Reviewed · SAVANNAH
Ghosts of Savannah Self-Guided Haunted Audio Tour App/EMF Reader
Savannah’s ghost stories are best heard while you are actually standing among its old squares, cemetery walls, hotels, and theaters. This GPS-guided audio tour leads you from Moon River Brewing Company to Chippewa Square, with spooky sound effects and short stories about Little Gracie, Alice Riley, Tomochichi, Civil War spirits, and other lingering souls.
I like the freedom to start when it suits you and move at your own pace. I also like the low price, especially for families who want a ghost walk without joining a fixed group. The main drawback is that the narration at several stops is brief, and the app depends on correct location permissions, a working phone, and the access code in your confirmation.
Key points to know before you go

- Little Gracie opens the story: Johnson Square introduces one of Savannah’s best-known child ghosts, with more spirits said to share the square.
- You control the pace: The route takes about 55 minutes to 1 hour 15 minutes, but you can pause for photos, food, children, or a closer look at the buildings.
- The route packs in several classic Savannah sights: You visit Johnson Square, Reynolds Square, Wright Square, Colonial Park Cemetery, and Chippewa Square.
- The audio is short and theatrical: Sound effects add a spooky touch, but some stops offer only one or two minutes of spoken ghost lore.
- One phone can serve a group: One ticket can play through one phone speaker. Additional tickets are intended for additional phones.
- The finish is useful: Six Pence Pub sits near Chippewa Square, the famous Forrest Gump filming location, giving you an easy place to stop after the walk.
A low-cost ghost walk with no meeting time

At $9.75 per person, this is one of the easier ways to add a ghost story to a Savannah day. You do not have to match a guide’s schedule or keep up with a group. You download the WalknTours app, enter the experience code from your confirmation, and follow the GPS prompts through the historic center.
That flexibility matters. If you are traveling with a toddler, a dog, or children who need regular breaks, you can stop the tour and resume it later. Families can also gather around one phone, which keeps the cost down. The app provider says one ticket is enough for one phone, while extra tickets allow more phones to play the tour separately.
The route lasts roughly an hour, though the stated range runs from 55 minutes to 1 hour 15 minutes. That gives you enough time to walk between the major stops without turning the outing into an all-evening commitment. You can also listen to the stories again after finishing, a nice feature if you want to recall the details later.
This is not a live theatrical performance. You will not have a costumed guide leading a group or answering questions on the street. Instead, your phone supplies the narration, directions, and sound effects. That keeps the experience private and simple, but it also means you must handle navigation and technical setup yourself.
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Start at Moon River Brewing Company
The tour begins at Moon River Brewing Company at 21 West Bay Street. This is a practical starting point in central Savannah, and the building itself fits the mood of the outing. From there, the app guides you toward the squares and historic sites.
Before you set off, check that your phone has location permission enabled for the WalknTours app. The audio is GPS aware, so it needs to know where you are before it can trigger each story. This is the single most important technical step. If location access is blocked, the tour may play only at the starting point and then appear to stop working.
You should also locate the WalknTours experience code in the confirmation email. It is not the same as the booking number. Entering the wrong code has caused problems for some customers, so save the confirmation before you leave your hotel or accommodation.
Use headphones if you want a more private experience, or play the audio through your phone speaker so your whole group can listen. A family of five can follow one device, though you may need to gather close enough for everyone to hear.
Johnson Square and the story of Little Gracie

Johnson Square is the first major stop. Here, you hear the story of Little Gracie, the child ghost said to dance through the square. The narration also suggests that she is not the only spirit in the area, giving the opening stop a broader sense of mystery.
The stop is short, about three minutes. That is enough time to set the tone and introduce Savannah’s habit of placing ghost tales right alongside ordinary city life. You are not taken into a dark attraction. You are standing in a public square, with the story playing over the sounds of the city.
I like this beginning because it connects the ghost tale to a real place instead of presenting a string of unrelated haunted-house effects. The limitation is depth. If you want a long account of Little Gracie’s life, death, and sightings, the audio may feel too compressed.
Reynolds Square and the ghosts of disease

At Reynolds Square, the story turns to people believed to have died from malaria. The square is presented as another place where the dead may still linger, and the app suggests that you might even capture a ghostly photo.
Treat that suggestion as part of the playful mood, not a promise of a supernatural encounter. The appeal here is the combination of a public square, a grim piece of medical history, and the possibility of a spooky photograph. You can pause to look around, take your own pictures, and let the audio continue when you are ready.
Like Johnson Square, this stop is about three minutes. The short format helps the walk keep moving, but it also leaves little room for a detailed explanation of malaria or the people connected with the square. If you already know Savannah well, the historical information may feel light.
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Hotels, the Olde Pink House, and lingering spirits

After the first two squares, the route moves through several buildings with darker stories. One stop covers an old hotel whose former occupants are said to remain in its halls. The narration focuses on the people connected with the building and the ghosts who supposedly stayed behind.
Another stop takes you outside the Olde Pink House. Here, you hear about a Revolutionary-era figure who is said to walk the building’s halls. The story gives this stop a gentler turn because the ghost is described as friendly rather than threatening.
You also hear about rooms haunted by Civil War spirits. The audio points out the most haunted rooms and the ghosts linked with them. The supplied route information does not give every building’s name in this section, so you should treat the audio as the guide to the exact stop and story.
Another tale centers on love as a force that keeps a spirit in place. The story has even been linked with an encounter involving Miley Cyrus. This is the kind of celebrity connection that gives a ghost walk a little pop-culture sparkle, though it may appeal more to families and younger listeners than to visitors looking for carefully documented history.
The variety is useful. You get stories about war, disease, friendship, romance, and death rather than hearing the same haunted-room tale again and again. Still, the narration is generally compact. Some listeners will wish each building received a longer account.
Wright Square, the Hanging Square

Wright Square was once known as the Hanging Square, and the audio explains its connection with executions, murderers, and criminals who met the noose. That grim past gives the stop a sharper edge than the more playful stories at the beginning.
Two figures are tied to the square’s ghost lore: Chief Tomochichi and Alice Riley. Tomochichi is remembered as an old chief, while Alice Riley is associated with murder. Hearing their stories in the square gives you a direct sense of how Savannah’s public spaces carry several layers of memory.
This is another short stop, about three minutes. I would give yourself a little time before pressing on. Look at the square, listen carefully, and consider how different the place must have felt when public executions took place there. The audio does not turn Wright Square into a museum exhibit, but it gives you a reason to pause and look more closely.
The former slave quarters and stories of hard lives

The tour also visits one of the last remaining examples of slave quarters. The building was once considered one of the most advanced in the United States, yet it is also connected with the people who lived and worked there under slavery.
Ghost stories can make a historic site memorable, but this stop needs a thoughtful approach. The supernatural angle is the focus of the tour, while the site itself carries a painful and important human history. Listen for the stories of the people tied to the building and its garden, and do not reduce the place to a spooky backdrop.
This is one section where I would welcome more detail. The idea of spirits walking the halls and garden is powerful, but visitors who want a full account of the building’s architecture, occupants, and role in Savannah’s history will need another source as well.
Colonial Park Cemetery and Civil War spirits

Colonial Park Cemetery brings the route into a more obviously atmospheric setting. Burials ended there well before the Civil War, yet the cemetery is still linked with ghost stories. The tour focuses in part on Civil War soldiers who made the cemetery their home, along with other spirits said to linger there.
The cemetery adds a different mood from the open squares. Its walls, graves, and long record of death make the ghost stories feel more natural here, even during daylight. You can listen while standing outside and moving through the surrounding area, following the app’s directions.
You should expect atmosphere rather than a long cemetery lecture. The stop is listed at about three minutes, so the narration gives you a taste of the ghost lore rather than a full account of every grave or memorial. If you want to linger, pause the audio and take your time. The self-guided format makes that easy.
Savannah’s theater ghosts
The route also visits an old theater where actors and directors are said to remain after death. The story shifts from soldiers and cemetery spirits to the ghosts of performance, giving the tour a welcome change of subject.
The idea works especially well in Savannah, where an old theater can suggest years of performances, backstage arguments, applause, and unfinished business. You hear about the people connected with the theater and those who supposedly still linger there.
Again, this is a short audio segment, not a theater tour. You should not expect access to backstage areas or a detailed architectural visit unless that is available separately. The value is in hearing the story while you are near the site, then moving on through the city.
Chippewa Square and the finish at Six Pence Pub
Chippewa Square is the final major landmark. It is one of Savannah’s most recognizable squares and the location associated with the famous bench scenes from Forrest Gump. The square also has its own ghost stories, so the tour closes with a familiar piece of film history mixed with supernatural lore.
The official end point is Six Pence Pub at 245 Bull Street, close to Chippewa Square. The pub is also presented as a place with spirits of its own. That gives you a natural stopping point for a drink or meal, though the purchase of food or drinks is not included in the $9.75 tour price.
Ending near Chippewa Square is useful for sightseeing. You can continue exploring the square, take photos, or use the location as a base for another walk through Savannah’s historic center. The route does not leave you at an isolated pickup point.
What the sound effects add
The audio uses spooky sound effects to give the stories more drama. This is a small touch, but it helps younger children stay interested and gives the short narration a stronger mood.
The effects also make the tour feel less like reading a set of directions from your phone. Still, they are decoration, not a replacement for detail. If you want long, richly researched accounts of every ghost, the sound design will not solve the short narration at each stop.
Some parts last only one or two minutes. That keeps the route moving and suits families with limited patience, but it can leave adults wanting more context. I would treat the tour as an introduction to Savannah’s haunted sites, then choose a few places to revisit on your own.
Who will get the most from this tour
This experience fits you best if you want a budget-friendly private outing and do not need a live guide. Families can pause for children, couples can set their own pace, and small groups can listen together through one phone.
It is also a good choice if you have limited time. The walk takes about an hour, and you can schedule it around dinner, sightseeing, or a visit to another attraction. People who could not fit a traditional group ghost walk into their day may find the app much easier to use.
The tour is offered in English. Service animals are allowed, the route is near public transportation, and most people can participate. The activity is private, meaning only your group takes part rather than joining a larger crowd.
I would be more cautious if you dislike phone-based tours or want to ask questions as you go. You must manage the app, directions, location permissions, and playback yourself. The route is also less satisfying for anyone seeking long historical explanations.
Tips for a smoother walk
- Download or open the WalknTours app before arriving at Moon River Brewing Company.
- Find the experience code in the confirmation email. Do not rely on the booking number.
- Allow location access so the GPS can trigger each stop.
- Charge your phone and bring headphones if your group prefers private listening.
- Use one phone and one ticket for a group if everyone can hear the speaker.
- Give yourself extra time at the squares and cemetery if you want photos.
- Take the tour during the day for easy sightseeing, or choose an evening start if you want a darker mood. The tour is available daily from midnight to 11:30 p.m.
- Cancel at least 24 hours before the start time for a full refund. Changes or cancellations inside that window are not refunded.
Is the $9.75 price fair?
Yes, if you value flexibility more than detailed narration. At $9.75 per person, the price is modest for a private route through several central Savannah sites, and one phone can serve an entire group. You also get the option to replay the stories later.
The value drops if the app fails or if you expect a long account at every stop. The technical setup matters, and short narration may disappoint listeners who want extensive ghost lore. Make sure the app has location permission and the correct access code before you start.
Should you book it?
Book this tour if you want an inexpensive, flexible way to hear Savannah ghost stories while walking through its famous squares. It suits families, couples, small groups, and anyone who cannot commit to a fixed live tour.
Skip it if you want a guide who can answer questions, tell long stories, or adjust the route to your interests. For the best experience, think of this as a compact introduction to Savannah’s haunted side, with time to stop, take pictures, and continue exploring at your own pace.
FAQ
How long does the Ghosts of Savannah audio tour take?
The tour takes approximately 55 minutes to 1 hour 15 minutes.
Where does the tour begin?
It begins at Moon River Brewing Company, 21 W Bay Street, Savannah, Georgia 31401.
Where does the tour finish?
It ends at Six Pence Pub, 245 Bull Street, near Chippewa Square.
What language is the tour offered in?
The tour is offered in English.
Do I need one ticket for each person?
One ticket can be used on one phone and played through the speaker for a group. Additional tickets are intended for additional phones.
What sites are included?
The route includes Johnson Square, Reynolds Square, Wright Square, Colonial Park Cemetery, Chippewa Square, and several historic buildings connected with Savannah ghost stories.
Can I cancel for a refund?
Yes. You can receive a full refund if you cancel at least 24 hours before the experience start time. Cancellations within 24 hours are not refunded.
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