REVIEW · USA AUDIO TOURS
Ghosts of Savannah Self-Guided Haunted Audio Tour App/EMF Reader
Savannah’s ghosts are woven into its squares, cemeteries, old hotels, and grand houses, and this GPS-guided audio walk lets you meet them without joining a group. I like the freedom to start when you choose and pause for photos, food, or a break. I also like the low $9.75 price, especially for families sharing one phone and speaker.
The main catch is that the stories are brief, often only one or two minutes at a stop. You also need to enter the correct experience code, allow location access, and keep your phone working. If the app cannot track your position, the tour may stop at Moon River Brewing Company.
Key things to know before you go

- Little Gracie opens the story: Johnson Square introduces one of Savannah’s best-known child ghosts, with spooky sound effects to set the mood.
- The route covers several landmark squares: You visit Johnson, Reynolds, Wright, Colonial Park Cemetery, and Chippewa Square.
- One ticket can serve a group: The provider says one phone and speaker are enough, while extra tickets can be used on additional phones.
- The route takes about an hour: The advertised time is roughly 55 minutes to 1 hour 15 minutes, depending on your pace.
- The finish is near Forrest Gump’s bench scene: The tour ends at Six Pence Pub, close to Chippewa Square.
- Technology matters: Download the WalknTours app, use the experience code from your confirmation email, and allow location permission.
Savannah’s ghosts, delivered by your phone

This is not a traditional walking tour with a guide leading a group through the dark. Your phone is the guide. The WalknTours app uses GPS to trigger audio as you reach each place, giving you control over the speed and stopping points.
That setup works well if you are traveling with children, managing a toddler, walking with dogs, or simply dislike being tied to a tour group. You can pause the narration, replay a story later, or wait while everyone catches up. One family used it successfully with children aged 10, 13, and 16, and another family chose it because a toddler made a fixed group tour difficult.
The audio includes spooky sound effects, which add atmosphere without requiring a nighttime start. You can take the walk during the day, as one couple did, or save it for after dark. The stories will be the same, but the old squares and cemetery should feel different once the sun goes down.
The walk is offered in English. It is a private activity for your own group, not a shared excursion, and most people can participate. Service animals are allowed, and the route is near public transportation.
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Starting at Moon River Brewing Company
The starting point is Moon River Brewing Company at 21 West Bay Street. This is a practical place to begin because it is a recognizable Savannah address and already fits the haunted theme.
Before setting off, take a minute to check the app. The confirmation email includes an experience code. This is not the same as the booking number, so use the WalknTours code described in the instructions. You also need to permit location access while using the app.
That small setup step matters. One person reported that the tour would not move past the starting point, and the provider explained that location permission had not been enabled. Another person had trouble because they tried the booking number instead of the separate experience code. These are avoidable problems, but they can ruin a short tour if you discover them after walking away from the start.
Use a charged phone, keep the volume high enough for your group, and consider bringing a small portable speaker if several people are listening together. The provider specifically notes that one ticket can be used on one phone with the sound played through a speaker. You do not need a separate ticket for every person if everyone is sharing that device.
Johnson Square and the story of Little Gracie

The first named stop is Johnson Square, where you hear about Little Gracie. The story says that she still dances in the square, and the audio hints that she may not be the only presence there.
This is a good opening because it gives the tour a clear Savannah character right away. Johnson Square is not treated simply as a pretty green space. The audio asks you to look at it as a place where memory, loss, and ghost lore overlap.
The narration at this stop lasts about three minutes. That is enough to establish the tale, but not enough for a long historical lecture. If you want every story to include dates, background, and several versions of the legend, you may find the treatment too light.
Reynolds Square and the ghosts of illness

At Reynolds Square, the focus shifts to people who died from malaria. The square is presented as a place where those victims may still linger, and the app suggests that you might capture something unusual in a photograph.
The stop is another short one, about three minutes. I would treat the photo idea as part of the fun, not a promise that your camera will reveal a ghost. The appeal here is the combination of a familiar public square and a darker story beneath it.
The audio also helps you notice Savannah’s past as a place where disease shaped daily life. That gives the stop more substance than a simple haunted-house tale, even though the narration remains compact.
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Haunted hotels, old houses, and lingering affection

Several stops between the squares focus on buildings with their own ghost stories. One old hotel is said to retain the spirits of people who once walked its halls. The route also discusses the Marshall House, including its most haunted rooms and the ghosts associated with them.
The Marshall House section is one of the more useful parts for anyone interested in Savannah’s famous haunted hotels. You hear about the building’s Civil War-era spirits and the rooms connected with them. The story gives you a reason to look up at the hotel rather than pass it as another historic facade.
Outside the Olde Pink House, the audio tells of a Revolutionary-era figure who is said to still walk the building. The story gives this ghost a friendly connection, which keeps the tone from becoming relentlessly grim. Savannah’s ghost lore often mixes tragedy with personality, and this stop captures that lighter side.
Another stop centers on love as the force keeping a ghost near the living. The story is linked to a reported encounter involving Miley Cyrus, adding a modern celebrity detail to the older legends. This is a useful change of pace: not every stop is about murder, war, or disease.
The route also touches on the Planters and the Blue Moon, names included in the tour’s story material. These sections broaden the walk beyond the five major squares and cemetery. You are not just moving from park to park. You are also hearing how hotels, restaurants, houses, and theaters collect stories over time.
Wright Square, Tomochichi, and Alice Riley

Wright Square was once known as the Hanging Square, and the narration turns to the people associated with executions there. Two of the key figures are Tomochichi, the former chief, and Alice Riley, who was convicted of murder and hanged.
This is one of the tour’s darker historical stops. The square’s present-day calm contrasts with the violence connected to its past, making the location more memorable than a generic ghost story.
The audio stop lasts about three minutes. That brevity is both useful and limiting. You get a clear introduction to the figures and the haunting, but you will not receive a long account of every event connected with the square. If Alice Riley or Tomochichi interests you, note the names and research them later.
A former state-of-the-art building and its painful past

One section visits a building that was once among the most advanced in the United States and is now one of the remaining examples of slave quarters. The story turns to spirits said to walk through its halls and garden.
This is an important change in tone. The tour is not only about theatrical ghosts and famous haunted hotels. It also points toward the people whose lives were shaped by slavery and confinement. The setting gives the story a serious edge, even though the audio format keeps the treatment short.
You should approach this stop with some care. Ghost stories can make a difficult past easier to remember, but they can also reduce suffering to atmosphere if handled too lightly. Here, the value is in recognizing the building’s history and the lives connected with it, not just looking for a strange sound or photograph.
Colonial Park Cemetery and Civil War spirits

Colonial Park Cemetery is the fourth named stop. Burials ended there long before the Civil War, yet the cemetery remains part of Savannah’s ghost lore. The audio tells of Civil War soldiers who made the cemetery their home and of other spirits said to linger there.
A cemetery gives the tour a natural change in pace. You are no longer looking across an open square or up at a hotel. The setting itself encourages quieter listening.
The listed audio portion is about three minutes, but you may want extra time to look around. The tour schedule is flexible, so you are free to pause without holding up a group. That is one of the best reasons to choose this format. A traditional walk often moves on as soon as the guide finishes speaking. Here, you can listen again or take a few minutes before continuing.
Be respectful. This is still a cemetery, not simply a stage for ghost hunting. The app’s spooky effects may add mood, but the place deserves the same care you would show any burial ground.
The Savannah Theater and the ghosts of performers
The route then moves to an old theater, where the stories concern actors and directors who are said to remain after death. Theater ghosts make natural material for an audio tour. Empty stages, backstage corridors, and old performance spaces already carry a sense of drama.
This stop adds variety to the walk. Instead of focusing on illness, murder, military conflict, or lost love, it looks at people whose lives revolved around performance. You hear that the theater’s ghosts are connected to the work done there, which gives the story a clear setting.
Again, the available description does not promise a long tour inside the building. Expect to hear the story from outside or at the designated GPS point, rather than assume that your ticket includes admission to every interior location.
Chippewa Square and the Six Pence Pub finish
Chippewa Square is the final named square and one of Savannah’s most recognizable locations. It is famous as the filming site for Forrest Gump, and the tour connects that movie history with more ghost stories.
The walk ends at Six Pence Pub, 245 Bull Street, close to Chippewa Square. The pub itself is said to have nighttime spirits, so the final stop keeps the haunted theme going after the formal route ends.
This is a convenient finish if you want food or a drink afterward, though the tour price does not include anything at the pub. The ending also gives you a chance to remain in the area and revisit the square without audio playing in your ear.
The total route is advertised at about 55 minutes to 1 hour 15 minutes. Your timing will depend on how quickly you walk, how long you pause at each stop, and how much time you spend taking photos or listening again.
What $9.75 really buys you
At $9.75 per person, this is a budget-friendly way to add a ghost theme to a Savannah walk. The price makes the most sense for a small group that wants control rather than a full-service guide. One purchased experience can be played on one phone for the group, which improves the value if everyone is comfortable listening together.
The comparison changes if each person needs a separate device. The provider says additional tickets can be used on additional phones, and one family felt disappointed after discovering that only one device was included with their purchase. Check how many phones you need before booking.
You are paying for the app, GPS-triggered narration, route planning, and sound effects. You are not paying for entrance to buildings, food at the pub, or a live guide who can answer questions. The short audio sections are the main limitation. Several stops offer only a minute or two of ghost history, so this suits you if you want a light, entertaining walk rather than an exhaustive study of Savannah’s past.
The free cancellation policy is straightforward: cancel at least 24 hours before the start time for a full refund. Changes or cancellations inside that window are not refunded.
Who should choose this audio walk
I would point this tour toward:
- Families who need to pause, slow down, or keep children engaged.
- Couples who want a low-cost activity they can fit around dinner and sightseeing.
- People who cannot find a suitable group-tour time.
- Visitors who prefer a private outing to walking with strangers.
- Anyone interested in Savannah’s squares and ghost lore but short on time.
- Travelers with a toddler or service animal who may find a fixed group less practical.
Children may enjoy the sound effects and the idea of finding ghosts in familiar public places. The stories include murder, illness, slavery, war, and death, so parents should decide if the tone suits their children.
You may want a different option if you expect long historical explanations, a live storyteller, or detailed answers about each legend. The app cannot respond to questions, and some descriptions are short. The quality of the experience also depends on your phone, location settings, and ability to follow the route.
A few practical ways to make it work
Download or open the WalknTours app before leaving Moon River Brewing Company. Find the experience code in the confirmation email, and do not confuse it with the booking number.
Allow location access while using the app. If the narration does not trigger, check that permission first. A map and verbal directions have worked well for many people, but one person reported that the map did not appear and the verbal directions were wrong, so keep the next stop in mind before walking away.
Use one phone with a speaker if your group is sharing. If you want everyone to listen privately or move at different speeds, book enough tickets for separate phones.
Plan around the weather and daylight. The tour can be done during the day, but a nighttime walk will change the mood. The route is flexible, so you can also stop for a meal, browse nearby streets, or replay a favorite story afterward.
Should you book the Ghosts of Savannah audio tour?
Book it if you want a cheap, flexible introduction to Savannah ghost lore and value the ability to walk at your own pace. The route covers memorable squares, Colonial Park Cemetery, haunted buildings, the Savannah Theater, and the Forrest Gump filming location. Families and couples get especially good value from the private format.
Skip it if you want a live guide, lengthy stories, or a carefully researched lecture at every stop. The narration is short, and the app requires a little technical preparation.
For most people, the decision comes down to expectations. Think of this as a self-guided haunted city walk with short audio chapters, not a full evening performance. With the correct code, location permission, and a charged phone, $9.75 buys an easy way to see Savannah after dark or add a little ghost lore to a daytime stroll.
FAQ
How long does the Ghosts of Savannah audio tour take?
The tour takes approximately 55 minutes to 1 hour 15 minutes. Your pace and the time you spend at each stop will affect the total.
Where does the tour start?
It starts at Moon River Brewing Company, 21 West Bay Street, Savannah, Georgia 31401.
Where does the tour end?
The tour ends at Six Pence Pub, 245 Bull Street, near Chippewa Square.
Is the tour guided by a person?
No. It is a self-guided GPS audio tour played through the WalknTours app.
What language is offered?
The tour is offered in English.
Can one ticket be used by a group?
Yes. The provider says one ticket can be used on one phone with the audio played through a speaker. Additional tickets can be used on additional phones.
What happens if I need to cancel?
You can receive a full refund if you cancel at least 24 hours before the experience start time. Cancellations or changes made within 24 hours are not refunded.
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