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Urban Quest Adventures
A sunlit European stone staircase rising between old plaster walls, the upper steps vanishing around a stone corner into warm afternoon light.

How a written city adventure works

An original story from a city's real history, narrated by the Chronicler. You solve its challenges in your phone's browser, at your own pace.

What it is

A story you walk through, not just read.

If you've enjoyed a scavenger hunt or an outdoor escape game, a quest shares that spirit. The difference is the story: each challenge you solve takes it further. No one leads you, and there are no actors.

Four steps

From choosing a quest to its last challenge

  1. 01

    Choose a city and a quest

    Buy it once: no booking, no time slot, any day you like.

  2. 02

    Open the link we email you

    It runs in your phone's browser: no app, no account.

  3. 03

    Walk and solve

    A first hint nudges you; up to two more narrow it down.

  4. 04

    Pause whenever you like

    Progress saves, and you pick up where you left off.

What you'll solve

15kinds of challenge, and each quest holds a mix.

Codes and ciphers

Caesar cipher

A quest screen: a two-ring letter wheel, a shift control above a coded word, and six answer boxes with the first filled.

Caesar cipher

  • Count what everyone else walks past.
  • Notice the detail the story turns on.
  • Name the object hiding in plain sight.

Inside a quest

Every challenge, worked out together

A quest screen on a phone. Over a challenge called "Unscramble the Final Word", a panel reads "Your party cracked it!" and "Entered by Lena". Two choices move on: "Move on, see answer"; "Move on, skip answer". Two stay with the challenge: "Stay, solve it"; "Stay, ask for time".

The group's answer is in. Now each of you decides what comes next.

Together

Alone or with a handful of friends

Bring whoever you like, or no one at all. There's no hard cap.

On your own

Just you and the story, at your pace.

One phone, passed round

Take turns holding it and lean in over the same screen.

A phone each

Send a link or an email invite, and every phone stays on the same chapter.

It's a shared adventure, not a contest. Usually you talk each challenge through, and one of you types in the answer for the group. Anyone who wants a go on their own can ask the others to wait.

Got a bigger group? You can split into teams.

OTHER WAYS IN

Not ready to walk it yourself?

GIVE AN ADVENTURE

Give someone a whole city.

Not a box. Not a thing on a shelf. A city handed to someone you love, a story opened for them, a day they'll carry with them for months. The voucher arrives by email on a date you choose, or prints at home.

Bring your team

Offsite, Not PowerPoint

Run a team offsite that respects their intelligence and their time. No slide deck, no forced icebreakers. A city, a narrative, a group that walks it together.

GOOD TO KNOW

How long

About 90 minutes to 3 hours

Price

One price per quest, not per person

Valid for

12 months from purchase

Booking

None — start any day you like

Pausing

Stop and resume any time

Weather

Rain-friendly — duck into a café and carry on

Languages

German and English

Families

Welcome, with real challenges from around age 8

Limited mobility?

Check the distance on each quest page

Stuck?

Up to three hints, each narrower than the last

Each quest page shows its exact price and run time.

A single wrought-iron lamppost just lit, standing at a European cobblestone corner at dusk, warm amber flame inside the glass lantern casting soft glow into the cool blue-grey twilight of the empty street behind.

For weeks afterward, the light looks different.

— The Chronicler

Letters from the Chronicler

Sent when something on the desk is worth the envelope. Quest previews, hidden stories, the occasional discount — no more often than that.