Reviewed · ESCAPE GAMES AND SCAVENGER HUNTS
Discover Dinant while playing! Escape game – The alchemist
A mystery makes sightseeing sharper. This smartphone escape game turns Dinant into your playing field, sending you through the town as an alchemist investigating Josyne’s strange witchcraft accusation. I like the private format, which lets your group of up to six set its own pace, and I like the blend of puzzles and city information. The main drawback is that you must bring a charged smartphone, and the game may offer less explanation at some stops than a traditional guided tour.
You get about two hours to complete more than 30 missions, with 24-hour online help if the clues prove stubborn. The story asks you to decide whether to defend Josyne or support the accusation, so this is more than a checklist of sights. It is a playful way to explore Dinant, though anyone wanting a full, detailed history lesson may find the sightseeing sections a little light.
In This Review
- Key points to know before you play
- Turning Dinant into an alchemist’s puzzle board
- Josyne’s case gives the walk a clear purpose
- What the 30 missions add to the sightseeing
- A private game with no race against strangers
- Smartphone play means simple preparation
- When to start at Place Albert Ier
- Is $24.07 good value for a group?
- Who will enjoy this most?
- What the high rating tells you, and what it does not
- Practical advice for a smoother case
- Should you book The Alchemist?
- FAQ
- Where does The Alchemist game start?
- Where does the activity finish?
- How long does the experience last?
- How many people can join one booking?
- What language is the game offered in?
- Do I need to bring a smartphone?
- Is help available if I get stuck?
- Can I cancel for a refund?
Key points to know before you play

- A witchcraft mystery in Dinant: You act as an alchemist investigating the accusation against a villager named Josyne.
- More than 30 missions: Puzzles and witness encounters guide you through the town’s sights.
- Flexible private timing: Use the game for about two hours at any point between midnight and 11:30 p.m.
- For groups of up to six: Your own party plays together, with no strangers and no need to keep up with another group.
- English smartphone guide: You need your own phone and battery, while online support is available around the clock.
- A long booking window: The game remains valid for up to three years, useful if your plans change.
Turning Dinant into an alchemist’s puzzle board

This experience begins at Place Albert Ier in Dinant. That location matters because the game does not keep you inside one attraction or one room. The town itself becomes the setting, with streets, public places, buildings, and witnesses supplying the clues.
You follow the game on your smartphone and work through more than 30 missions. Some missions are designed to make you notice what is around you, while others push the story forward. The exact sequence of challenges can depend on how quickly your group solves each puzzle, but the basic rhythm is clear: read the next part of the case, inspect your surroundings, answer a question, and move on when you are ready.
I like this structure because it gives you a reason to look up from your phone. A standard city walk can blur into a string of buildings and dates. Here, the game asks you to connect the town to a character, a problem, and a decision. You are not simply passing through Dinant. You are trying to work out what happened to Josyne.
The story also gives the group a useful reason to discuss each clue. One person may spot a detail, another may understand the wording, and someone else may remember information from an earlier mission. That makes the activity a good fit for friends and families who enjoy solving things together.
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Josyne’s case gives the walk a clear purpose

The central plot concerns a strange accusation of witchcraft against Josyne, a villager. You take the role of an alchemist investigating why the accusation was made and what the truth might be.
The game presents different witnesses and asks you to solve the puzzles connected to their accounts. This creates a chain of small investigations instead of one large riddle. You gradually build a view of the case, then face the choice of defending Josyne or supporting the accusation.
That choice adds a little weight to the play. It is not just about getting the right answer and reaching the end. You are asked to consider the evidence and decide what you think happened. For children, it can make the activity feel like a detective story. For adults, it adds enough story to keep the walk from feeling like a basic phone scavenger hunt.
The tale is also based on real elements, giving the fiction a connection to the place. You should treat it as a game first, not as a substitute for a specialist history tour. Still, the use of local material gives the puzzles a stronger sense of place than a generic escape game moved from one city to another.
What the 30 missions add to the sightseeing
The missions are the heart of the experience. More than 30 tasks spread across roughly two hours means you will face frequent prompts rather than one puzzle every half hour.
That pace can work well for a mixed group. If one challenge is not your favorite, another will arrive soon. The game keeps your attention moving between the story, your companions, and Dinant itself. You will also receive information about key buildings and places in the city as part of the route.
This is where the activity earns its value as a city tour. You get a fun reason to notice important parts of Dinant, and the information is described as clear and useful. I would not book this expecting lengthy commentary at every stop, though. The available feedback points to one reasonable limitation: some people may want information at more of the stops.
That distinction is important. The experience is strongest when you want sightseeing with a game attached. If your main goal is detailed architecture, local politics, or a long explanation of each landmark, a conventional guide may suit you better. If you want a two-hour activity that gets your group looking at the city while solving clues, this format makes good sense.
A private game with no race against strangers

This is a private activity, so only your group participates. You can bring as many as six people under the group booking, which keeps the cost easy to understand and avoids the awkwardness of joining strangers for a team challenge.
The no-rush format is another strong point. You do not have to keep up with another party, finish before a guide moves on, or worry about being the slow team. Your group can pause, compare ideas, and take a little time to look around.
That flexibility should not be confused with unlimited play time. The activity lasts about two hours, and the game can be accessed during the stated window from midnight to 11:30 p.m. Since the unusual opening hours cover almost the entire day, you can fit it around other plans. Most people will probably choose daylight hours so the city sights are easier to see, but the booking information allows access at any time in that daily window.
The activity ends back at the meeting point. That is useful when planning your day, especially if you want to arrange lunch, another attraction, or onward transport after the game. Food and drinks are not included, so plan those separately.
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Smartphone play means simple preparation

The game uses a smartphone guide, and the ticket is mobile. You do not receive a phone as part of the experience, and a smartphone or battery is not included.
Bring a charged phone with enough power for about two hours of use. If several people in your group have phones, it is sensible to identify one main device and keep another available as a backup. That is practical advice rather than a stated requirement, but it can prevent a dead battery from interrupting the case.
The game is offered in English. That makes it accessible to English-speaking groups, though the usual smartphone reading and puzzle-solving demands still apply. If younger children are playing, an adult may need to read the instructions and help connect the clues.
Online support is available around the clock if you get stuck. This does not remove the fun of solving the puzzle yourselves, but it lowers the risk of losing half an hour to one stubborn challenge. You can ask for help and keep the story moving.
When to start at Place Albert Ier

Your starting point is Place Albert Ier, 5500 Dinant, Belgium. The activity also ends there, so you have a fixed beginning and finish rather than an open-ended route.
The meeting point is near public transportation, which helps if you are reaching Dinant without a car. The supplied information does not specify a particular bus, train, or transfer, so you should check your own route before setting out. Give yourself enough time to find Place Albert Ier and prepare the phone before starting the first mission.
The broad operating window is one of the more useful features. You can access the game from midnight through 11:30 p.m. on any day during the stated availability period, which runs from April 3, 2021 through March 2, 2027. That makes it easier to fit the activity into a day with changing plans.
Still, choose your start time with care. The game may be technically available late at night, but the sightseeing value depends on being able to see the places around you. Daylight will usually make it easier to read signs, inspect surroundings, and appreciate the buildings referenced by the game.
Is $24.07 good value for a group?

The listed price is $24.07 per group, with up to six people included. That is a useful price structure for a family or group of friends. Split across six people, the per-person cost is modest for about two hours of entertainment and a city walk. A smaller group will pay more per person, but you still receive a private activity rather than a shared group tour.
The value comes from combining three things: a self-guided city visit, an escape-style game, and a story with more than 30 missions. You are not paying for a live guide, food, transport, or entry to a separate attraction. That keeps the price down, but it also tells you what to expect. You are buying access to the game and its support, not a fully guided historical tour.
I think the price works best when the group would otherwise spend two hours wandering without a plan. The game gives that time structure and adds a shared goal. It is less compelling if everyone in your party dislikes phone-based activities or wants detailed spoken explanations at every stop.
The game also remains valid for up to three years. That long validity can add real value if your schedule changes or you are buying it ahead of a future visit. Check the selected date and cancellation terms at booking, but free cancellation is available up to 24 hours before the experience start time. Changes or cancellations inside that 24-hour period are not accepted for a refund.
Who will enjoy this most?

I would choose this for families with older children, couples who like playful sightseeing, and groups of friends who enjoy puzzles. The private format is especially helpful for families because you can adjust your pace and explain the story as you go.
It also suits people who have already seen plenty of standard walking tours and want something more active. You get city information, but you receive it through a task rather than a long speech. That can help children stay interested and can give adults a reason to pay closer attention to the surroundings.
Most people can participate, and service animals are allowed. The activity is near public transportation, which makes it practical for many visitors arriving in Dinant without a car.
I would think twice if you want a quiet, highly detailed cultural tour. The game asks you to read, solve, discuss, and make decisions. That is the appeal, but it also means the experience is less restful than a simple stroll.
What the high rating tells you, and what it does not
The experience has a 4.7 rating, with 100 percent of the listed participants recommending it. Those numbers support the idea that the format works well for its intended audience: people seeking a fun, flexible way to see Dinant.
The strongest praise centers on the game itself. It is well put together, suitable for both family and friend groups, and enjoyable for a wide range of ages. The clear information about important buildings and places is another plus.
The useful caution is about depth. You may want more information at additional stops. That does not make the activity poor value, but it helps you book with the right expectations. Think of it as an escape game that includes a city tour, not a city tour that happens to include a few riddles.
That difference can save you from choosing the wrong experience. If the mystery is your main reason for going, the balance should feel right. If the history is your main reason, add another source of information to your Dinant plans.
Practical advice for a smoother case
Before you start, charge your phone and make sure you can use the device comfortably for two hours. Since the game is smartphone-based, your group should also decide who will read the instructions and who will keep track of the clues.
Do not rush the opening missions. The story depends on understanding why Josyne has been accused and what the witnesses reveal. A few extra moments spent discussing the evidence may make the later choice more satisfying.
Use the flexible timing to your advantage. You can plan the game around meals and other activities, but remember that lunch and drinks are not included. Starting during daylight should help you get more from the city information and the places along the route.
If your group gets stuck, use the 24-hour online support rather than abandoning the game. The help is there to keep the story moving, not to take over every puzzle.
Should you book The Alchemist?
Book it if you want a private, flexible activity that combines Dinant sightseeing with a murder-mystery style investigation, even though the plot here concerns witchcraft rather than murder. The price is sensible for a group of up to six, the two-hour length is manageable, and the long validity period makes it easy to fit into a wider Belgium itinerary.
Choose another format if you want a live guide, extensive historical commentary, or a completely screen-free walk. For everyone else, The Alchemist offers a clever way to explore Dinant: you follow a local-feeling story, solve more than 30 missions, and decide what to do with Josyne’s case before returning to Place Albert Ier.
FAQ
Where does The Alchemist game start?
It starts at Place Albert Ier, Pl. Albert Ier, 5500 Dinant, Belgium.
Where does the activity finish?
The game finishes back at the meeting point in Place Albert Ier.
How long does the experience last?
The activity takes approximately two hours.
How many people can join one booking?
Up to six people can participate in the private group activity.
What language is the game offered in?
The game is offered in English.
Do I need to bring a smartphone?
Yes. The game uses a smartphone guide, and you must bring your own smartphone and battery.
Is help available if I get stuck?
Yes. Online support is available 24 hours a day, seven days a week.
Can I cancel for a refund?
Yes. Free cancellation is available if you cancel at least 24 hours before the experience start time. Cancellations or changes made less than 24 hours before the start are not accepted for a refund.
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