REVIEW · NEWPORT
Newport Ghosts: Seaside Hauntings and Hags Tour
Book on Viator →Operated by Newport Ghosts By Us Ghost Adventures · Bookable on Viator
If you like your history with a chill, this one works. Newport Ghosts: Seaside Hauntings and Hags is a short night walk built around documented paranormal claims tied to real landmarks. You’ll also get a handy mix of city orientation and story-carrying stops, which makes it easier to picture the hauntings as you move.
I especially like the true-story focus. Instead of pure camp, the tour aims for researched accounts and recurring themes you can connect to the places you’re standing in—like church graveyard lore and waterfront sailor specters. I also love that it’s an easygoing format for most people, with a wheelchair-friendly route and service animals welcome.
The main drawback is that this isn’t a guaranteed jump-scare show. Based on the experience tone, it can feel more like history with spooky color than a hard-core frightening tour, so if you’re after major scares, manage your expectations.
In This Review
- Key things I’d mark on your mental map
- What this 8:00 pm walk feels like in Newport
- Price and value: $32 for a one-hour story route
- Getting started: Eisenhower Park to Artillery Co. of Newport
- Stop 1: Washington Square and the “shadowy figure” start
- Stop 2: 72 Long Wharf Mall and sailor spirits
- Stop 3: Queen Anne Square at sunset timing
- Stop 4: Trinity Episcopal Church and ghostly organ music
- Stop 5: The Vanderbilt, Auberge Collection and mansion cold spots
- Stop 6: Vernon House and French Army headquarters lore
- Stop 7: Artillery Company of Newport and the marching-boot sound
- Guides make or break it: what to watch for
- Scares vs. history: how spooky is it, really?
- How much walking is it, and who it suits
- Should you book this Newport Ghosts tour?
- FAQ
- How much does Newport Ghosts cost?
- How long is the tour?
- What time does the tour start?
- Where do I meet for the tour?
- Is the tour offered in English?
- Is the tour wheelchair-friendly and are service animals allowed?
- What’s included, and is a tip required?
- Can I cancel for a refund?
Key things I’d mark on your mental map

- 8:00 pm start means the stories land with real nighttime atmosphere, especially if it’s misty or foggy
- About a mile of walking in roughly an hour keeps the tour doable for many visitors
- Documented, researched claims are part of the pitch, not just made-up ghost jokes
- Downtown landmarks every few minutes help you “get the layout” of Newport fast
- Some guides hit harder or softer on sound and pacing, so timing and group flow matter
- End at the Artillery Co. of Newport so you finish with a sense of arrival, not a random street corner
What this 8:00 pm walk feels like in Newport

This tour starts at 8:00 pm, and that timing matters. Newport’s historic streets look better at night, and the darker light helps the stories feel less like a lecture and more like a scene.
A lot of the fun is how the route keeps you moving while still letting each stop breathe. You’re not stuck at one corner for ages, but you’re also not sprinting from place to place—at least when the guide pacing is on target.
One more thing: the name says ghosts, but the “feel” can land different ways. Some people leave saying it was entertaining more than scary, and you should be prepared for that mix.
You can also read our reviews of more tours and experiences in Newport.
Price and value: $32 for a one-hour story route
At $32 per person, you’re paying for an organized walk, a guide, and a structured set of stops. You’re not buying a long day-tour or a transportation-heavy package, which is why the price can feel fair if you like short, guided storytelling.
Because it’s about an hour with stops that are close together, it’s also a good fit if you want something at night without burning your whole evening. Newport is full of things to do, so this works best as a focused block of time.
Keep in mind that the price includes the guided content, but it does not include a guide tip. That matters because some unhappy reviews specifically mention tip-related talk, which can affect how people feel about the experience. If you’re the type who dislikes awkward financial talk, be ready for it to possibly appear depending on your guide.
Getting started: Eisenhower Park to Artillery Co. of Newport

You meet at Eisenhower Park, 32 Touro St #28, Newport, RI 02840, and the tour ends at Artillery Co. of Newport, 23 Clarke St, Newport, RI 02840. It’s a simple “out-and-back” style in the sense that the route runs through downtown and finishes at a landmark, but you are not returning to your starting point.
The tour also uses a mobile ticket, so I’d make sure your phone battery is happy before you go. If your GPS usually works fine, you may still want to double-check the exact meeting area, because some folks reported that GPS can route them to the wrong side of a nearby spot.
The group size is capped at 35 people, which keeps the format more personal than big bus tours. Still, your ability to hear the guide can depend on how spread out the group gets on narrow sidewalks.
Stop 1: Washington Square and the “shadowy figure” start

The first stop is Washington Square, described as the heart of Newport with a reputation for eerie sightings. The pitch here is that you may feel an unsettled atmosphere, and you’re specifically pointed toward stories of shadowy figures near the old courthouse area.
What I like about opening here is that you get a sense of central Newport early on. It’s easier to follow the rest of the walk when you start from a true gathering point.
A drawback to expect: the tour begins with a vibe, not a big “event.” If you want immediate chills, you may have to wait for later stops—like the church or mansion-related stops—to get the spook factor rising.
Stop 2: 72 Long Wharf Mall and sailor spirits

Next you’ll be at 72 Long Wharf Mall, where the stories shift from courthouse gloom to maritime hauntings. This stop is about alleged presences of sailors and merchants connected to the waterfront, with reports of ghostly footsteps and sounds that feel like creaking ships.
Even if you don’t believe the paranormal claims, this is a smart storytelling location. Long Wharf reads like the kind of place where history would “stick,” because ships and labor are part of the real architecture of the waterfront.
The consideration here is weather. If it’s windy or cold, you may feel it more near the water, and the walk stays outdoors. Bring layers even in mild seasons, because short tours still use the elements.
Stop 3: Queen Anne Square at sunset timing

Queen Anne Square is the calm part of the route by day, and the tour frames it as a place that feels different as night comes in. The stories focus on restless spirits and strange occurrences, with shadows and odd sensations that supposedly show up as the sun sets.
This is a good stop for pacing. After the waterfront, Queen Anne Square gives you a visual reset, and it’s easier for the guide to slow down and land the storytelling beats.
If you’re chasing jumpy horror, this is likely where the experience may feel lighter. Some people specifically said the tour can be more history-tilted than frightening, and quiet park stops tend to reinforce that tone.
Stop 4: Trinity Episcopal Church and ghostly organ music

Then comes Trinity Episcopal Church, a major anchor of the tour. Here the claims include hearing ghostly organ music and seeing spectral figures tied to the graveyard.
This stop is where I think the title starts to feel justified, because churches tend to hold both real history and strong local legend. You’re not just hearing about “hauntings”; you’re standing somewhere that naturally invites reflection, which helps the stories land.
The one practical consideration: graveyards can be uneven and dim, even on short tours. The listing says the tour is wheelchair-friendly overall, but you’ll still want to watch foot placement and bring a hand to steady yourself if the ground is uneven.
Stop 5: The Vanderbilt, Auberge Collection and mansion cold spots

At The Vanderbilt, Auberge Collection, the stories move into the luxury-mansion lane. The alleged experiences here include unexplained cold spots, flickering lights, and the uncomfortable sensation of being watched.
This is a fun stop because the contrast is immediate. You’re going from church grounds to grand mansion architecture, so the “type” of ghost story changes with the setting.
One thing I’d note: this stop is more about atmosphere than an interactive scare. You’re likely looking at exterior landmark areas while the guide frames the paranormal claims, so don’t expect dramatic special effects.
Stop 6: Vernon House and French Army headquarters lore
The tour continues to Vernon House, also referred to as the William Vernon House in the description. Here, the focus is on Revolutionary War links and alleged spirits tied to the former headquarters of the French Army during the conflict.
What I like about this stop is how it ties the supernatural angle back to actual wartime occupation. Even if you treat ghost stories as folklore, the military history connection gives the tale structure.
A possible drawback: this is a detail-heavy stop compared to the waterfront and squares. If your guide speaks a little softly or mumbles, it can be harder to follow the thread of the story. I’d listen closely for dates and the specific tie to the French Army headquarters, because that’s the anchor of the hauntings claim.
Stop 7: Artillery Company of Newport and the marching-boot sound
The final stop is the Artillery Company of Newport. The tour frames it as a haunt spot for spirits of former soldiers, including reports like ghostly apparitions and the sound of marching boots.
Ending here makes sense because it’s a “mission complete” location: you finish at a civic/military landmark with strong historical identity. You’re also finishing where the tour lists the endpoint, so you’ll know where to gather if the group separates.
If you’re a sound-sensitive person, keep in mind that some guides may use dramatic pacing and volume at the end. That can be great—or it can be too much—depending on your comfort level.
Guides make or break it: what to watch for
The biggest story with this tour isn’t the places. It’s the human delivery. The guide is the difference between a fun hour and a frustrating one.
On the positive side, I saw multiple references to guides who were funny and engaging, including names like Joe, Bobby, James, and John-Eric (spelled that way in at least one account). When guides connect jokes to local lore and keep the group moving at a steady pace, the tour tends to feel lively and memorable.
On the negative side, some reviews mention issues like guides talking while walking in front of the group or not facing the group, which makes it hard to hear. Others mentioned the tour feeling rushed—done much faster than expected—or the guide checking maps and getting a bit lost. A few reports also call out off-topic personal talk or too much emphasis on tip guidance.
Here’s my practical advice: arrive early enough to settle your spot. Pick a position where the guide is facing you if possible, and don’t be afraid to move a little within the group if the guide’s voice isn’t carrying.
Also, note that there have been reports of no-shows and meeting-point confusion. This isn’t universal, but it’s real enough that I’d come prepared with a backup plan for your night.
Scares vs. history: how spooky is it, really?
If you’re hoping for a horror movie performance, you might feel underwhelmed. Several experiences described it as entertaining but not very scary, and a recurring theme is that the tour leans toward history and storytelling tone more than intense paranormal thrills.
That said, the location choices are built for spooky atmosphere: squares, a church graveyard setting, and Revolutionary War and soldier-related lore. Add fog or mist—people specifically mentioned how fog made the experience better—and even a mild tour can feel creepier.
Think of it like this: you’re paying for a guided walk through haunted-lore landmarks, not a controlled haunted house. Your level of chills will depend on your guide’s style and the night’s conditions.
How much walking is it, and who it suits
The tour clocks in at about a mile total walking for an hour experience. That’s a manageable distance, and the route is described as wheelchair-friendly, with service animals welcome.
So I think it suits people who want an easy night activity with strong place context: history lovers, local-lore fans, and anyone who likes a light spooky vibe. If you have mobility challenges, still check the route pace with the tour operator before you go, because even wheelchair-friendly routes can include short stretches where the ground may be uneven.
If you have trouble hearing in groups, choose your spot carefully at each stop. A few reports mention audio and delivery problems, so you’ll want to be positioned where you can catch every story beat.
Should you book this Newport Ghosts tour?
I’d book it if you want a short evening walk that mixes downtown Newport orientation with documented-style hauntings, and you’re okay with scares that are more “atmospheric” than intense. At $32 for about an hour, it’s a reasonable value if your guide nails the pacing and keeps the group engaged.
I’d skip it if you’re chasing high-volume fear, cemetery-stay jump thrills, or a tour that feels like a tightly run performance every single time. The tour’s tone can be history-heavy, and the guide delivery seems to vary, so you might not get the exact spooky vibe you want.
My best call: if the idea of Washington Square to the Artillery Company sounds fun, go. Just don’t expect a guaranteed chain of ghost sightings. Expect a guided nighttime story walk where the city’s real landmarks do half the work for you.
FAQ
How much does Newport Ghosts cost?
It costs $32.00 per person.
How long is the tour?
The tour lasts about 1 hour.
What time does the tour start?
The start time is 8:00 pm.
Where do I meet for the tour?
You meet at Eisenhower Park, 32 Touro St #28, Newport, RI 02840.
Is the tour offered in English?
Yes, the tour is offered in English.
Is the tour wheelchair-friendly and are service animals allowed?
Yes. The tour is wheelchair-friendly, and service animals are welcome.
What’s included, and is a tip required?
The tour includes professional and courteous guides and researched, documented story content. A guide tip is not included.
Can I cancel for a refund?
Yes. You can cancel for a full refund if you cancel at least 24 hours before the experience start time.






