REVIEW · SAVANNAH GHOST TOURS
Savannah Quest Experience: Ghost Hunt
Savannah gets spooky without a tour bus. This phone-based quest sends you from Forsyth Park to the riverfront, mixing haunted places, city walks, and small puzzles. I like the low $7.81 price and the freedom to start any time, while the private format lets your own group set the pace.
I also like that the route links ten recognizable Savannah sights rather than keeping you in one dark room. The tradeoff is important: there is no guide, and the clues can feel vague if your group is not patient with puzzles. Technical trouble with the app or booking code can also spoil the outing before it starts.
Key points to know before you go

- Ten haunted-history stops: The route runs from Forsyth Park through Madison Square and Colonial Park Cemetery to the Waving Girl Statue.
- A self-guided phone game: You use the Questo app to receive clues, solve puzzles, and get directions to the next stop.
- Plan on two to two hours and 40 minutes: The listed stop times are short, but walking, pauses, and puzzle solving add up.
- A very low-cost city activity: At $7.81 per person, the game costs far less than a traditional guided tour, though attraction admissions are separate.
- No indoor tours are included: You see the outside of places such as Mercer Williams House and Moon River Brewing unless you pay for a separate visit.
- Best for groups who enjoy riddles: Families, friends, and adventurous couples may have fun. Anyone wanting a polished ghost narration may prefer a guided evening tour.
How the Savannah Quest Experience works

This is not a standard walking tour with a person leading you through Savannah. It is an outdoor escape game played through the Questo app. You begin at the fountain in Forsyth Park, receive a clue, solve the challenge, and then receive the next piece of the story with directions to another stop.
That format changes the feel of the outing. You are not simply listening while someone else handles the route. You have to look around, discuss possibilities, and agree on an answer before continuing. For a group that enjoys games, this adds purpose to a familiar sightseeing walk.
The experience is private, so only your own group takes part. You can start on any day during the stated operating period, with hours listed from midnight to 11:30 p.m. That gives you plenty of scheduling freedom, though the clues may be easier to handle in daylight. One person who played after dark had trouble seeing some details.
The full route lasts about two hours to two hours and 40 minutes. The stop descriptions allow around five minutes at each location, but that is only a rough guide. Walking between stops and working through the puzzles will determine the real pace.
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Starting at Forsyth Park’s fountain

The first stop is the Forsyth Fountain at 1 West Gaston Street. This is a sensible meeting point because it is easy to identify, open to the public, and near public transportation. You do not need an admission ticket to begin.
Use this first stop to check that the app is working before you set off. The game depends on the Questo app, and several people had problems with loading, invalid booking codes, or a request to buy extra gems. Those problems were not described as the intended experience, but they are worth guarding against. Download the app and confirm your access before your group gathers at the fountain.
Forsyth Park also gives you room to get organized. Decide who will hold the phone, who will read clues aloud, and who will keep an eye on the route. That small bit of planning can prevent one person from doing all the work while everyone else waits.
The opening challenge introduces the basic pattern: read the clue, solve the puzzle, and use the answer to move forward. If your group gets stuck, 24/7 customer support is available. Still, I would treat support as a safety net rather than part of the entertainment.
Mercer Williams House and Madison Square

The route then points you toward Mercer Williams House Museum. The game is played around the property, not inside it. Entry is not included, so you should not budget on walking through the museum as part of the quest.
That distinction matters because the house is one of the route’s strongest visual anchors, but the game does not replace a proper museum visit. You can pause and explore the area at your own pace, then return to the clue. If you want to tour the interior, you will need a separate admission ticket.
Next comes Madison Square, which requires no admission fee. This stop gives the route a more open public setting and breaks up the series of house exteriors. You can take your time, discuss the next answer, and continue once the challenge is solved.
The first two stops show both the appeal and the limitation of this format. You get a themed walk through central Savannah for very little money, but the experience depends on your group bringing its own curiosity. The app supplies the structure. It does not provide a live storyteller to fill every quiet moment.
Sorrel Weed House and Andrew Low House

The Old Sorrel Weed House is another exterior stop where you receive a new clue. Admission is not included, and the quest does not take you indoors. If you have already planned a separate visit to the house, the game can help connect that visit with the wider haunted theme. If not, you should see this stop as a location for the puzzle rather than a museum tour.
The route continues to Andrew Low House. Again, you can pause as long as you like, but admission is separate. These stops work well for people who enjoy architecture and atmosphere along with the game, since the surroundings provide more than a blank checkpoint.
Do not expect a narrated ghost story at every location. One player wanted the clues to be less vague and hoped for a spooky voice reading the story. That is a fair warning. The tone comes from the places you visit and the story inside the app, not from an actor performing beside you.
For children, this section may be entertaining if they like solving riddles. Younger children may lose interest if an adult has to spend too long on one clue. One family group found that children became bored while waiting for a puzzle to be solved. A good approach is to let children search for visual details, read parts of the clue, and suggest answers instead of leaving them on the sidelines.
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Hamilton-Turner House and Colonial Park Cemetery

The Hamilton-Turner House, identified in the route as Hamilton Turner Inn, is the next checkpoint. The stop is free from an admission standpoint because the game takes place outside. You receive another challenge, then continue once the answer is accepted.
The house is part of the haunted side of Savannah that gives this quest its identity. Even without entering, the stop helps connect the city’s streets and buildings to the game’s darker story. You can also take a short pause here without feeling rushed, since the activity is designed for self-guided play.
Colonial Park Cemetery follows. This is another free public stop and one of the route’s clearest matches for the ghost-hunt theme. The cemetery gives the game a different setting from the surrounding houses and squares. You should be respectful here and keep the puzzle in proportion to the location.
The cemetery stop may be more atmospheric than a regular city checkpoint, but it still follows the same game pattern. The app provides the clue, your group works out the answer, and the next directions appear after you solve it. If the puzzle is not clicking, patience matters. The game is built around completing the challenges, not simply skipping from one address to the next.
Marshall House and Moon River Brewing
The Marshall House is another exterior stop with no admission fee for the quest. As with the other buildings, you are not taking part in an indoor tour. The value here comes from seeing another Savannah location tied to the city’s ghostly reputation while keeping the group moving through the historic center.
Moon River Brewing provides a particularly fitting late-route stop for a ghost-themed game. The quest takes place around the brewery, and admission is free because no attraction entry is included. You may choose to stop longer if you want to look around the area, but the game itself remains an outdoor activity.
By this stage, your group will know how the app works. That can make the challenges feel easier, or it can expose a weakness if the puzzles are not your style. The game does not offer a guide to keep the pace lively, so conversation within your group becomes part of the experience.
If you are planning to do the quest after sunset, bring a phone with a bright screen and take care with visibility. The route is open late, but darkness may make some clues or surroundings harder to see. The strongest practical choice is to play during daylight or early evening, unless nighttime atmosphere matters more to you than easy reading.
Ending at the Waving Girl Statue

The final stop is the Waving Girl Statue, also known as Florence Martus, at 508 East River Street. This is where the story and the city exploration game end. There is no admission charge.
The finish at the riverfront gives the route a clear endpoint instead of sending you back to the starting fountain. That affects your plans for the rest of the day. If you leave a car near Forsyth Park, you will need to arrange your return. If you are using public transportation or continuing along River Street, the ending may fit neatly into your schedule.
The Waving Girl Statue also provides a natural place to stop and compare answers, take a break, or continue exploring Savannah independently. The route covers a good portion of the city, so wear comfortable shoes and allow more time than the five-minute stop estimates suggest.
What $7.81 really gets you
At $7.81 per person, this is an inexpensive way to add structure to a walk through Savannah. A private group can take part without paying for a guide, and the route includes ten locations. That is strong value if you already plan to walk around the historic center and enjoy solving clues.
The price is less impressive if you expect a full ghost tour. You are not paying for a storyteller, a costumed performer, historical commentary at every stop, or entry into the houses and museums. Mercer Williams House, Sorrel Weed House, and Andrew Low House all require separate admission if you want to go inside.
Think of the fee as payment for the game framework and the route, not for a museum pass. The 24/7 support adds reassurance, especially if the app causes trouble, but it does not replace an in-person guide.
The booking pattern suggests that people often arrange this experience well ahead of time, with an average booking point around 29 days before the activity. You do not need that much lead time from the stated operating hours, but planning ahead is sensible if you want to fit it into a busy Savannah visit.
Who should book this ghost hunt?
I would choose this quest for a family with older children, a group of friends, or a couple that likes self-guided games. It also suits repeat visitors who have already seen some of Savannah’s main sights and want a different reason to walk between them.
You should be comfortable using a smartphone and working through clues without instant answers. If your group becomes frustrated by vague riddles, the experience may drag. The strongest groups will divide the tasks, talk through possible solutions, and treat the puzzles as the main event.
This is also a good pick for people who dislike fixed tour schedules. You choose the starting time, stop when you want, and continue at your own pace. Since it is private, you do not need to match the energy or interests of strangers.
I would be cautious about booking it for very young children or anyone seeking a polished, frightening performance. The ghost theme is present, but the experience is still a city puzzle game. The mood depends heavily on your group, the time of day, and how much attention you give the locations.
Should you book the Savannah Quest Experience?
Book it if you want a cheap, flexible way to connect Savannah’s haunted sites with an outdoor puzzle. The route is long enough to feel like a real city walk, and the $7.81 cost makes the risk relatively small.
Skip it if you want a guide telling vivid stories at every stop, guaranteed technical simplicity, or indoor access to the historic houses. Before starting, confirm that the Questo app accepts your booking code. Then play in daylight if clear clues matter more to you than nighttime mood.
With the right expectations, this is a playful add-on to a Savannah visit. It is not a full ghost tour, but it can turn a familiar walk into a cooperative challenge.
FAQ
Where does the Savannah Quest Experience start?
It starts at the Forsyth Fountain in Forsyth Park, at 1 W Gaston St, Savannah, Georgia 31401.
Where does the game end?
The game ends at the Waving Girl Statue, also called Florence Martus, at 508 E River St, Savannah, Georgia 31401.
How long does the experience take?
The estimated duration is about two hours to two hours and 40 minutes.
Is a tour guide included?
No. This is a self-guided city exploration game played through the Questo app. No guide accompanies your group.
Does the price include attraction admission?
No. Admission tickets to attractions are not included, and the game does not go inside the attractions.
Can I choose my starting time?
Yes. The experience can be started at your own pace and schedule. The stated operating hours run from 12:00 a.m. to 11:30 p.m., Monday through Sunday, during the listed operating period.
What happens if I need help with the app?
24/7 customer support is included. Confirmation is provided at booking, and the game requires the Questo app on your phone.
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