Reviewed · AUDIO TOURS
Derrie Danders: Unveiling Derry’s Dark & Haunted Past Audio Tour
Derry’s ghosts speak through its old walls. This self-guided walk turns Derry-Londonderry into an open-air storybook, mixing local legends, famine tragedy, siege history, and the city’s famous Halloween traditions. I like the clear route guidance and the chance to hear historian David Douglas explain the stories at the places where they belong. I also like that you can use the tour offline and return to it long after your visit.
The main drawback is the setup. One review praised the easy directions, while another found the map difficult to reach and ended up walking backward. You should download the VoiceMap app, audio, and map before setting out, then give yourself a few minutes to find the starting point near Visit Derry.
In This Review
- Key points to know before you go
- Why Derry makes such a good ghost-story setting
- Starting near Visit Derry and the Nerve Centre
- Lizzie O’Farrell’s and the darker city streets
- Butcher’s Gate and the SS Londonderry
- Roaring Meg, banshees, and the Great Siege
- St Augustine’s Church and the tale of Little Weezy
- Royal Bastion, Double Bastion, and the Matron in Blue
- Half-Hanged McNaughten and Stumpy’s Brae
- St Columb’s Hall and the cathedral
- The Artillery Bastion and Finvola the Gem of the Roe
- Derry Girls, the Millennium Forum, and modern memory
- The Tower Museum and Walter De-Burgh
- What $14.99 gets you
- Who should choose this audio walk?
- Practical advice for a smoother start
- Should you book Derrie Danders?
- FAQ
- Where does the Derrie Danders audio tour start?
- Where does the tour finish?
- How long does the tour take?
- What language is the tour in?
- Do I need a smartphone and headphones?
- Are museum tickets included?
- Can I use the tour more than once?
Key points to know before you go

- Derry’s Halloween connection: The tour explains why the city is linked with Halloween and its large annual street festival.
- A walk on the city walls: Ancient gates, cannons, bastions, and churchyards provide the setting for many of the stories.
- David Douglas’s narration: The tour is led by historian and Derrie Danders owner David Douglas.
- Flexible lifetime access: You can listen before or after your visit, and use the virtual version at home.
- A compact route: Allow about 60 to 75 minutes, with the walk beginning near Visit Derry and finishing around Waterloo Place and the Guildhall.
- Good value for independent walkers: At $14.99 per person, it costs less than a private guided walk, though you give up live conversation and personal questions.
Why Derry makes such a good ghost-story setting

Derry is unusually suited to a haunted walk. Its old city walls, narrow lanes, churchyards, medieval religious sites, siege monuments, and long record of hardship all sit close together. You do not need a staged attraction to create atmosphere. The setting does much of the work.
This tour uses that setting well. It does not focus only on ghosts. The stories connect supernatural beliefs with real events, local characters, war, famine, religion, and public memory. That mix gives the walk more substance than a string of spooky tales.
I especially like the way Halloween becomes part of the historical story. Derry is known for its large Halloween street festival, and the tour explains why that celebration fits the city so naturally. You get a sense of how folklore and modern culture meet here, rather than treating Halloween as a separate tourist product.
The narration comes from David Douglas, a historian and the owner of Derrie Danders Walking and Audio Tours. That matters because an audio walk can feel flat when it simply reads out dates and directions. Here, the stated focus is on stories tied to particular locations, including tragic love, banshees, famine, religious sites, and the Great Siege of Derry.
Other Derry~Londonderry days:
- Private Guided Walking Tour in Derry City
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Starting near Visit Derry and the Nerve Centre

The route begins close to the main tourist information centre at Visit Derry, 1 Waterloo Place. This is a practical starting point because you are near the central historic area and can get your bearings before the audio begins.
Once you start the app, the tour leads you toward the Nerve Centre. This creative arts hub marks the point where you head up onto the Derry Walls. The change is important. The walk shifts from city streets to the old fortifications, where the stories begin to feel tied to the stones beneath your feet.
The app provides directions to each stop and plays the relevant narration when you reach the right location. That removes the need to read a map constantly, which is one reason the experience can work well for independent sightseeing.
Still, do not treat the start as completely foolproof. A review praised the tour for directing the listener all the way around, but another person had trouble accessing the map and began in the wrong direction. I would download everything in advance and check the first location before pressing start. A few minutes of preparation can prevent a confusing opening.
Lizzie O’Farrell’s and the darker city streets
From the Nerve Centre, the story moves through streets associated with Lizzie O’Farrell’s. The stop draws on legends and mysteries connected with people from Derry’s past and present.
This part of the walk shows the tour’s general approach. You are not simply taken to a building and told that it is old. You hear how local names, places, and stories collect meaning over time. The city becomes less like a collection of attractions and more like a place where old tales remain attached to ordinary corners.
Because the tour is self-guided, you can pause when you need to look around, take a photograph, or let other people pass. The audio can be replayed, and lifetime access means you are not forced to complete the route in one hurried attempt.
The route is still designed as a short walk, not a full day of sightseeing. If you stop for food, visit a museum, or spend time inside a church, you will need to manage your own timing.
Butcher’s Gate and the SS Londonderry

At Butcher’s Gate, the tour shifts from legend to a painful chapter of social history. You hear about escape attempts during the potato famine and the SS Londonderry.
This is one of the more valuable parts of the route because it widens the subject beyond haunted houses and ghost sightings. The story connects Derry’s walls and gates with desperation, migration, and the dangers faced by people trying to leave during famine.
The audio format suits this kind of stop. You can stand at the gate while the narrative gives the location a human scale. Instead of seeing only masonry and a historic name, you are encouraged to think about what a gate meant to people in crisis.
If you prefer ghost stories with no serious historical material, this section may feel less entertaining. I see that as a strength, but it is worth knowing that the tour includes tragedy and hardship alongside the supernatural material.
Other self-guided routes around Derry Londonderry:
- Derrie Danders: Highlights of the Walled City a Self-Guided Audio Tour
★ 5.0 · 30 reviews - Derrie Danders: A Self-Guided Audio Tour of the Walled City’s West
★ 4.5 · 6 reviews - Derrie Danders: Wander around the Waterside on a self-guided GPS audio tour
★ 4.5 · 3 reviews - Derrie Danders: A Self-Guided Audio Tour of the Riverside and South City
★ 5.0 · 3 reviews
Roaring Meg, banshees, and the Great Siege

Walking along the city walls, you encounter Roaring Meg, one of Derry’s cannons. The cannon provides a strong physical focus for stories of war and warning, including the banshee, a supernatural figure whose cries were believed to predict deaths in a family.
The walls are among the best settings on the walk. You can connect the narration to the defensive structure, the cannon, and the elevated route. The stories do not float free from the place. They are attached to the city’s old fortifications.
The tour then brings you to the Apprentice Boys Memorial Hall and Siege Museum. Here, the subject is the Great Siege of Derry in 1688 and 1689. This is a major historical layer, and the audio gives it a place within the wider haunted story.
You should be aware that the tour does not include museum admission. The route takes you past or near attractions, but any entrance tickets are separate. If you want to visit the Siege Museum, plan extra time and budget beyond the $14.99 audio tour.
St Augustine’s Church and the tale of Little Weezy

St Augustine’s Church and its graveyard provide one of the walk’s most atmospheric settings. The story here concerns Little Weezy, whose warnings were ignored and whose ghostly presence is said to remain.
A churchyard naturally changes the pace of the tour. You are likely to listen more carefully and notice the age of the surrounding site. The stop also shows how the experience uses local folklore to tell stories about fear, regret, and the consequences of not listening.
The audio can make this stop more personal than a standard sightseeing description. You are not being rushed through a list of architectural details. Instead, you get one focused story connected to the church and graveyard.
Since the route is outdoors, the experience depends on being comfortable walking through public areas while listening. Bring your own smartphone and headphones. Neither is included.
Royal Bastion, Double Bastion, and the Matron in Blue

The route continues toward the Royal and Double Bastions, where the stories become especially grim. One concerns the workhouse and the Matron in Blue.
This section adds another layer of social history. The workhouse was associated with hardship, poverty, and institutional life, so the ghost story carries a more disturbing edge than a playful Halloween tale. The tour uses the supernatural figure to point toward the suffering connected with the place.
I appreciate that the walk does not present every story as a simple fact. The experience is built around legends, beliefs, and remembered events. You can enjoy the eerie mood while still keeping a sensible distance from claims about ghosts.
The bastions also help you understand the shape of Derry’s defenses. You are walking through a city where military structures, religious buildings, public spaces, and residential streets sit close together. That compact layout is one reason a one-hour audio route can cover so many themes.
Half-Hanged McNaughten and Stumpy’s Brae

Near the Verbal Arts Centre, the tour tells the tragic story of Half-Hanged McNaughten and introduces ghostly apparitions tied to local folklore. The title alone signals that this is not a light story. It belongs to the darker side of the route.
You then approach Bishop’s Gate and hear the legend of Stumpy’s Brae, a ghost associated with the gate who is described as having only stumps for legs. These stories may appeal most to you if you enjoy unusual local legends rather than famous international ghost tales.
The value here is the sense of place. A story named after a specific slope or gate feels more local than a generic haunted-building account. You are hearing folklore attached to Derry’s own streets and landmarks.
The route also keeps you moving. It does not ask you to spend an hour inside a single dark attraction. You get a sequence of locations, each with its own story, which helps the experience feel like sightseeing with a supernatural thread.
St Columb’s Hall and the cathedral
Passing the Freemasons Hall, you hear about the tugging ghost associated with St Columb’s Hall. The story adds another small piece to the city’s collection of supernatural lore.
The next major stop is St Columb’s Cathedral. This ancient religious site brings the tour back to the relationship between faith, memory, death, and legend. You hear stories connected with the cathedral and its long past while standing near one of Derry’s most important historic buildings.
The cathedral is also a reminder that the audio tour is not a substitute for a full city tour. Its purpose is to select eerie and unusual stories. You will get some historical context, but not a complete account of the cathedral’s architecture or religious history.
Entrance fees are not included. The tour can guide you around the city’s outside spaces, but you should pay separately if you choose to go inside any museum or attraction.
The Artillery Bastion and Finvola the Gem of the Roe
Near the Artillery Bastion, the tour turns to banshee stories and Finvola the Gem of the Roe. This section brings Irish and Scottish legends into the same route.
That cross-channel connection gives the story broader cultural context. Derry’s folklore did not develop in isolation, and the audio uses local tales to show how legends travel, change, and remain meaningful across communities.
The Artillery Bastion is another strong setting because the physical remains of the defenses contrast with stories about spirits and tragic figures. You can look at the artillery position while listening to accounts that belong to a very different kind of history.
If you are listening at night, the mood will naturally be stronger. However, the supplied tour information does not promise a nighttime departure or special evening access. You should follow the practical conditions of the location and use the tour at a time that feels comfortable for you.
Derry Girls, the Millennium Forum, and modern memory
The Derry Girls Mural provides a sharp change of tone. It brings modern popular culture into a route that has so far focused on old legends, famine, siege history, and religious sites.
I like this stop because it prevents the walk from becoming trapped in the past. Derry’s identity is still being shaped, and the mural shows how television and contemporary culture have become part of the city’s public image.
The route then passes the Millennium Forum Theatre and Conference Centre. Here, the narration touches on the First World War from 1914 to 1918. Again, the tour expands beyond ghosts. It uses nearby places to connect local stories with wider events.
These modern stops may appeal less if you want an uninterrupted sequence of haunted sites. For me, they make the walk more believable. A living city contains old fear, public history, popular culture, and ordinary daily life all at once.
The Tower Museum and Walter De-Burgh
Near the Tower Museum, the tour explains more about Derry’s distinctive past, including the tragic story of Walter De-Burgh, represented in the city’s coat of arms.
This is a useful final historical stop because it brings symbols and local identity into the story. A coat of arms can look like a minor detail when you pass it in a museum display or guidebook. The audio gives it a narrative reason to matter.
The Tower Museum itself is not included as an admission stop. You can decide if you want to visit separately. The audio experience remains focused on the outdoor route and the stories heard along it.
The walk ends near the Guildhall and returns to the Waterloo Place area. That makes the finish convenient if you want to continue sightseeing, find food, or return to the tourist information centre.
What $14.99 gets you
At $14.99 per person, this is a modest-cost way to add a themed walk to a Derry visit. You receive lifetime access in English, the VoiceMap app for Android and iOS, and offline access to the audio, maps, and geographic data.
The strongest value comes from flexibility. You can use the tour before your booking date, after it, or at home as a virtual experience. If you are planning a visit, listening in advance may help you recognize the stops. If you have already left Derry, the home option gives you a way to revisit the route.
You do not receive a live guide, transport, food, headphones, or entrance to museums and other attractions. That keeps the price down, but it also means you need to provide the practical basics yourself.
Compared with a private walking tour, the audio format gives you privacy and a lower price. Compared with a free online walk, it offers a planned route, location-based narration, and offline map data. The value is best if you want a focused story and do not need live questions answered.
Who should choose this audio walk?
I would recommend it to you if you enjoy:
- Local ghost legends connected with real places
- Walking city walls, gates, bastions, and churchyards
- A short route that fits into a larger day in Derry
- Independent sightseeing without a fixed group schedule
- History that includes famine, siege, war, religion, and folklore
- Listening at your own pace and replaying the tour later
Families with older children may also find the subject appealing, though some stories involve death, tragedy, and hardship. The tour is listed as suitable for most people, but you should consider your own comfort with these themes.
It may be less suitable if you want a live guide, detailed architectural commentary, or a long visit inside museums. It is also not ideal if you dislike using a smartphone while walking or do not have headphones.
The route takes about one hour to one hour and fifteen minutes of walking time. You should add extra time if you stop for photos, enter attractions, or pause the audio.
Practical advice for a smoother start
Book and download the VoiceMap app before reaching Waterloo Place. Make sure you have the unique access code, then download the audio, map, and geodata for offline use.
At Visit Derry, check that your phone shows the correct starting point before pressing start. The app will display directions, but the map setup caused trouble for one person, so do not assume the first screen will be instantly clear.
Wear comfortable shoes. The tour includes the Derry Walls, city streets, gates, bastions, and churchyard areas. Transportation is not included, and the experience is built around walking.
The activity is private in the sense that only your own group participates. You are not placed into a shared guided party. That can make the experience quieter and more flexible, but you will also be responsible for your own pace and navigation.
The listed operating information shows Monday through Sunday, with hours displayed as 12:00 AM to 11:59 AM. Since that time range is unusual for a walking activity, check the booking information and app instructions before you set out.
Should you book Derrie Danders?
Book this tour if you want a low-cost, self-guided way to see Derry’s walls and central landmarks through ghost stories, folklore, and difficult history. The clear narration, offline access, and lifetime use make it useful beyond a single walk.
Skip it if you need a live guide, personal conversation, or included museum visits. The map setup also deserves attention, so download everything early and confirm the start near Visit Derry.
For $14.99, the tour offers a good mix of entertainment and context. You get banshees, haunted gates, tragic characters, and spooky churchyards, but also famine, siege history, wartime memory, and modern Derry. That balance is the best reason to choose it.
FAQ
Where does the Derrie Danders audio tour start?
The tour starts at Visit Derry, 1 Waterloo Place, Londonderry, BT48 6BT, UK.
Where does the tour finish?
The walk ends back near the starting area in Waterloo Place, with the final section near the Guildhall.
How long does the tour take?
The walking time is approximately 60 to 75 minutes.
What language is the tour in?
The tour includes lifetime access in English.
Do I need a smartphone and headphones?
Yes. A smartphone and headphones are not included, so you need to provide them yourself.
Are museum tickets included?
No. Entrance fees for museums and other attractions along the route are not included.
Can I use the tour more than once?
Yes. You receive lifetime access and can use the tour before or after your booking date. A virtual tour option is also available for use at home.
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