebration can split into competing teams. It also replaces the need to plan your own route and invent your own puzzles.
The price is easier to justify if you want an activity that gives your group a common goal. You are not paying only to look at sights. You are paying for a reason to explore them, talk to one another, and keep moving.
It is less attractive if you want detailed information about London’s history or architecture. A conventional walking tour would better serve that purpose. This experience uses London as a puzzle board, not as a classroom.
With a 4.9 rating and a 99 percent recommendation figure, the experience has a strong record. I would still read the practical details carefully because the high marks do not remove the two main concerns: the walking distance and the uncertain sense of progress.
Weather, phones, and other useful planning details
This activity runs outdoors across central London, so weather can shape the day. One group completed it in extremely wet conditions and still enjoyed the laughs, but you should bring clothing that can handle rain if the forecast is poor. Wet pavement, phone screens, and puzzle papers are not a perfect combination.
Your phone needs to work during the game, and the required number must be from the UK, US, or Canada. The mobile ticket makes the experience simple to access, but a dead battery or poor connection could make the clue system harder to use. The supplied information does not state that a phone or charging point is provided, so arrive with your device ready.
The start is near public transportation, and the end is in Waterloo. That makes it practical to continue sightseeing from either end, though the activity itself is meant to be completed on foot.
Service animals are allowed, and most people can take part. The game is private to your group. Free cancellation is available if you cancel at least 24 hours before the local start time. Cancellations or changes made inside that window are not accepted for a refund.
Who should book The Hunt for the Cheshire Cat?
I would choose this for a family with school-age children, a group of friends, a birthday celebration, or a couple who enjoys riddles and walking. It is especially good if you have already seen the main sights and want a different way to move through central London.
I would be more cautious if your group includes people with limited walking tolerance, anyone who dislikes uncertainty, or visitors who want a guide giving historical facts at each stop. The experience is active and puzzle-led. It does not promise a smooth, linear tour with a clear finish time.
Book it if you like the idea of turning London into a shared mystery and can allow a full afternoon. Skip it if you need a tightly timed itinerary or want the city explained rather than decoded. The best reason to go is the combination of exercise, teamwork, and unexpected streets. The main thing to accept is that the game may make you work for its answers.
FAQ
Where does The Hunt for the Cheshire Cat start?
It starts at The Coal Hole, 91-92 Strand, London WC2R 0DW, UK.
Where does the experience end?
The experience ends in Waterloo, London SE1, UK.
How long does the game take?
Plan on approximately 3 to 4 hours. Stops for food, drinks, or longer puzzle-solving sessions can affect the total time.
How many people can play together?
Teams contain 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.
Is the experience offered in English?
Yes. The experience is offered in English.
Can I pause the game?
Yes. You can pause the game whenever you like, and the route includes built-in break points for food and drinks.
Is this a private activity?
Yes. Only your group participates in the activity.
Is the experience suitable for children?
Most people can participate, and groups with children from ages 4 to 14 have taken part. Younger children may need help with the more difficult clues.
What happens if I need to cancel?
You can receive a full refund if you cancel at least 24 hours before the local start time. Cancellations or changes made less than 24 hours before the experience are not accepted for a refund.
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