Reviewed · EDINBURGH TOURS
Fantastic Creatures of Edinburgh, and where to find them!
Edinburgh’s Old Town becomes your game board in this outdoor hunt, where you follow clues from one historic corner to the next while learning about the city’s fantastic creatures. I like the flexible starting time and the fact that the kit is ready for you, so you are not tied to a fixed walking-tour departure.
I also like the broad age appeal. Older children can read and solve clues, younger ones can search the streets for details, and adults get a playful way to explore the Old Town. The main drawback is that this is a self-guided game, not a lively walking tour with a guide beside you throughout. You need internet access, clear daylight, and enough stamina for roughly 90 minutes on foot.
Key points to know before you book

- Pick up the kit on Jeffrey Street: Collect your treasure-hunt pack and code at Hot Toddy, 15 to 19 Jeffrey Street, between 10am and 7pm.
- Follow a family-friendly route: The hunt covers a good portion of Edinburgh’s historic Old Town and uses folklore about fantastic creatures to lead you from place to place.
- Plan for about 90 minutes: Some groups finish in just under two hours, so allow extra time if you have younger children or stop often.
- WhatsApp help is available: You can contact your guide if you are truly stuck, but most of the game is completed independently.
- Use daylight hours: The game does not work in the dark, and good eyesight is important for reading and spotting clues.
- Finishers receive a souvenir: After completing the hunt, show your result at one of the listed collection points to receive a souvenir magnet.
Edinburgh’s Old Town turns into a folklore puzzle

This experience is best understood as a treasure hunt with a city walk attached, rather than a traditional guided tour. You receive a kit, enter a code, and use your phone to follow clues through the Old Town.
The subject is Edinburgh’s fantastic creatures. That gives the route a playful theme, but it also leads you into the quirks and folklore of the city. You are not simply ticking off famous buildings. You are looking closely at streets, details, and places that might otherwise pass in a blur.
The group limit is two to five people. That is a useful size for a family or a small party of friends because everyone can take a role. One person can handle the phone, another can read the printed material, and the children can search for the next clue.
A larger family can book more than one group and still work together. One party of three adults, three teenagers, and two ten-year-olds completed the hunt as one large team and found something for every age. That setup worked well because the puzzle-solving was shared rather than left to one child.
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Picking up the pack at Jeffrey Street

Your practical starting point is Hot Toddy at 15 to 19 Jeffrey Street. You can collect the treasure-hunt pack and code any time during opening hours, listed as 10am to 7pm. Show your booking when you arrive.
This flexible collection system is handy if you have a full Edinburgh schedule. You can visit the pickup point before lunch, after a museum, or on your way toward the Royal Mile. You do not need to gather for a fixed departure time.
The kit contains the materials needed for the hunt, but you must bring a phone with internet access. You also need comfortable walking shoes, your eyes, and your legs, as the instructions plainly put it. That last point matters. This is an active street game, not a seated puzzle in a shop.
The recommended start is near the Royal Mile. Since the route covers a good portion of the Old Town, give yourself room to pause and look around. If you arrive late, you may feel pressure to hurry, especially if your children are tired or daylight is fading. One group that started 15 minutes late had a less relaxed experience, so arriving on time is wise even though the start itself is flexible.
Following clues through the Old Town
The route is described as one Old Town stop, but the actual activity takes you from one location to another. Each clue points you toward the next place, and the city itself provides the setting for the puzzle.
You will identify and learn about fantastic creatures connected with Edinburgh’s streets and folklore. The appeal is partly the subject matter and partly the way it changes your pace. Instead of walking straight to the next major sight, you pause, inspect, read, and discuss.
This format works particularly well for children who are old enough to solve a clue but not yet eager to spend an hour listening to a formal lecture. Teenagers can take the phone and help decode the route. Adults can keep the group moving and add context when a street or building catches their attention.
Do not expect every clue to be instantly obvious. That is the point, but it can also create frustration. WhatsApp support is available if you are stuck, so keep your phone charged and make sure someone in the group can use the messaging service.
The host’s involvement is limited by design. You receive the instructions at the start, then play on your own. The creator, Sabi, explained that participants are encouraged to message when they need help, but the host does not accompany the group from clue to clue.
That arrangement suits independent families who like solving problems together. It is less suitable if you want a guide telling stories at every stop or adjusting the game in real time for your children.
How long the route takes

The stated playing time is around one and a half hours, with some flexibility in either direction. A group with older children completed it in just under two hours, which felt like a sensible pace before the youngest members became tired.
Plan for 90 minutes at minimum, and closer to two hours if your group stops for photographs, discusses clues, or needs help. The route covers a good part of the Old Town, so the distance is not just a few steps between nearby landmarks.
Daylight is an important part of the timing. The game will not work in the dark, and you need to see the details used by the clues. In Edinburgh, that means checking the season and choosing a start time with care. An afternoon start may be fine in summer but risky in winter.
The experience requires good weather. If poor weather cancels the activity, you are offered another date or a full refund. That policy is useful, but you should still keep a backup plan for a wet Edinburgh day, especially if you are booking around a tight itinerary.
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The secret finish near the Royal Mile

The hunt ends at a special secret location about a 10-minute walk from the Royal Mile. The finish gives the game a proper ending instead of simply returning you to the shop where you collected the pack.
The practical detail is that the souvenir is not necessarily handed to you at the secret finish. After completing the hunt, take a screenshot of your result. You can then show it at Hot Toddy on Jeffrey Street, between 10am and 7pm, or at The Grassmarket Project at 86 Candlemaker Row, between 10am and 4pm.
The completion prize is a souvenir magnet. One participant expected a keepsake and did not receive one at the time, but the host said this was an error and offered to send it. So remember to ask for the souvenir when you show your result, rather than assuming the finish point will handle it automatically.
That small token matters more with children than you might expect. It gives the hunt a clear reward and lets your group take home proof that it finished the challenge.
What the price means for a small group

The listed price is $34.53 per group of up to five people. That makes the value strongest when you fill the group. A family of four or five is paying one group price for a shared activity, rather than buying five separate admissions.
For two people, the value is more mixed. You still receive the kit, the route, the phone-based puzzle, and the souvenir for finishers, but the cost is spread across fewer people. The experience makes more financial sense if you combine friends or family into a full team, provided everyone is comfortable working together.
You are also paying for a self-guided activity rather than a guide-led tour. That keeps the start flexible and lets you set your own pace, but it means you should not compare the price directly with a walking tour that includes an active guide and continuous commentary.
The best value comes from seeing this as both entertainment and an introduction to the Old Town. If your children would otherwise lose interest during a standard sightseeing walk, the game can make the city easier to explore. If you mainly want detailed historical explanation, another type of tour may suit you better.
Who will enjoy this most

I would recommend the hunt to families with children of mixed ages, especially when some children enjoy puzzles and others need a reason to keep walking. The activity has enough variety for adults, teenagers, and younger children to contribute in different ways.
It also works for friends who enjoy a challenge and do not need a guide standing beside them. The group size of two to five keeps the decision-making manageable. With too many people, the clue-solving could become crowded, so larger parties should split into separate bookings or agree on one team leader.
The experience is a good fit for people who want to see more than the main Royal Mile sights. You will cover a meaningful portion of the Old Town, but the focus is on clues and creatures rather than a full account of Edinburgh’s architecture or political past.
It is less suitable for anyone with difficulty reading small details or seeing at a distance. One critical experience raised this issue, and it is worth taking seriously. Bring glasses if you need them, and make sure the person handling the clues can comfortably read the material and phone screen.
A dog may also affect your pace. One group left the hunt early because its dog became tired, though the host said they would have been happy to let the group continue. If you bring a pet, be prepared for a longer route and the possibility that the animal will set the pace.
Access, weather, and simple planning tips

Most people can take part, and service animals are allowed. The activity is near public transportation, which makes the Jeffrey Street pickup point practical from other parts of Edinburgh.
The booking is confirmed at the time of purchase, and the maximum group size is five. Free cancellation is available if you cancel at least 24 hours before the start time. Changes or cancellations inside that period are not accepted for a refund.
You should plan the hunt around three basic needs:
- Start early enough to finish before dark.
- Keep your phone charged and connected to the internet.
- Leave enough time for children to stop, solve, and rest.
The best approach is to treat the game as the main activity for that part of your day. You can still continue sightseeing afterward, but squeezing it between fixed appointments may make the puzzle feel rushed.
How this compares with a standard Edinburgh tour
A regular walking tour gives you a guide’s voice, a set route, and stories delivered at each stop. This hunt gives you a task. You are looking for answers, discussing possibilities, and moving because the clue tells you to move.
That difference affects the mood. The hunt can be more engaging for children because they have a job to do. It can also be quieter and less informative for adults who want someone to explain every building they pass.
The folklore theme adds a layer of imagination without requiring you to enter a museum or book a long formal tour. You get an active way to see the Old Town, and the group makes its own discoveries. The price includes the materials and a completion souvenir, but not the constant attention of a guide.
I see this as a companion to Edinburgh sightseeing, not a replacement for it. You could use the hunt to introduce your family to the Old Town, then return later for a guided historical walk or individual visits to major sights.
Should you book Fantastic Creatures of Edinburgh?
Book it if you want a flexible, family-friendly way to explore the Old Town and your group enjoys solving clues together. The strongest reasons are the mixed-age appeal, the freedom to start when convenient, the folklore theme, and the useful WhatsApp backup when a clue causes trouble.
Think twice if you want a guide beside you for the full 90 minutes, detailed historical commentary at every stop, or an indoor activity that works in poor weather. The route depends on daylight, decent weather, walking, internet access, and clear eyesight.
For a group of four or five, the $34.53 group price is reasonable for a shared activity that combines sightseeing, play, and a small keepsake. Start on time, allow closer to two hours, and save the screenshot of your completed result. With those expectations, this is a clever way to make Edinburgh’s Old Town feel like a puzzle rather than a checklist.
FAQ
Where does the treasure hunt start?
You collect the treasure-hunt pack and code at Hot Toddy, 15 to 19 Jeffrey Street, Edinburgh. The recommended playing area begins near the Royal Mile.
What are the opening hours for collecting the kit?
The pack can be collected at Hot Toddy between 10am and 7pm. Show your booking when you arrive.
How long does the hunt take?
The activity is designed to take about one and a half hours. Depending on your pace, stops, and group age, it can take closer to two hours.
How many people can join one group?
Each group can include up to five people. The activity is designed for teams of two to five wizards.
Do I need a phone?
Yes. You need internet access on your phone to follow the activity and contact the guide through WhatsApp if you need help.
Is a guide with the group during the hunt?
No. The hunt is mainly self-guided. You receive the instructions at the beginning and can message the guide if you become stuck.
Where does the activity finish?
The hunt finishes at a secret location about a 10-minute walk from the Royal Mile. To collect the completion souvenir, show a screenshot of your result at Hot Toddy or The Grassmarket Project.
What happens if the weather is poor?
The activity may be canceled because it requires good weather. In that case, you are offered another date or a full refund. Free cancellation is also available when you cancel at least 24 hours before the start time.
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