The only walled city north of Mexico — and the night its walls changed the map of a continent.
On a September night in 1759, an army climbed a cliff that was supposed to be unclimbable.
By the next morning two generals were dead, the battle had lasted less than half an hour, and New France had slipped out of French hands forever. The city still wears the walls that couldn't save it — the gates, the ramparts, the star fort on the cape.
You'll be handed sealed envelopes, one at a time, and sent out on foot through those same streets to carry a secret of your own to the river before the gates close.
Everyone remembers that night. Almost no one remembers it the same way.
One city. Three ways in.
The Pursuit comes to Québec in three editions — all self-guided, entirely on foot through the Old Town, roughly two to three hours. The Siege is built and ready; two more are in the works.
Carry the secret out before the gates close.
You are agents inside the walled city the night everything changed. Climb from the St. Louis Gate to the star fort on Cap Diamant, cross the field where both commanders fell, and thread the Upper and Lower Towns down to the river — the only road out before dawn. Fact, legend and memory don't agree on what happened here. Your job is to find out which to trust.
Move the cargo up from the water.
The same streets, run as a Lower Town contraband race — fur, wine and the goods that moved up the Breakneck Stairs by charm alone. Place-Royale, the painted shopfronts of Petit-Champlain, the quays and the old port, with the tide and the cargo instead of the cannon. Commerce, cunning and a Trade-Up along the waterfront.
The grandest hotel in the world keeps its secrets downstairs.
An upstairs-downstairs intrigue centred on the Château Frontenac and the ruins of the Château Saint-Louis buried beneath the Terrace — the real seat of power during the Siege, and, two centuries later, the room where Churchill and Roosevelt met in secret. A mystery of grandeur, ghosts and quiet diplomacy, tailor-made for conferences.
Whichever story you pick, the shape is the same: a trail that unfolds in your hands as you walk — phones-down on sealed envelopes, or live on the app — and a reckoning at the end.
Open them one at a time, in order, on the honour system. Each sends your team somewhere new in the Old Town — the story deepening with every seal you break.
Where the story supports it, some players carry a hidden mission — an informant, a double agent, a deal only they know. Revealed at the Tribunal.
No "tap done." Each stop is earned with the answer or code word you can only get on site, or a photo the host approves — before the next unlocks.
Everyone reconvenes for the reveal over dinner, where the whole night turns on its head and every team renders its verdict.
They're carved into the gates, the monuments and the old stone of the Lower Town. You bring the curiosity. Québec brings the rest.
The Siege is ready to run. Dates for the Québec editions are being set now — step inside, or get in touch to bring The Pursuit to your group.