REVIEW · EDINBURGH
Edinburgh City of Wizards Exploration Game and Tour
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Edinburgh becomes a story map on your phone. I love how the Harry Potter-themed City of Wizards game turns a normal walk into clue-solving, with Eladora guiding you through landmarks like Edinburgh Castle and Greyfriars Bobby. I also like that it’s truly self-paced: you follow directions stop to stop, then pause as long as you want to read, look around, and keep going. One thing to consider is that the experience relies on getting the mobile game set up correctly on your group’s phones.
Here’s the potential snag: if you buy multiple tickets for multiple devices, the app access link might not work the way you expect unless you set it up using the app’s friend-invite flow. That’s the only real downer I’d plan around, because the actual walking game part is the fun engine of this tour.
In This Review
- Key Things I’d Bet You’ll Like
- A Phone-Run Harry Potter Walk You Can Start When You Want
- Price and Value: $8.40 for a 90-Minute Story Route
- Getting Started at Edinburgh City Chambers (and Why This Start Works)
- Riddle’s Close: Tight Streets, Good Clue Focus
- Grassmarket: Where the Game Lets You Take Your Time
- Greyfriars Bobby Statue: The Story Turns Tactile
- The Stretch Between Clues: Views, Buildings, and Self-Paced Wandering
- Old Medical School Finish: Where the Story Game Ends
- What Makes This Different From a Standard Wizard-Themed Tour
- The Only Real Caution: Multiple Phones and App Access
- Who This Suits Best (and Who Might Prefer Something Else)
- Should You Book the Edinburgh City of Wizards Game?
- FAQ
- How long is the Edinburgh City of Wizards game?
- Where do I start and where does it end?
- Do I need a tour guide for this experience?
- Are entry tickets to attractions included?
- When can I play after booking?
- Can I use it on multiple phones in my group?
Key Things I’d Bet You’ll Like
- Story-led city route that follows Eladora and points you to major Edinburgh spots tied to the wizarding vibe
- Phone clue solving that works on any smartphone, with a mobile ticket after booking
- Easy, self-paced timing (50 minutes to about 1 hour 20) with freedom to linger at stops
- Outdoor scavenger hunt style that gets you moving beyond the main stretches
- Clear end point at Old Medical School, where both the story and the city game wrap up
A Phone-Run Harry Potter Walk You Can Start When You Want

This isn’t a bus tour and it isn’t a lecture. It’s a 50-minute to 1 hour 20 minute self-guided exploration game that you play through your smartphone. You’re not waiting for a guide to show up with a script. Instead, you follow the story’s direction prompts and solve the next clue when you reach each stop.
The best part for me is how it mixes “see the sights” with “do something with the sights.” You’re still walking Edinburgh streets—City Chambers, Riddle’s Close, Grassmarket, Greyfriars Bobby, and then Old Medical School—but the phone keeps nudging you to look closer and move forward.
You can also read our reviews of more city tours in Edinburgh
Price and Value: $8.40 for a 90-Minute Story Route

At about $8.40 per person, the value is strongest if you want a low-cost way to see Edinburgh without paying for a full guided tour plus separate attractions. There’s no need to buy entry tickets to complete the game, which matters because it prevents the cost from ballooning mid-walk.
It’s also good value if your group likes light challenges. This is basically an outdoor scavenger hunt: you get clues, you work them out, and the next step appears. If you’re the type who enjoys turning a walk into a game, the price makes sense fast.
One note: because it’s self-run, your experience quality depends on having a working phone, enough battery, and the ability to read the clues outdoors.
Getting Started at Edinburgh City Chambers (and Why This Start Works)

You begin at Edinburgh City Chambers, 253 High St, Edinburgh EH1 1YJ. That’s a solid launch point because it’s central and easy to reach, and it puts you in the flow of a classic Edinburgh walking route right away.
From the first moment, the game gives you a clue to solve. Once you crack it, you get directions to the next stop and the next part of the story. This design keeps you from wandering aimlessly, and it also helps you “get the hang of it” quickly since the first clues are your warm-up.
In practice, I’d treat the first few minutes like setting up a small mission. Read carefully, move when you’ve solved the clue, and don’t rush the stops where you need to look around.
Riddle’s Close: Tight Streets, Good Clue Focus
After your initial City Chambers clue sequence, you head toward Riddle’s Close. This is where the game’s style really shines: the clues work best when you slow down at interesting corners and narrow passages and let the place do some of the work.
Riddle’s Close also makes a lot of sense thematically. The atmosphere of older Edinburgh closes and alleyways fits the wizard-story feeling. The game leans into that mood by using the story to connect what you’re seeing to the larger Harry Potter Edinburgh idea—like where Hogwarts might have found inspiration in this city’s look and corners.
What I’d do here: stop at your clue point, scan the immediate area (buildings, street layout, and anything visually distinctive), then check your phone again. Solving tends to be easier when you trust your eyes, not just the screen.
Grassmarket: Where the Game Lets You Take Your Time
Next up is Grassmarket. This is a great mid-tour stop because it’s a busy, lively-looking part of town, and the game structure gives you breathing room.
At Grassmarket, you receive a new clue and—this is key—you can stop for as long as you like and continue exploring at your own pace. That flexibility matters for two reasons. First, it lets you regroup if you’re traveling with different ages or different puzzle speeds. Second, it helps you actually enjoy the place rather than feeling like you’re sprinting from sign to sign.
If you’re in the mood to snack, pause, or just soak up the street view, this is a good moment to do it. The game is built for a walk you control.
You can also read our reviews of more tours and experiences in Edinburgh
Greyfriars Bobby Statue: The Story Turns Tactile
Then you reach the Greyfriars Bobby Statue stop. This is one of Edinburgh’s most recognizable story anchors, and in this game it’s treated like a big narrative waypoint.
You’ll get another clue here, and again you can linger. I like stops like this because they blend “I came here anyway” with “now I have a reason to focus.” Even if you’ve seen Greyfriars Bobby on photos before, solving the clue on-site pulls your attention to details you might otherwise skip.
Also, the game’s wider story thread is designed to connect Edinburgh landmarks with the wizarding world conceptually—like where Hogwarts inspiration might have come from in real settings. Think of it as story-style interpretation rather than strict history.
The Stretch Between Clues: Views, Buildings, and Self-Paced Wandering

After the Greyfriars Bobby clue, the game keeps moving but it also gives you time to breathe. You’ll receive your next clue and can stop as long as you want, then you’re directed to enjoy the view and keep exploring while admiring the buildings around you.
This part is where the experience can feel most “Edinburgh.” The city is the character here. If you’ve ever been on a tight guided tour, you know how often you’re rushed. This game avoids that by letting you slow down without feeling like you broke the itinerary.
My advice: plan to wear comfortable walking shoes and keep your phone charged. The best moments are the ones where you look up from the screen and let the streets do the talking.
Old Medical School Finish: Where the Story Game Ends
Your walk ends at Old Medical School, University of Edinburgh (Elsie Inglis Quadrangle, Teviot Pl, Edinburgh EH8 9AG). This is where both the story and the city exploration game finish.
I like a clear ending like this because it prevents that awkward feeling of “are we done yet?” You’ll know when the narrative wraps. And because it’s a defined location, you can also plan your next step—whether that’s getting a bite nearby or connecting to public transportation.
If you’re the type who wants to squeeze in extra time, keep a little buffer. The game itself is timed as 50 minutes to 1 hour 20, but you may want to linger at one or two stops along the way, especially if you enjoy puzzles and photos.
What Makes This Different From a Standard Wizard-Themed Tour
A lot of Harry Potter Edinburgh experiences are either guided sightseeing tours or heavier ticket-based attractions. This one is simpler—and that’s why it can be a win.
Here’s what you get that’s genuinely different:
- You control the pace. You’re not stuck matching someone else’s photo speed.
- You’re active the whole time. Instead of listening, you’re solving.
- You’ll see a walking route pattern. The city is laid out like a story path, not like random stops.
And because it’s self-guided, you can also make it fit your travel rhythm. It works well if you want a half-day plan with room for coffee breaks and spontaneous detours.
The Only Real Caution: Multiple Phones and App Access
One review called out a problem with buying multiple tickets for multiple phones: the link sent ended up working for only one device when they expected all four. The fix provided was to use the app option called invite a friend, so each person can access using their own email address.
So if you’re traveling with friends and everyone wants their own phone, do this from the start:
- Set up the game through the app properly for each person using the invite flow
- If anything looks off, use customer support available 24/7 rather than waiting until you’re already standing at a clue stop
If you’re the planner in the group, this is worth handling early the way you’d handle tickets for a museum.
Who This Suits Best (and Who Might Prefer Something Else)
This experience is a strong match if you:
- like walking and light puzzle-solving
- want a Harry Potter-themed way to connect landmarks into one route
- prefer doing things on your schedule rather than meeting at a set time for a guide
It might feel less ideal if you:
- expect a traditional guided tour with a human narrator
- hate tech-based tasks while walking
- are traveling with a group where not everyone is comfortable using smartphones
One more plus: it’s a private activity, so your group doesn’t get mixed with strangers. For bigger groups over 15, you can book multiple groups rather than being forced into a single large booking.
Should You Book the Edinburgh City of Wizards Game?
If you want an inexpensive, fun way to see parts of Edinburgh with a wizard-story theme, I’d say yes—especially if your group enjoys scavenger-hunt energy. The price-to-time ratio is fair, and the fact that you don’t need attraction entry tickets helps keep the experience straightforward.
I’d only hesitate if you know your group will struggle with app access on multiple phones. If that’s a concern, plan to set up access using the invite option early, and keep a charged phone ready. Do that, and you’ll likely spend your time solving clues, watching the city, and actually remembering the route.
FAQ
How long is the Edinburgh City of Wizards game?
The game takes about 50 minutes to 1 hour 20 minutes.
Where do I start and where does it end?
It starts at Edinburgh City Chambers, 253 High St, Edinburgh EH1 1YJ and finishes at Old Medical School, University of Edinburgh (Elsie Inglis Quadrangle, Teviot Pl, Edinburgh EH8 9AG).
Do I need a tour guide for this experience?
No. It’s designed as a phone-based game, and the listed inclusions do not include a tour guide.
Are entry tickets to attractions included?
No. Entry tickets are not included, and they are not needed to complete the tour.
When can I play after booking?
After booking, you can play any time without rescheduling.
Can I use it on multiple phones in my group?
You can, but you’ll want to make sure each player’s access is set correctly in the app. If multiple tickets are involved, using the app’s invite a friend option for each person’s email is the recommended approach.

































