REVIEW · HARRY POTTER LOCATIONS & WIZARDING TOURS
Fantastic Creatures of Edinburgh, and where to find them!
Edinburgh turns into a wizard scavenger game. I love the fantasy treasure hunt format that turns streets into a story, and I also like how the mixed-age teams can each contribute at their own pace. One thing to consider is that it’s mostly self-run once you start, with only light host interaction, so it helps if you’re happy solving on the move.
In This Review
- Key points at a glance
- Wizard class on the Royal Mile, without the lecture
- Pickup at Hot Toddy, then start when it fits your day
- The hunt route: Edinburgh Old Town, one clue at a time
- WhatsApp support and the reality of limited host interaction
- What you learn on the move: folklore themes, not trivia drills
- Duration, group size, and why 2 to 5 wizards is the sweet spot
- Value check: $34.53 per group, kit included, souvenir if you finish
- Practical checklist so your hunt stays fun
- Where you get your souvenir prize at the end
- Weather, refunds, and keeping your plans realistic
- Who should book this hunt, and who should reconsider?
- Should you book Fantastic Creatures of Edinburgh?
Key points at a glance

- Old Town on foot, with folklore clues: You follow hints between points across a solid chunk of Edinburgh Old Town.
- Team of 2 to 5 wizards: It’s designed for groups that enjoy teamwork, from kids to adults.
- WhatsApp check-ins when you’re stuck: Your phone matters, and the guide can help if you message.
- Everything provided, including the pack: You pick up a treasure hunt kit and start whenever you like during opening hours.
- Souvenir for finishers: Complete the route and you get a prize token at the pickup spots.
- Daylight matters: It won’t work in the dark, so plan around the sun.
Wizard class on the Royal Mile, without the lecture

This is an outdoor, story-driven treasure hunt that uses Edinburgh Old Town as the game board. You and your team walk, read clues, and learn about the fictional fantastic creatures said to live around these streets. It sounds playful, and it is, but the payoff is practical: you’ll see a lot of Old Town in a way that feels interactive, not like another walk with a map.
I like that it works for a range of abilities. A clever teen can spot patterns. A younger kid can help with spotting places that match the clue. Adults keep the team moving. The whole thing is built around the idea that a small team is stronger than one super-fast person.
The main trade-off is how the experience is structured. Once you start, the game runs, and you do the solving. The guide support is there, but it’s not a step-by-step live commentary tour. If you want a constant guide presence, this may feel too hands-off.
Pickup at Hot Toddy, then start when it fits your day

Your first stop is practical and easy to plan around: you collect your treasure hunt pack at Hot Toddy, 15-19 Jeffrey Street, 10am to 7pm. When you arrive, show your booking to pick up the kit and code. Then you can start the treasure hunt anytime you please.
That flexibility matters in Edinburgh. Weather changes, kids get hungry, and adult shoes have opinions. Being able to start during opening hours, and then pace yourself, is a real advantage over tightly timed tours.
The game also ends back at the meeting point on paper, but in real life your finish is different. You’ll end in a special secret location that’s about a 10-minute walk from the Royal Mile. For most people, that’s perfect. You finish close enough to keep exploring without feeling stranded.
One more thing I’d plan for: daylight is not optional here. You’re strongly advised to stick to daylight hours because the game won’t work in the dark. So on shorter winter days, you’ll want a brighter start time rather than assuming you can “just do it later.”
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The hunt route: Edinburgh Old Town, one clue at a time

There’s one big stop in the experience: Old Town. That’s also the strength of the design. You’re not hopping between far-away areas all morning. You’re spending your time in a concentrated, walkable chunk of central Edinburgh.
Expect the game to take about 1.5 hours (often closer to 2 hours in practice). You’ll follow clue instructions from point to point, gradually uncovering the locations and the folklore themes tied to the fantastic creatures. It’s structured enough to feel like a real hunt, but loose enough that you can slow down for photos, snack breaks, or brief bargaining with tired legs.
A helpful detail: you’re encouraged to start near the Royal Mile. That’s good advice. It gives you a clear reference point and makes the early clues less mentally chaotic. If you’re bringing kids of different ages, starting in a familiar area helps the younger ones feel like they’re “already in the story.”
If you end up with another team near your starting window, it can work out like a friendly crossover day. One group experience described a situation where two teams effectively went around together and tackled clues as one bigger unit. That’s not something you should rely on, but it’s a nice reminder that the hunt rhythm can naturally overlap.
WhatsApp support and the reality of limited host interaction

Here’s the honest rhythm: the host interaction is mostly at the beginning. After that, you’re solving the clues on your own, with occasional help if you get stuck. The good news is you can stay in touch through WhatsApp, which is useful when you’re staring at a clue too long or you’re unsure how to proceed.
This matters for families. Kids don’t want adults to hover over every decision, but they also hate being stuck. A quick WhatsApp nudge can save a whole group from spiraling into frustration.
I do want to flag a consideration that came up in an unhappy experience. If you need help reading clue details from a distance, this style may not be ideal. The game leans on your ability to interpret what you’re seeing while you’re walking. If your eyesight needs adjustments or you rely on close-up reading, consider bringing your glasses or planning for a slower pace where someone can read and confirm.
If you’re the type who likes tons of real-time direction, you might find it basic. But if you enjoy problem-solving and letting the story unfold as you walk, the limited interaction is part of the charm.
What you learn on the move: folklore themes, not trivia drills

The hunt is pitched as a way to identify and learn about fantastic creatures said to inhabit the Old Town streets. The clues connect you to specific spots, and the story framing pushes you to look at the city with fresh attention.
You get more than just walking from one landmark to the next. The game nudges you to notice quirks in the street layout and the character of the neighborhood. That’s valuable because Edinburgh Old Town can look like a single postcard area until you start paying close attention.
I also like that you’re not trapped inside a museum setting. You’re outside, moving, and your brains are engaged in parallel with your legs. For kids, that “active learning” feeling can be the difference between a pleasant outing and an early meltdown.
Duration, group size, and why 2 to 5 wizards is the sweet spot

This is priced per group, not per person, with a maximum of 5 travelers. The game is designed for teams of 2 to 5 wizards, so you’re never stuck with a solo experience unless you chose to go that way.
Because it’s a group format, it’s a great “family with mixed ages” option. Older kids or teens can handle reasoning and reading. Younger kids can handle look-outs, counting, matching shapes, and keeping the team upbeat. Adults can be the navigators and clue interpreters without taking over.
Time-wise, plan on about 1 hour 30 minutes, and be ready for it to run closer to 2 hours if your group is talking, stopping, or going slower for kids. Build that cushion into your day so you’re not racing back for dinner.
Value check: $34.53 per group, kit included, souvenir if you finish

At about $34.53 per group (up to 5), this can be good value if you’ll actually finish the hunt. You get the kit, you get the structure, and you get a souvenir prize for completing the game.
That souvenir detail is worth highlighting. There was a situation where someone expected to keep a souvenir but thought one was missing. The operator response clarified that a souvenir magnet is included for finishers, and offered to send one if it didn’t arrive due to a mistake. So the intent is clear: you’re meant to end with something tangible tied to the quest.
Is it overpriced? For a very fast, highly guided experience, you might feel it’s not worth it. But for families and anyone who enjoys walking while solving clues, you’re paying for time-efficient entertainment plus a guided story structure. That tends to play well in a city like Edinburgh where “things to do with kids” can otherwise get expensive quickly.
Practical checklist so your hunt stays fun

If you want this to go smoothly, think like a team captain, not like a passenger.
Bring:
- Your phone with internet access (you’re told this is needed)
- Your eyes and legs, because you’re walking between spots and reading what you find
- Comfortable shoes, because it’s an Old Town stroll with clue stops
- Glasses if you rely on them for smaller text or distance reading
Plan your timing:
- Start in daylight, because the game won’t work at night
- Aim to start near the Royal Mile if you want a strong mental anchor
- Assume you might land near the 2-hour mark if you have younger kids or frequent pauses
Make it easy for the guide to help:
- If you’re genuinely stuck, WhatsApp the guide rather than guessing for too long
- Don’t wait until everyone is frustrated, because a small correction early saves time
Where you get your souvenir prize at the end
Finishing matters here. If you complete the hunt, you can collect your completion souvenir prize by showing a screenshot of your result.
You can pick up at:
- Hot Toddy, 15-19 Jeffrey Street (10am to 4pm)
- Or The Grassmarket Project, 86 Candlemaker row (10am to 4pm)
The key point is that you’ll have a result screenshot ready. So take a moment at the end to make sure it’s visible on your phone.
Weather, refunds, and keeping your plans realistic
This hunt is weather dependent. If poor weather cancels it, you’ll be offered a different date or a full refund. Also, if you need flexibility, you can cancel up to 24 hours in advance for a full refund. That gives you room to adjust when the forecast does that Edinburgh thing.
Who should book this hunt, and who should reconsider?
I’d book this if:
- You want a family-friendly outing that keeps different ages engaged
- You enjoy a scavenger hunt style where your group solves together
- You’d rather walk through Old Town actively than just look at it
- You’re comfortable with a light, phone-based support model (WhatsApp if stuck)
You might reconsider if:
- You need heavy, ongoing guidance from a live host
- Your group struggles with reading clues while walking
- You’re traveling without the option to use daylight hours
It’s also described as suitable for most travelers, and service animals are allowed, which helps make the experience broadly workable.
Should you book Fantastic Creatures of Edinburgh?
If your goal is a kid-friendly, active way to see Edinburgh Old Town, this is a strong pick. The price is group-based, the kit is included, and you get a souvenir for finishing, which turns it into more than just a walk.
Book it when you can plan for daylight, bring your phone with internet, and give your team the freedom to solve. If you go in expecting constant hosting, you may feel let down. But if you want street-level fun with a bit of folklore magic, you’ll probably have a great time.
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