Reviewed · WALKING TOURS
Shenanigans Walks – Guided Walking Tour in Kilkenny
Kilkenny’s past comes alive through stories rather than dates alone on this lively walking tour. Starting at The Parade and ending near Kyteler’s Inn, you follow medieval streets, old gates, market sites, tombs, and places tied to Kilkenny’s folklore. Guide Nevin mixes local history with word origins, magic tricks, and a playful witch test for someone in the group.
I like two things right away. The compact route gives you a useful first look at Kilkenny without wasting time on transport, and the small-group format, capped at 15 people, should make it easier to hear and ask questions. The storytelling also works well for families, with several visitors noting that children and skeptical teenagers stayed interested.
The main consideration is the weather. You spend almost the entire tour outside, and the walk can run closer to two hours than 90 minutes, so bring sensible shoes and a rain layer.
Key points to know before booking
- A lively history walk: Learn about Kilkenny’s medieval past through local stories, sayings, folklore, and humor.
- Nevin leads the experience: His style mixes clear explanations with audience participation and magic tricks.
- A useful first look at the city: The route links many central landmarks in one easy walk.
- Family-friendly entertainment: Children, teenagers, adults, and older visitors can all take part.
- Small-group setting: The maximum group size is 15, which gives the walk a more personal feel.
- Plan for outdoor conditions: You need to walk at an easy pace for 90 minutes to two hours.
Why this Kilkenny walk feels different

Many city walks ask you to listen while a guide moves from one building to the next. Shenanigans Walks takes a more playful route. You hear about medieval Kilkenny, but you also hear how old phrases developed, why certain local stories survived, and how folklore shaped the city’s identity.
Nevin is the key to the experience. His approach is personal and theatrical without turning the tour into a stage show. He uses names, questions, small magic tricks, and a mock witch test to keep the group involved. That matters in Kilkenny, where the most memorable stories often sit between documented history and local legend.
The tone is light, but the content is not empty. You get an introduction to the city’s origins, old religious sites, medieval commerce, defenses, famous residents, and links to Smithwick’s. The tour is designed to entertain, yet it also gives you enough context to understand what you are seeing afterward.
I would not choose this walk if you want a formal academic lecture or a long stop inside major buildings. This is an outdoor city tour built around short stops and storytelling. Its strength is helping you connect several parts of Kilkenny in one outing.
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Starting at The Parade
The walk begins at The Parade, a central meeting point in Kilkenny. This is a practical place to start because the tour can move directly into the city’s central streets and historic quarter.
The opening section sets the mood with stories, fun, and history. Rather than beginning with a long list of dates, Nevin uses anecdotes to explain how Kilkenny developed. That style helps you get your bearings quickly, especially if this is your first visit.
You should treat the opening as a broad introduction rather than a detailed examination of one monument. The benefit is range. By the end of the walk, you will have a clearer sense of how the castle, streets, gates, religious sites, markets, and local characters fit together.
Smithwick’s, monks, and the magic of beer

One section explores the history of Smithwick’s and the part beer played in Kilkenny’s story. The tour also touches on monks, linking brewing and local life with the religious communities that shaped medieval Ireland.
This is a good example of the walk’s method. A familiar name such as Smithwick’s becomes a starting point for a wider conversation about work, trade, belief, and daily life. You are not simply told that a brewery existed. You hear how beer, monks, and the city’s past connect within the local story.
The phrase magic of beer also fits the tour’s playful mood. Expect the history to be delivered with humor rather than solemn ceremony. If you enjoy learning through anecdotes, this section should hold your attention. If you want a brewery visit or a tasting, note that this is a history stop, not a beer-focused activity.
Medieval markets and the sayings we still use
The walk then turns to medieval markets and the origins of phrases still used today. This is one of the more unusual features of the route, since it links ordinary language with old customs and public life.
Marketplaces were places to buy goods, hear news, settle disputes, and watch people from across the area. By connecting these settings with familiar turns of phrase, Nevin makes the past feel close at hand. You begin to notice that language can preserve old habits long after the original market has changed.
This part works especially well for families and younger visitors. It gives you something to remember beyond a date or a name. The idea that everyday expressions may have medieval roots creates easy conversation after the tour.
The drawback is that stories about phrase origins can be entertaining without always being easy to verify in detail. Take them as part of the tour’s storytelling style, not as a formal language lesson.
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The medieval alms house and stories of healing
Another stop focuses on a medieval alms house, along with stories of local life and supposed physical powers. This section adds a more human side to the city’s past.
An alms house brings attention to people who needed care and support, rather than only kings, wealthy families, and military figures. Stories connected with healing powers and old beliefs show how people tried to make sense of illness and hardship before modern medicine.
Nevin’s storytelling approach seems well suited to this material. The subject could become dry if treated as a simple architectural stop. Instead, the stories give the place a sense of character.
You should expect legends and old beliefs here, not medical advice or a demonstration of actual powers. The point is to show how folklore shaped the way people understood places and events.
Kilkenny’s witch and a playful test
The witch story is the most theatrical part of Shenanigans Walks. Kilkenny has an infamous witch linked to the area around Kyteler’s Inn, where the tour ends. Nevin brings that tale to life by testing one group member to see if they might be a witch.
It is all presented as good-natured fun. You are not pushed into a serious role, but you may be asked to take part if the group is willing. The magic tricks and playful accusations give the tour its name and help break up the more traditional historical material.
This works well for mixed-age groups. Children get a bit of performance, teenagers have something unexpected to watch, and adults get a story tied to a real Kilkenny location. Several comments about the tour point to this balance between learning and play.
If you prefer to remain completely in the background, the audience participation may be the one part you find less comfortable. The activity is light, but it is still more interactive than a standard sightseeing walk.
City gates, protectors, and medieval tombs
The route also covers Kilkenny’s old city gates and the people who protected them. These stops help explain how the medieval city worked as a defended settlement.
A gate was more than a gap in a wall. It controlled movement, trade, and access. Stories about the gatekeepers and protectors add a human face to the city’s defenses. You can picture the city not just as a collection of old buildings, but as a place that needed guarding and organizing.
Medieval tombs add another layer. They connect the city’s religious and social history with the people who lived, worked, worshiped, and died there. The tour’s value here comes from linking separate sites into one story.
Since this is a walking route through public areas, you should not expect a long indoor visit at each stop. You will see and discuss places from the street, with the guide supplying the background and local tales.
How long the walk really takes
The listed duration is about 90 minutes, but the practical guidance allows for 90 minutes to two hours at an easy pace. I would keep the longer window free, especially if the group asks questions or pauses for extra stories.
That timing makes the tour easy to fit into a day in Kilkenny. It is long enough to give you a proper introduction, yet short enough to leave time for the castle, museums, food, shopping, or a ride on the tourist train afterward.
Starting early in your stay would be useful. The route can help you decide which parts of Kilkenny deserve a slower return visit. It also saves you the trouble of working out the historic center alone, which is valuable if your time in town is limited.
The walk is described as easy, but you still need to remain on your feet for up to two hours. Wear comfortable shoes for streets and lanes, and bring clothing suited to Irish weather. You are outside for most of the experience.
Group size, guide style, and family appeal
The maximum group size is 15 people. That is small enough to feel more personal than a large coach-style outing, while still giving the walk a social atmosphere.
Nevin’s style receives the strongest praise for being entertaining, friendly, and well balanced. He explains enough history to give the city shape, then shifts into local stories, jokes, magic, and questions. His habit of remembering and using names can make the group feel involved rather than anonymous.
Families are a particularly good match. The tour has worked for groups ranging from children around eight years old to adults in their seventies. It also kept teenagers engaged, which is no small achievement on a history walk.
I would also recommend it for solo visitors and couples who want a quick orientation. The small group gives you a chance to hear local suggestions during or after the walk. Just remember that the experience depends heavily on enjoying the guide’s personality and interactive approach.
What the $33.86 price buys you
At $33.86 per person, this is not the cheapest way to stroll around Kilkenny. You can walk through the center on your own for nothing. The value comes from the time saved and the stories you would be unlikely to assemble by yourself.
You are paying for a guided route, local context, entertainment, and a useful overview of several historic subjects in one sitting. The tour also gives you a clearer sense of what to revisit independently. If you have only a short stay, that can make the cost easier to justify.
The price is less compelling if you already know Kilkenny well or plan to spend your time inside museums with formal exhibits. It also may not suit someone who wants a quiet walk with little audience participation.
For a first visit, I see it as a reasonable orientation cost, especially for families. One tour ticket can provide a shared activity across several generations, with enough history for adults and enough theatrical fun for children.
Meeting point and finishing near Kyteler’s Inn
The tour starts at The Parade and ends at Kyteler’s Inn on St Kieran’s Street, near the gardens. The final location ties directly to the story of Kilkenny’s infamous witch and gives the walk a clear ending rather than simply stopping in an anonymous street.
That finish is useful for planning the rest of your day. You can continue exploring central Kilkenny from there, although the supplied details do not promise a meal, drink, or admission at the inn itself. Treat it as the endpoint and a landmark connected with the story.
The route is near public transport, and service animals are allowed. Most people can take part, provided they can manage an easy walk lasting 90 minutes to two hours.
Confirmation arrives when you book. Free cancellation is available up to 24 hours before the start time. Changes or cancellations made inside that window are not accepted for a refund, so check your plans before the final day.
Should you book Shenanigans Walks?
Book this tour if you want a friendly, funny introduction to Kilkenny with medieval history, local folklore, old sayings, and a few surprises. It is especially suited to families, first-time visitors, and anyone who learns better through stories than through a list of dates.
Skip it if you want a private, quiet, highly academic tour or extensive indoor access to historic sites. The route is outdoors, the timing can stretch toward two hours, and the guide invites the group into the action.
For most first visits, I would book it near the start of your stay. You will leave with a better map of the city, a handful of memorable tales, and a clearer idea of where to spend the rest of your time.
FAQ
Where does Shenanigans Walks begin?
The tour begins at The Parade in Kilkenny, Ireland.
Where does the tour finish?
It ends at Kyteler’s Inn on St Kieran’s Street, near the gardens in Kilkenny.
How long does the walking tour last?
The advertised duration is about 1 hour 30 minutes. You should allow 90 minutes to two hours at an easy pace.
What language is the tour offered in?
The tour is offered in English.
How much does the tour cost?
The listed price is $33.86 per person.
How large is the group?
The tour has a maximum of 15 participants.
Who leads the tour?
The guide is identified as Nevin. Some written feedback spells the name as Nevan, but the experience information identifies the guide as Nevin.
What will the tour cover?
The walk includes Kilkenny’s history, Smithwick’s, monks, medieval markets, old sayings, an alms house, folklore, the city gates, protectors of the gates, and medieval tombs.
Is the tour suitable for children?
Yes. The tour is described as suitable for most participants, and its stories, humor, audience participation, and magic tricks can work well for children and teenagers.
Do I need to be fit for the tour?
You need enough fitness to walk for 90 minutes to two hours at an easy pace.
Is the tour mostly outdoors?
Yes. You should prepare for spending most of the tour outside and dress for the weather.
Are service animals allowed?
Yes, service animals are allowed.
Can I cancel for a full refund?
You can cancel up to 24 hours before the experience starts for a full refund. Cancellations or changes made less than 24 hours before the start time are not accepted for a refund.
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