REVIEW · SAVANNAH
Ghosts of Savannah Self-Guided Haunted Audio Tour App/EMF Reader
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Savannah’s ghosts show up on your phone. Ghosts of Savannah is a self-guided haunted audio walk that plays stories at each GPS spot, with creepy sound effects and a built-in EMF reader feature. It’s a fun way to do the city on your own clock, without waiting for a group.
I really like the flexibility. You can pause, wander, double-back a minute, and still keep the tour on track. I also like how the narration is designed for short street-level stops—Johnson Square, Wright Square, Colonial Park Cemetery—so you get a steady trickle of stories instead of one long lecture.
One possible downside: the stop-by-stop stories can feel brief. If you want deep, room-by-room ghost histories, you may want to pair this with a longer guided tour or plan extra time at the squares you like best.
In This Review
- Key Takeaways Before You Start
- Why This Savannah Ghost Walk Works for Your Schedule
- Price and Time: Is $9.75 Worth It?
- Starting at Moon River Brewing Company, Ending at Six Pence Pub
- How the GPS Audio, Sound Effects, and EMF Reader Work Together
- A big practical tip: location permissions can make or break the tour
- One ticket and one phone (with an easy sharing workaround)
- Use the right code for the app
- Johnson Square: Little Gracie’s Dance (Stop 1)
- Reynolds Square: Malaria Hauntings and a Possible Ghost Photo (Stop 2)
- The Old Hotel, Olde Pink House, and the Civil War Rooms (Middle of the Walk)
- Wright Square’s Hanging Square Legend and Tomochichi and Alice Riley (Stop 3)
- A Slave Quarters Stop, Plus Ghosts in Halls and Gardens
- Colonial Park Cemetery: Civil War Soldiers and Ghosts Lurking Nearby (Stop 4)
- Ghosts of the Theater: Actors and Directors Who Kept Walking (Another Built-In Stop)
- Chippewa Square and the Forrest Gump Connection (End Near Stop 5)
- Best Ways to Use Headphones, Volume, and Walking Pace
- Common Snags: When the App Feels Broken (and How to Avoid It)
- Who Should Book This, and Who Might Want Something Else
- Should You Book Ghosts of Savannah Self-Guided Haunted Audio?
- FAQ
- Where does the Ghosts of Savannah tour start and end?
- How long does the tour take?
- How much does it cost?
- Is the narration in English and is it self-guided?
- Does the app need location permissions to work?
- Can I cancel for a full refund?
Key Takeaways Before You Start

- GPS audio at historic squares keeps you moving without a rigid group schedule
- Short stops make it doable in under about 75 minutes, but may feel too quick for story lovers
- Sound effects help the mood more than you’d expect from an app
- App success depends on location permissions and a correct experience code
- One ticket per phone works best; you can share audio by playing through your speaker
- Ends near Chippewa Square at Six Pence Pub, a nice cap to a spooky walk
Why This Savannah Ghost Walk Works for Your Schedule

This is the kind of experience that fits real travel days. You don’t need to be on-time for a van or listen to one pace that’s fine for someone else. I like that you’re in control of how long you stay at Johnson Square or Chippewa Square, and you can keep going when you feel like it.
It also works well for families. The format is simple: follow the route, press play when prompted, and let the audio do its thing. In practice, that makes it easier with kids (and easier with anyone who doesn’t want to stand still for an hour listening to tales).
The spooky part is mostly in the story + sound combo: the audio uses effects and shifts tones as you approach each location. It’s not just “read about ghosts.” It’s closer to a sound-led walk that helps you see the squares the way locals and old legends describe them.
You can also read our reviews of more guided tours in Savannah
Price and Time: Is $9.75 Worth It?
At $9.75 per person, this is a budget-friendly way to add a ghost layer onto Savannah sightseeing. You’re not paying for a live guide standing in the cold telling the story for every group. You’re paying for an app-driven route that carries you from stop to stop, with narration timed to your location.
The duration is listed as about 55 minutes to 1 hour 15 minutes. That time range is important because it matches how the tour is built: lots of outdoor stops in iconic squares and nearby historic sites. You can finish in a tight window, or stretch it out if you stop for photos or want extra time near a cemetery.
Now here’s the honest tradeoff. Several parts of the tour move quickly. People who want more detailed backstory might leave wanting “one more minute” at each stop. If you’re the type who likes a quick hit of atmosphere and then walks away happy, this price-to-time ratio is a good fit.
Starting at Moon River Brewing Company, Ending at Six Pence Pub

The tour begins at Moon River Brewing Company, 21 W Bay St, Savannah and finishes at Six Pence Pub, 245 Bull St, Savannah, which is very close to Chippewa Square. That finish matters because Chippewa Square is one of the city’s most recognizable public spaces, and it’s famous for the filming of Forrest Gump.
Ending at a pub also makes logistics easier. You’re not left wandering back to a hotel with a dead phone battery and a drained curiosity. You’ve got a place to sit, regroup, and decide if you want dessert and one last walk.
The start and end points are also convenient for public transit access since the tour is listed as near public transportation. And service animals are allowed, which is good to know if you’re traveling with one.
How the GPS Audio, Sound Effects, and EMF Reader Work Together

This experience is location-aware. The app plays narration when you’re at the right spot, which means you need your phone to be willing to use GPS while you’re walking.
The app title includes an EMF reader, but the tour’s main “hook” is the step-by-step audio stories at each point. Practically, expect the ghost tech to be part of the gimmick, not the core of the walking experience. The core is still the GPS-triggered narration and sound effects that set the mood.
A big practical tip: location permissions can make or break the tour
If you don’t allow location permission, the audio may not play beyond the start area. That’s not a small inconvenience—it defeats the whole point of the GPS design. Before you leave your first stop, check your phone’s location settings and make sure the app can access location.
You can also read our reviews of more tours and experiences in Savannah
One ticket and one phone (with an easy sharing workaround)
The tour works as a private activity for your group only. On top of that, one ticket is designed for one phone, and you can play the audio through the speaker if you want everyone nearby to hear it. If you buy multiple tickets for multiple phones, each device can run its own audio.
Use the right code for the app
If the app asks for an access code, use the experience code from your confirmation email. It’s not the same thing as a booking number.
Johnson Square: Little Gracie’s Dance (Stop 1)

Johnson Square is where the tour starts building its personality. You’ll hear about Little Gracie, a ghost said to still dance in the square. It’s a perfect opening story because it tells you what kind of ghost legends you’re dealing with: not just “boo,” but a character with a weird little hook.
This is also a good stop for photos. The square vibe is postcard-ready, and the narration gives you a reason to frame the shots differently—more “I’m in the story” than “I’m passing through.”
One practical note: the stop time is short—about 3 minutes. So don’t expect a long monologue at each location. Treat each stop as a scene, not a chapter in a book.
Reynolds Square: Malaria Hauntings and a Possible Ghost Photo (Stop 2)

Next up is Reynolds Square, another outdoor space where the city’s layers feel close together. The story centers on victims of malaria said to haunt this square, and the tour even teases the idea of a ghostly photo.
Here’s what I think makes this stop work: it trains you to look up and around, not just down at your phone. Reynolds Square is where you might notice the geometry of the space—how sightlines open and corners feel hidden even in daylight.
Again, you’re working with a short segment—about 3 minutes. If you like the story, stay near the square after the audio ends. You can always continue your walk when you’re ready.
The Old Hotel, Olde Pink House, and the Civil War Rooms (Middle of the Walk)

The tour then shifts into a stretch of “historic building stories” where the legends are less about an open square and more about what’s behind doors and windows. You’ll hear about an old hotel with a dark past and ghosts that decided to linger in the halls.
From there, you get the Olde Pink House area. You’ll hear a revolutionary story tied to someone still walking the halls, and it’s framed with a twist—he’s said to be friendly. That detail matters because it changes the tone of the narration. You’re not just bracing for danger; you’re listening for the local flavor of who these ghosts are in the legend.
The tour also includes stories tied to Civil War hauntings, with the narration pointing out the most haunted rooms and the ghosts said to live there. Another stop focuses on love as a force that keeps the ghost around, and it even mentions that Miley Cyrus had an encounter. That kind of modern-culture detail is why an app format can be fun: it mixes old legend with a pop-culture hook.
If you’re the type who wants long explanations, this is the section where you might feel the “too short” issue most. The tour is designed to move, not to camp in one doorway and map out the entire legend.
Wright Square’s Hanging Square Legend and Tomochichi and Alice Riley (Stop 3)

Wright Square is one of the best “name to atmosphere” matches in Savannah. The tour notes that it was once known as the Hanging Square, where murders and criminals met the noose.
The audio also names two ghosts tied to the grounds: Tomochichi (the old chief) and Alice Riley (the murder victim). Hearing names like that—right in the same place—makes the legend feel less like a random spooky tale and more like a place with specific memories.
This stop is also short, around 3 minutes, so stay present for the whole audio segment. If you want to linger, do it after it finishes so you don’t miss the specific names and details the narration is packing in.
A Slave Quarters Stop, Plus Ghosts in Halls and Gardens
Another part of the walk focuses on one of the last remaining examples of slave quarters. The narration frames it as a building that was once state-of-the-art and now stands as an enduring reminder of Savannah’s history.
You’ll hear that ghosts are known to walk the halls and garden. It’s one of those moments where the tour blends “spooky” with “this place mattered,” and that blend can make you slow down. If you’re in a reflective mood, this is the stop where I’d take an extra minute just to absorb the surroundings.
The tour’s timing stays consistent with quick stop segments, so treat it like a prompted glance, then let your own thoughts finish the picture.
Colonial Park Cemetery: Civil War Soldiers and Ghosts Lurking Nearby (Stop 4)
Next comes Colonial Park Cemetery, closed for burials long before the Civil War. The tour story says that didn’t stop ghosts from lurking around. The narration focuses on Civil War soldiers who made this place their home, and the ghosts that remain.
A cemetery stop hits differently with audio. It gives you a “voice in the air” feeling rather than just quiet walking. If you walk at a steady pace, the narration keeps you oriented without turning the moment into chaos.
This stop is also listed at about 3 minutes, which may feel short if you want to read gravestones or stare at the ground. If that’s your style, I’d do this one as a “listen first, then linger” stop.
Ghosts of the Theater: Actors and Directors Who Kept Walking (Another Built-In Stop)
The tour also includes a stop about the ghosts of the theater—actors and directors who still linger. Savannah’s theater legacy is part of the reason the city has such a strong storytelling culture, and this segment leans into that theatrical angle.
Even without knowing every detail ahead of time, the concept is clear: you’re listening for performers who didn’t fully leave the stage. That makes the audio feel like it has a theme—Savannah as a city where the past performs again and again.
Because this part is still part of the same self-guided timing, don’t expect a lengthy lecture. Expect mood, names, and a few sharp cues that help you picture how the legends take shape.
Chippewa Square and the Forrest Gump Connection (End Near Stop 5)
Chippewa Square is the iconic payoff. The tour calls it one of Savannah’s most famous squares and points out its film connection to Forrest Gump. It also adds that ghosts are lurking around, keeping the vibe going right up to the finish.
This is a good place to decide how you want to end. If you want to keep the ghost energy going, keep listening as long as the app prompts you. If you want a reset, stop the audio and just enjoy the square and people-watching.
Since the tour finishes at Six Pence Pub close to Chippewa Square, you can turn the end into a mini victory lap: sit down, dry out your throat, and talk about which story hit you hardest.
Best Ways to Use Headphones, Volume, and Walking Pace
Because this is GPS-driven, your main job is to keep moving at a pace that lets you reach the next spot smoothly. A good rhythm is: walk a little slower than you think you need at each square, then let the audio play while you’re still near the location.
Use headphones if you want the mood and clarity. If you’re sharing with others, play audio out loud through your speaker and keep the group together. The tour is private for your group, so coordination is easier than on a public group tour.
If you’re doing it in daytime, that’s totally fine. One downside of daytime walking is the shadows don’t always feel spooky. If you want more atmosphere, you might enjoy doing it later in the day (the tour information even hints that a night run is appealing).
Common Snags: When the App Feels Broken (and How to Avoid It)
The theme in the issues is clear: when the app won’t play at later stops, it’s usually not the ghosts—it’s the phone settings.
Here are the issues to watch for:
- Location permission denied: the tour may play only at the start
- Wrong code or confused code: the experience code should come from your confirmation email
- Only one device per ticket: if you want audio on multiple phones, you may need multiple tickets
- Map or directions not lining up: sometimes GPS can lag, so trust the route and be patient
Also, some people feel the narration is short per stop. That’s not an app glitch—that’s the tour design. If you love long-form ghost storytelling, you’ll want to plan extra time at the squares after your audio finishes.
Who Should Book This, and Who Might Want Something Else
This experience is a great match if you want:
- a budget-friendly ghost walk without committing to a group tour time
- a route of famous Savannah squares and historic spots in about an hour
- flexibility for families, mixed ages, or anyone who doesn’t want to stand around for long
It might not be ideal if you want:
- deep, multi-part ghost lore at each stop
- a long narration that feels like a guided talk
- an experience that works perfectly regardless of your phone’s GPS settings
If you’re expecting a dramatic, Hollywood-haunted mansion adventure, this isn’t that. If you’re expecting street-corner legends, square-based atmosphere, and an easy way to see Savannah while you hear the stories—this hits the mark.
Should You Book Ghosts of Savannah Self-Guided Haunted Audio?
I think you should book it if you want a low-cost, flexible haunted walk that fits into a day of Savannah sightseeing. The short stop format is actually a strength: it keeps energy up, it’s easy to pause, and it lets you choose what to revisit once you’ve heard the story.
Skip it (or plan something else alongside it) if you’re a person who needs long narration and lots of detail at each location. This tour delivers atmosphere in small bursts. It’s fun, and it’s easy, but it’s not trying to replace a full guided ghost lecture.
If your phone is good with GPS and you’re willing to check your app permissions before you start, it’s a solid way to get spooky in Savannah—on your schedule, not someone else’s.
FAQ
Where does the Ghosts of Savannah tour start and end?
It starts at Moon River Brewing Company at 21 W Bay St, Savannah, GA, and it ends at Six Pence Pub at 245 Bull St, Savannah, GA. The finish is close to Chippewa Square.
How long does the tour take?
The tour is listed as about 55 minutes to 1 hour 15 minutes.
How much does it cost?
The price is $9.75 per person.
Is the narration in English and is it self-guided?
Yes. The experience is self-guided and the audio narration is offered in English.
Does the app need location permissions to work?
Yes. Since it is a GPS guided, location-aware tour, you need to allow location permission on your phone so the stories can play at the correct spots as you walk.
Can I cancel for a full refund?
Yes. Free cancellation is available up to 24 hours in advance for a full refund. If you cancel within 24 hours, the amount is not refunded.





























