REVIEW · EDINBURGH GHOST TOURS
Ghosts of Edinburgh: Bloody Past Exploration Game and Tour
Edinburgh’s dark side is best explored on foot, and this app-based mystery game turns the city into your playing board. You follow clues from The Mound to the Castle, St Giles’, Mary King’s Close, Greyfriars Bobby, and the Grassmarket, with each stop adding another grim piece to the story.
I like the freedom to start at any hour and pause whenever you need. I also like the low price, about $7.21 per person, which makes this an inexpensive way to add a spooky hour to a day in Edinburgh. The main caution is that you must rely on the app and solve the clues yourself. There is no guide to explain a tricky puzzle or keep the group moving.
The route can be great fun with friends or a family with older children, especially after dark. Give yourself extra time if the app loads slowly, and remember that the game is designed around outdoor locations. You do not need to pay to enter Edinburgh Castle to play.
Key things to know before you play

- The route links nine Edinburgh landmarks, including The Mound, Edinburgh Castle, St Giles’ Cathedral, Mary King’s Close, Greyfriars Bobby, and the Grassmarket.
- You control the schedule, with no fixed departure time and the option to pause and resume later.
- The clues reveal local stories, including public executions, the city’s old closes, haunted places, and the legends surrounding Edinburgh’s historic streets.
- You play privately with your own group, rather than joining a larger walking tour.
- No internet connection is needed while playing, but you should allow time for the app to load and set up before heading out.
- Paid attraction entry is not required, even though Edinburgh Castle appears along the route.
A self-guided way to meet Edinburgh’s darker side

This is not a conventional ghost walk. You do not follow a costumed storyteller from one stop to the next. Instead, you use a mobile game that sends you to locations around central Edinburgh, where you look for answers and solve challenges before continuing.
That format changes the mood. A guide can supply jokes, background, and a steady pace. Here, you and your companions must notice details, discuss possible answers, and decide how much time to spend at each place. The best moments come when a clue makes you look more closely at a familiar building or street.
The advertised playing time is about one hour, but your actual outing can take longer. You may pause for a meal, stop for photographs, or spend extra time reading about a site. The route begins at The Mound and ends at 100 West Bow, so you should not expect to finish exactly where you started.
At roughly $7.21 per person, the price is modest for a private city activity. It works especially well as an add-on rather than as your only Edinburgh sightseeing plan. You receive a puzzle-led walk and a set of historic locations, not a long lecture on Scottish history.
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The Mound gives the game an unusual beginning

The Mound is not a natural hill. It was formed from about 1,501,000 cartloads of earth excavated during construction of Edinburgh’s New Town. The material was dumped into Nor Loch, which was later drained, leaving the area that became Princes Street Gardens.
That detail gives the opening stop a useful sense of place. You are beginning at the meeting point between Edinburgh’s Old Town and New Town, in a part of the city shaped by major building work and urban change.
The first challenge asks you to look around and find the answer needed to continue. That sounds simple, but it sets the pattern for the whole activity. You are not just being told where to go. You must inspect the surroundings and work as a team.
Take a moment to get your bearings before starting. The Mound is a busy central area, and the first task may feel less obvious if you rush into it. If your group includes children, this is a good place to explain that the game rewards careful looking rather than speed.
Edinburgh Castle brings the biggest practical question

Edinburgh Castle dominates the city from Castle Rock, a dramatic position that has been occupied since at least the Iron Age. Its early settlement is not fully clear, but the rock has long been one of the defining points of Edinburgh.
The castle is an obvious choice for a ghost-themed route. It carries centuries of military history, royal associations, and stories of imprisonment and violence. Even if you do not enter, the setting gives the game a strong visual center.
Here is the important practical point: you do not need to buy a castle ticket to continue. The game provider specifically states that paid attraction entry is not required. The challenge can be completed from the accessible area used by the game.
One complaint about the experience came from the impression that entering the castle was necessary. That concern is worth taking seriously because the castle ticket can add a substantial cost to a budget outing. Plan to play from the designated outside point rather than assuming you must go through the entrance.
If you want to tour Edinburgh Castle itself, treat that as a separate activity. You will need more time and a separate admission ticket. For this game, the castle is a landmark and puzzle location, not an included castle tour.
St Giles’ Cathedral and the old Royal Mile

St Giles’ origins reach back to about 1130, when a parish church served Edinburgh during the reign of King David I. It was dedicated to St Giles, the patron saint of lepers and later the patron saint of Edinburgh.
The church gives the route a quieter, more solemn stop amid the busy Royal Mile. Its long connection with the city makes it a useful place to think about how religion, public life, and civic identity shaped old Edinburgh.
The challenge again depends on observation. You should expect to inspect the area for the information needed to proceed, rather than simply listening to a spoken explanation. That can be satisfying if your group enjoys puzzles, but frustrating if you prefer a straightforward walking tour.
The Royal Mile itself can be crowded, so keep your group together and avoid blocking entrances while looking for answers. The game is private, which helps, but you still need to share public space with other people.
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Mary King’s Close adds the most enclosed atmosphere

Mary King’s Close lies beneath buildings on the Royal Mile. It takes its name from Mary King, a seventeenth-century merchant burgess who lived there.
This stop fits the ghostly theme particularly well. The idea of streets and homes preserved below the present city gives the route a strong sense of Edinburgh’s layered past. It also shows why the city can feel mysterious without needing theatrical effects.
Do not confuse the game stop with a paid visit inside the attraction associated with the close. The game does not include a physical tour or admission. You use the location as part of the outdoor puzzle route.
This is one of the places where you may want to slow down and pay attention to the surrounding buildings. The attraction’s full interior experience is separate, but the game still uses the story of the close to point you toward Edinburgh’s older, more crowded past.
Greyfriars Bobby brings a gentler legend

Near the south entrance to Greyfriars Kirkyard, you will find the life-size statue of Greyfriars Bobby. William Brodie created the statue, which was unveiled in 1873 and paid for by Baroness Burdett-Coutts.
This stop changes the tone. Not every story on a haunted Edinburgh route needs to involve murder or punishment. Bobby’s statue is connected with loyalty and local affection, giving the game a more human pause between the darker locations.
The statue is also a practical puzzle point. You can examine it and its setting without paying admission to a major attraction. Because it sits near the kirkyard entrance, be respectful and keep noise down, especially if you are playing in the evening.
I like this inclusion because it broadens the experience beyond a simple parade of grim tales. You get a piece of Edinburgh folklore that is famous, visual, and easy to appreciate even if your group is not deeply interested in history.
The Grassmarket confronts Edinburgh’s grim past

The Grassmarket dates back to the 1300s. It once hosted cattle fairs and stables, and by around the 1670s it had become a trading place for goods. It was also a traditional site for public executions.
That mix of commerce and punishment is exactly the kind of contrast that makes Edinburgh’s past unsettling. The area now has a much more social public character, but the game asks you to consider what happened there before the modern streets and businesses took shape.
The Grassmarket is also a useful place to pause. You might find the clue work easier here if you divide tasks among your group, with one person reading the instructions and others examining the surroundings.
Keep in mind that this is a public area, not a preserved historical set. Modern activity can make it harder to focus, and the atmosphere will differ greatly between daytime and evening. One strong point from the available feedback was that the game felt just spooky enough at night, particularly for a parent and teenage daughter. That timing may suit groups who want a darker mood without committing to a full late-night ghost walk.
New College, Modern Art, and Old College widen the route

The itinerary does not stay only on the oldest parts of the Royal Mile. It also includes New College, the Scottish National Gallery of Modern Art, and Old College.
New College began as a theological college of the Free Church of Scotland. Classes began in Edinburgh’s New Town in 1843 before the institution moved to the Mound. The current building’s foundation stone was laid by Reverend Dr Thomas Chalmers in 1846.
The Scottish National Gallery of Modern Art began at Inverleith House in 1960 and moved to Modern One on Belford Road in 1984. Modern Two opened across the road in 1999. This stop adds a different side of Edinburgh, showing that the city’s stories are not limited to medieval closes and old graveyards.
Old College, on South Bridge, now contains parts of the University of Edinburgh administration, the School of Law, and the Talbot Rice Gallery. Robert Adam designed it as a replacement for older university buildings.
These later stops may feel less obviously spooky than the Castle, Mary King’s Close, or the Grassmarket. Their value lies in the wider walk. You move through different parts of central Edinburgh and see how religious, academic, artistic, and civic buildings occupy the same compact city.
The route also appears geographically less direct than a simple Royal Mile walk. That is not necessarily a problem, but it means you should not judge the hour too rigidly. The game may be more enjoyable if you treat the movement between stops as part of the experience rather than racing to finish.
How the puzzle format works in practice
At several locations, you must look around to find the answer to a challenge before continuing. This creates a clear purpose at each stop, but it also makes the quality of your experience depend on how comfortable you are with app-based puzzles.
Some people will enjoy discussing clues and testing answers. A well-designed map and puzzles were praised in one especially positive experience, with the night setting adding to the fun. Another person found some clues too difficult to decipher. Both reactions make sense: puzzle difficulty is personal, and a group that enjoys wordplay may have a better time than someone looking for simple facts and directions.
I suggest playing with at least two people if possible. A group can divide the looking, compare ideas, and keep the game moving. For a family, teenagers may enjoy the challenge more than younger children. The experience is listed as suitable for most participants, and service animals are allowed, but the route still involves walking through central Edinburgh and solving clues on a phone.
The game is private, so you do not need to match another group’s pace. You can stop for coffee or food and return to the activity later. It can also be played at any time after booking without rescheduling, which is useful when Edinburgh weather or your sightseeing plans change.
Price, app reliability, and the value question
At $7.21 per person, this is one of the cheaper ways to organize a themed walk in Edinburgh. A group discount is available, and groups larger than 15 can make multiple bookings. Since there is no physical guide, the low price is understandable.
The value is strongest if you want an activity you can fit around other plans. You are paying for a self-guided game, not expert commentary, transport, attraction tickets, or a live performance. If you compare it with a standard guided ghost walk, the experience will feel more independent and less polished in exchange for greater control.
App performance is the main risk. One poor experience involved a long wait to load into the account, which pushed the activity late into the evening. That does not mean every booking will have the same problem, but it is sensible to install and open the app before reaching The Mound.
The game can be played offline, so you do not need a live internet connection once it is ready. I would still check the setup in advance, charge your phone, and avoid leaving the first login until the exact moment you plan to start.
Who should book this Edinburgh game?
I would choose this for friends, couples, or families with older children who enjoy solving clues and setting their own pace. It is also useful if you have already seen the main city sights and want a playful way to connect them with darker stories.
You may prefer a live guide if you want detailed historical explanation, clear answers to every question, or a strong storytelling performance. You should also skip it if your group dislikes phone-based activities or becomes impatient when clues are not immediately clear.
The route is a good fit for a flexible evening outing. At night, the ghost stories can feel more effective, but you should remember that some stops are in public streets and open areas rather than inside dark attractions. Daytime play gives you clearer visibility and may be easier for families.
Should you book Ghosts of Edinburgh?
Book it if you want a low-cost, private activity that combines walking, local history, and puzzles. The freedom to start at any time, pause, and continue later is unusually useful in Edinburgh, where weather and crowded streets can disrupt a fixed plan.
Do not book it expecting a guided ghost story or included admission to Edinburgh Castle or Mary King’s Close. The best reason to choose it is the game itself: you work together, look more closely at central Edinburgh, and find places you might otherwise pass without noticing.
Free cancellation is available up to 24 hours before the start time. Within 24 hours, the booking is not refundable. With the app prepared in advance and realistic expectations about the self-guided format, this is a good-value extra for a curious group.
FAQ
How long does Ghosts of Edinburgh take?
The game takes approximately one hour, but you can pause during play and resume later. Your total outing may take longer if you stop for food, photos, or extra sightseeing.
Where does the experience start and finish?
It starts at The Mound, Edinburgh EH2 2EL, and ends at 100 West Bow, Edinburgh EH1 2HH.
Do I need to enter Edinburgh Castle?
No. Paid attraction entry is not required to play the game, including at Edinburgh Castle.
Is a tour guide included?
No physical guide is included. You play the experience through the mobile game with your own private group.
Do I need an internet connection?
No. The game can be played offline, although you should allow time for the app to load and set up before beginning.
Can I cancel for a refund?
Yes. You can cancel at least 24 hours before the experience start time for a full refund. Cancellations within 24 hours are not refundable.
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