Review · EDINBURGH
Ghosts of Edinburgh: Bloody Past Exploration Game and Tour
Edinburgh keeps its darkest stories close. This self-guided puzzle walk links famous sights, execution grounds, churches, and old closes while letting you set the pace. I like the freedom to start at any hour and pause whenever you wish. I also like the low price, which makes this a useful way to add a spooky activity without paying for a full guided tour. The main drawback is that the app-based clues can be tricky, and a few players have had trouble loading or progressing through the game.
You begin at The Mound and work through challenges tied to Edinburgh’s haunted places and grim history. The game is designed for private groups, works offline after booking, and takes about an hour. I would treat it as an entertaining puzzle walk rather than a detailed historical tour, since no physical guide is included.
Key points to know before you play

- The Mound starts the game: Look for clues around the link between Edinburgh’s Old and New Towns.
- Edinburgh Castle needs no paid entry: The game is intended to be played without entering ticketed attractions.
- Greyfriars Bobby and the kirkyard add a gentler pause: The famous dog statue sits near the cemetery entrance.
- The Grassmarket supplies the grisly history: Its past as a public execution site gives the game much of its dark mood.
- Offline play is a real advantage: You do not need an internet connection while solving the challenges.
- The private format suits small groups: Groups over 15 can make multiple bookings, and no outside participants join your game.
What this Edinburgh ghost game really is

This experience is a city puzzle played through an app. Instead of following a guide who sets the pace, you receive challenges connected to public places around Edinburgh. Solving each one lets you move to the next location and read the story attached to it.
That format changes the feel of the outing. You are not simply walking behind a guide and listening. You need to inspect your surroundings, read signs, spot details, and work with the people in your group. It gives the tour a small sense of purpose at every stop.
The advertised playing time is about one hour. That is a fairly short outing, so it works well before dinner, after a day of sightseeing, or as an evening activity. Your actual time can vary because you may pause, discuss clues, or need longer to solve a puzzle.
I would not choose this as your only introduction to Edinburgh’s past. The game gives you brief stories and tasks rather than a long historical explanation. It works best as a playful route through central Edinburgh, with enough history to make each stop more meaningful.
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Starting at The Mound and looking for clues

The Mound is a fitting place to begin. It is an artificial slope made from roughly 1,501,000 cartloads of earth taken from the New Town foundations and dumped into the former Nor Loch. The loch was drained in 1765, and the area later became part of the route between Edinburgh’s Old and New Towns.
That unusual origin gives the first stop a useful lesson in how Edinburgh was shaped. You are not beginning at an anonymous street corner. You are standing on ground created from the city’s own expansion.
The first challenge asks you to look around and find information that moves the game forward. This is the basic pattern for the whole experience. Pay attention to plaques, visible details, and the surroundings rather than rushing from one pin to the next.
The Mound can also help you get your bearings. Since the tour crosses several central areas, take a moment at the start to check that the app is working and that your group understands how answers are entered. A little patience here may save frustration later.
Edinburgh Castle without buying a castle ticket

Edinburgh Castle dominates the city from Castle Rock. Archaeologists have found evidence of human occupation on the rock dating back at least to the Iron Age, although the exact nature of that early settlement remains uncertain.
For a ghost-themed walk, the castle is an obvious stop. Its height, fortress walls, and long record of conflict give the game a strong setting, even if you are only seeing it from outside. The route uses a challenge connected with the castle area, allowing you to learn its story without making a full castle visit.
This point matters because one player became frustrated after believing entry was needed to advance. You do not need to pay to enter Edinburgh Castle to play the game. The experience is designed to work without entering ticketed attractions.
Still, the castle section may require careful attention to the exact location shown in the app. If the instructions seem to direct you inside, check the map and the surrounding area before buying a ticket. The game’s purpose is an external city walk, not a replacement for a castle admission.
If you already plan to visit Edinburgh Castle, you could play this section before or after your paid visit. Just remember that the one-hour game does not include castle admission or a guided tour of the fortress.
St Giles’ Cathedral and the Royal Mile

St Giles’ origins reach back to about 1130, during the reign of King David I. It began as a parish church serving Edinburgh and was dedicated to St Giles, the patron saint of lepers and later the patron saint of Edinburgh.
This stop brings a different mood from the castle. The focus shifts from military power to religion, disease, and the daily life of a medieval town. St Giles’ position on the Royal Mile also places the game in one of the city’s most important historic corridors.
The challenge asks you to inspect the area and find the answer. That sounds simple, but the clue style can be demanding. Some puzzles may require you to read the wording closely or consider more than one possible detail.
I would play this part in daylight if you want the easiest time reading signs and checking your surroundings. For atmosphere, an evening start may be more appealing, but darkness can make small details harder to spot. The game allows you to choose your start time, so you can decide which matters more to you.
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Mary King’s Close and Edinburgh below street level

Mary King’s Close is a historic close beneath buildings on the Royal Mile. It takes its name from Mary King, a seventeenth-century merchant burgess who lived there.
The close is one of the most evocative stops because it points to the crowded, layered nature of Edinburgh’s Old Town. Streets, closes, and buildings were built over and around one another, creating the enclosed spaces that now fuel so many ghost stories.
The game connects the location with a challenge and a short account of its story. You should not expect entry to the paid attraction associated with Mary King’s Close. This is an outdoor puzzle route, and no attraction admission is included.
That distinction is important for budgeting. The game may take you near major sights, but its low price does not cover ticketed interiors. I see that as reasonable at this cost, as long as you understand that you are exploring the city around these places rather than taking a full indoor tour.
Greyfriars Bobby and the kirkyard mood

Near the south entrance to Greyfriars Kirkyard, you will find the life-size statue of Greyfriars Bobby. Sculptor William Brodie created it in 1872, and Baroness Burdett-Coutts paid for it. The statue was unveiled in 1873.
Bobby’s story gives the route a softer moment. The tour is built around blood, death, and ghosts, but this stop points toward loyalty and local affection rather than punishment. It also places you beside one of Edinburgh’s best-known kirkyards.
The challenge here asks you to examine the area for the answer. The statue is easy to identify, but the game may direct your attention to details you would otherwise pass without noticing.
This is a good stop for families because it offers a recognizable landmark without relying only on frightening material. The overall experience is not described as a children’s attraction, so parents should decide if the grim stories suit their children. The puzzle structure can appeal to older children and teenagers, especially when played as a team.
The Grassmarket and Edinburgh’s grim public past

The Grassmarket dates back to the 1300s. It was associated with cattle fairs and stables, then became a trading place for goods around the 1670s. It also served as a traditional public execution site.
This is where the tour’s title feels most justified. The Grassmarket is not simply a picturesque square with pubs and restaurants. Its history includes public punishment and spectacle, and that darker past gives the game a serious edge beneath its playful format.
I like this stop because it connects an ordinary public space with an unsettling story. You can stand in the same broad area where trade, animals, crowds, and executions once shaped city life. The game uses that contrast well.
The challenge may also help you notice the square as part of the wider Old Town rather than treating it as a quick photo stop. If you have already spent the day visiting museums and monuments, this section offers a more active way to think about the city’s past.
New College, Modern Art, and Old College

The route also includes New College, the Scottish National Gallery of Modern Art, and Old College. These places may seem less obviously connected to a ghost tour, but they broaden the route beyond the best-known Old Town stops.
New College began as a theological college for the Free Church of Scotland. Classes began in 1843, and the current building had its foundation stone laid by Reverend Dr Thomas Chalmers in 1846.
The Scottish National Gallery of Modern Art first opened in 1960 at Inverleith House before moving to Modern One on Belford Road in 1984. Modern Two opened across the road in 1999. This stop adds a modern cultural note to a game otherwise dominated by medieval and early modern stories.
Old College, on South Bridge, now contains parts of the University of Edinburgh administration, the university’s School of Law, and the Talbot Rice Gallery. Robert Adam designed it as a replacement for older university buildings.
These stops show that the experience is not a single narrow ghost story. It is a city walk using history, architecture, education, art, religion, and local legends as puzzle material. That variety may appeal to you if you want more than a parade of haunted cellars.
The route can also feel less focused at these locations. If your main goal is Edinburgh’s most frightening stories, the castle, Mary King’s Close, Greyfriars, and Grassmarket will likely interest you more. The later or additional stops give the game breadth, but not every location has the same spooky force.
Solving the puzzles without a guide
The lack of a physical guide is both the attraction and the risk. You get privacy, control, and no pressure to keep up with a group. You can stop for a drink, take photos, or wait while someone in your party catches up.
You also lose the quick help that a live guide can provide. One clue may seem clear to one person and baffling to another. Some players found the puzzles too difficult, while others praised the map and puzzle design. That difference tells you what to expect: the experience can be satisfying when the challenge clicks, but irritating when the wording feels vague.
I recommend playing with at least two people if you can. A group can compare ideas and notice more details. A solo player may enjoy the freedom, but a difficult clue has nowhere else to go.
Set aside a few minutes at the beginning to load into your account and check the app. Technical delays have caused problems for some people, including a long wait before the game was ready. Since the activity is only about an hour, a slow start can eat into the fun.
The game can be played offline, which is useful if your connection is poor or you want to avoid using mobile data. You still need the app and booking access set up before starting, so do not wait until you are standing at The Mound to deal with all of that.
Price, timing, and group value
At $7.21 per person, this is inexpensive for a central Edinburgh activity. I see the strongest value in the private format and the freedom to play whenever you want. You are paying for a puzzle route and stories, not a traditional guided walk, attraction admission, or a full historical lecture.
The price works especially well for a group of friends or a family that wants an evening activity. It can also serve as a low-cost introduction to Edinburgh’s main central areas. You might decide afterward which places deserve a longer visit.
The tour is available every day at any hour, and you can start at a time that suits your plans. You can also stop and resume later. That flexibility is useful in Edinburgh, where weather, meals, shopping, and other sightseeing can easily change your schedule.
Groups larger than 15 should make multiple bookings. The activity is private, so only your own group takes part. That keeps the game more personal, though larger groups may need to divide into smaller teams to solve clues efficiently.
Free cancellation is available if you cancel at least 24 hours before the local start time. Cancellation within 24 hours is not refunded, and late changes are not accepted.
Who should book this experience?
I would recommend it to people who enjoy puzzles, self-guided walks, and local legends. It suits friends who want to compete playfully, families with older children, and couples looking for a short activity with a darker tone.
It is also a good choice if you dislike fixed tour times. You can begin at noon, late at night, or any other hour shown in the booking window. An evening game may provide the best atmosphere, while daylight makes clues and public details easier to inspect.
I would be more cautious if you want detailed historical interpretation. There is no guide to answer questions, expand on every location, or adjust the story to your interests. The app gives you a route and challenges, but you need to supply the teamwork and patience.
I would also avoid booking it as your only ghost tour if app problems would spoil your evening. Make sure the game loads before you set off, and remember that you do not need to buy entry to Edinburgh Castle or Mary King’s Close to continue.
Should you book Ghosts of Edinburgh?
Book it if you want a cheap, flexible way to see central Edinburgh through puzzles and grim stories. The best parts are the freedom to pause, the offline play, the private group setup, and the mix of famous sights with details you might otherwise miss.
Skip it if you prefer a live storyteller or dislike solving unclear clues on a phone. The experience has received both strong praise for its map and puzzles and sharp criticism for app delays and confusing progress points.
For the price, I think it is worth considering as a compact add-on to an Edinburgh visit. Go in expecting a game first and a history tour second. Check the app before starting, play with someone who enjoys problem-solving, and use the route as a playful introduction to the city’s darker corners.
FAQ
How long does the Ghosts of Edinburgh game take?
The experience lasts approximately one hour.
Where does the game begin?
It begins at The Mound in Edinburgh, at EH2 2EL.
Where does the game end?
The stated end point is 100 W Bow, Edinburgh EH1 2HH.
Do I need to enter Edinburgh Castle?
No. Paid attraction entry is not required to play the game, and the experience is designed to work without entering ticketed locations.
Do I need an internet connection while playing?
No. The game can be played offline without an internet connection.
Can I pause the experience?
Yes. You can take a break at any time and resume later.
Is there a physical tour guide?
No. This is a self-guided app-based experience, and no physical guide is included.
Can large groups take part?
Yes. The activity is private for your group. If your group has more than 15 people, you should make multiple bookings.
Can I cancel for a refund?
Yes, if you cancel at least 24 hours before the experience’s start time. Cancellations within 24 hours are not refunded.
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