Reviewed · TOURS IN ABERDEEN
500 Years of Crime and Punishment: A Self-Guided Audio Tour
Aberdeen’s past gets decidedly grim on this walk. You’ll trace 500 years of crime and punishment through old gaol grounds, public execution sites, churchyards, anatomy rooms, and the harbor, with plenty of unsettling stories along the way.
I like the freedom to set your own pace, since you can finish quickly or pause to look around. I also like the way the route connects dark stories to ordinary city sights, including the Mercat Cross, The Green, and the Maritime Museum.
The main drawback is practical rather than historical: finding the start and following some directions can be tricky, especially around construction or when phone connectivity is poor. You’ll want the downloaded map ready before setting off.
Key points to know before you go

- Start at the old gaol: The walk begins at the Tolbooth Museum, a former prison where public hangings once took place.
- Expect an independent route: VoiceMap supplies the audio, map, and location data, but you provide the smartphone and headphones.
- Hear Aberdeen’s darker stories: The route covers treason, church punishments, witch imprisonment, body snatching, and harbor penalties.
- Allow extra time for stops: The walk can take about 45 minutes at a steady pace or up to 2 hours 15 minutes if you pause along the way.
- Watch the navigation: The opening point may be hard to spot, and some route directions have caused confusion.
- Budget for extras: Museum entry, food, drinks, transport, and other admissions are not included in the $8.99 price.
A dark introduction at Aberdeen’s old gaol

The tour starts at the Tolbooth Museum on Castle Street, in the building that once served as Aberdeen’s gaol. That is a fitting opening for a walk about punishment. You are not beginning with a grand overview of the city. You are starting where criminals were held, and where the route points out the nearby site of public hangings.
That opening gives the tour a clear purpose. Crime and punishment are not treated as distant ideas. They were public events, carried out in the middle of town, close to places where people worked, shopped, worshipped, and governed.
The building is also an important practical landmark, though it may not be easy to spot in every condition. Construction around the starting area has made the entrance confusing at times, so I would arrive with the VoiceMap app already downloaded and the map open. The tour provides directions to the start, but do not assume you can simply arrive and recognize the exact entrance without checking your phone.
The tour is private in the sense that only your group takes part, but there is no person waiting to lead you. Your phone supplies the narration and directions. You can stop when you wish, repeat sections, or move on when a location interests you less.
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The Mercat Cross and a queen’s response to treason

From the gaol, the route moves to Aberdeen’s Mercat Cross. This was a place for public announcements, but it also served as a stage for punishment. The cross is decorated with carvings of Scottish monarchs, giving the audio commentary a useful visual detail to point out while you listen.
The focus here is one queen and the way she dealt with an outbreak of treason. That makes this more than a stop for architecture. You get a story about authority, fear, and public order, set beside a monument that still looks ceremonial today.
I like this kind of stop because it makes the city’s old civic spaces easier to read. A carved monument may look decorative until you learn that the same area once carried political news and public penalties.
The Mercat Cross is also one of the easier places to pause. You can look closely at the carvings, listen to the section without blocking the route, and then continue when ready.
A castle-style tower and Aberdeen’s changing streets
The walk passes an impressive tower modeled on the one at Balmoral Castle. It is mainly a photo stop, but it adds a change of tone after the darker opening stories. You are still following the theme of old Aberdeen, yet the route also shows how later buildings and civic symbols were added to the city.
Next comes Seabury Court, beside St Andrew’s Cathedral. This section is meant to give you a sense of the winding streets Aberdeen once had. That matters because city centers often lose their older shape as roads are widened and buildings are replaced. A short passage through a surviving court can help you picture a less orderly street plan.
Do not expect every stop to be a major attraction with an entrance or a formal display. Some are viewed from the street, and the value comes from the audio placing them in context. This is best understood as a walking narrative rather than a series of museum visits.
Anatomy Rooms and Aberdeen’s body-snatching past
The route then reaches a former part of the University of Aberdeen, where medical students traditionally studied. The audio takes you around the back to the Anatomy Rooms, where dissections took place.
This is one of the most distinctive sections of the walk. Medical training required bodies, but legitimate access was limited. The resulting relationship between anatomy and bodysnatching gives the tour one of its strongest links between an ordinary institution and a disturbing crime.
The subject can be unpleasant, but it is also useful history. It shows why body snatching occurred, who needed the bodies, and how medical study could create pressure for illegal acts. The route does not simply list a crime. It connects the crime to a place where medical education was carried out.
The stop also shows why the audio format works well here. You may be looking at a plain exterior or a back entrance that tells you little by itself. The narration adds the story while you stand in the actual setting.
Same base, a completely different day out:
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A graveyard, the mither kirk, and witch imprisonment

One of the most atmospheric parts of the route is a graveyard filled with stories. The audio points out the grave of a doctor whose morals were far from admirable, then turns toward Aberdeen’s mither kirk, or mother church.
This church was once at the center of early Aberdeen. The setting lets the commentary move from individual wrongdoing to the wider role of religion and punishment in city life. You will hear about harsh church penalties and the imprisonment of accused witches.
The graveyard is likely to reward a slower pace. If you are interested in old stones and local stories, this is a natural place to pause the recording and look around. If you are trying to complete the walk in 45 minutes, you can keep moving, but you will lose some of the atmosphere that makes this stop work.
The material here is dark, and the tour is not designed as a light sightseeing loop. Stories about church punishment and witch imprisonment may be too grim for some children or for anyone seeking a relaxed introduction to Aberdeen. For adults interested in law, religion, and social control, this is one of the route’s most useful sections.
The Green, street art, and child-snatching stories
The route then changes character at The Green. People have lived in this part of Aberdeen for thousands of years, but today it is described as a small, modern enclave with street art, independent restaurants, and shops.
That contrast is one of the pleasant surprises of the walk. The location is not presented as a frozen old quarter. You get a place with a long past and a current local identity. The modern details give you a reason to look up from the dark history and notice what the area is like now.
The story here concerns a child-snatching gang that once operated in Aberdeen. It is a disturbing subject, but the setting makes the point that serious crimes happened in active working neighborhoods, not only in dramatic old buildings.
The Green may also be a good spot to pause for food or a drink, although those costs are separate from the tour. Because the route is self-guided, you can stop at an independent restaurant or shop without needing to keep pace with a group.
Aberdeen Harbour and punishment by the water
Aberdeen developed around its harbor, so the route eventually turns toward the water. The harbor section looks at unpleasant punishments carried out there over the years.
This is a useful reminder that water served several roles in old cities. It supported fishing and trade, but it could also be used as a place of fear, control, and public spectacle. The tour’s movement from gaol to civic center, churchyard, and harbor gives the subject a physical shape.
The harbor is also a change of pace. After close streets, courtyards, and graveyards, you get a more open setting. Your attention may be pulled toward modern activity, vessels, and the waterfront, while the audio asks you to picture earlier punishments in the same general area.
Conditions around the route can change. Construction has affected parts of the walk, and one section near multi-story flats has raised safety concerns for some people familiar with Aberdeen. I would keep your phone charged, stay aware of your surroundings, and avoid treating the audio as a reason to stop paying attention to where you are walking.
The Maritime Museum as an optional extra

The tour passes the Maritime Museum, a small museum covering Aberdeen’s maritime past, from fishing to the oil industry. The museum is not included in the $8.99 price, but you have the option to go inside if it is open and you want more context.
This is a sensible pairing. The audio introduces the harbor and its darker uses, while the museum broadens the story to work, trade, fishing, and oil. You can treat the museum as an optional extension rather than a required part of the route.
Because entrance fees are separate, decide in advance how much time you want to spend. If your goal is a quick history walk, continue after the exterior stop. If you want a fuller look at Aberdeen’s connection to the sea, allow extra time and check the museum’s own opening arrangements.
The audio walk itself is listed as available at any time through the app, but that does not mean every museum or attraction along the route will be open around the clock.
Finishing near the Aberdeen Town House
The walk ends outside Aberdeen Town House on Union Street, only a few metres from the start location and close to public transport. This makes the end point convenient if you want to continue sightseeing, catch transport, or return to the center.
The short route between start and finish is also useful if you need to recover your bearings. Still, do not interpret the close ending as proof that the walk is simple to navigate. The route passes through several different settings, and the most common difficulty is getting from one stop to the next.
The app includes offline audio, maps, and geodata. Downloading everything before you leave is the safest plan, especially if your mobile signal is unreliable. One useful habit is to look at the map on screen rather than relying only on the spoken directions. That can help when a turn is not obvious.
How much time and effort should you allow?
The advertised duration ranges from 45 minutes to 2 hours 15 minutes. That is a wide spread, but it makes sense for a self-guided walk. You can listen while walking steadily, or pause for photographs, churchyards, The Green, the Maritime Museum, and food.
I would allow at least 90 minutes if you want to listen properly and look at the places being discussed. The 45-minute version suits someone who wants the story with very few pauses. The longer time suits you if you enjoy old buildings, want to stop at the museum, or prefer not to hurry.
The route is on city streets and is intended for most participants. Service animals are allowed, and the start is near public transport. You need your own smartphone and headphones. Food, drinks, transport, and admissions are not part of the ticket.
Is $8.99 good value?
At $8.99 per person, the tour is priced like a low-cost introduction rather than a full guided excursion. You are paying for the recorded narration, route design, VoiceMap app access, and lifetime access in English.
The value is strongest if you already plan to walk through central Aberdeen. The tour gives those streets a theme and fills in details you may miss alone. It is also a good fit for couples or friends who dislike moving as part of a large group.
The value drops if you need very clear, foolproof navigation or want a guide who can answer questions in real time. You may need to check the map yourself, and some stops have limited visual information without the commentary.
Still, the lifetime access is useful. You can return to the audio later, and you do not have to complete every section in one uninterrupted go.
Who should choose this Aberdeen walk?
I would recommend it to adults and older children who enjoy true crime, old punishments, church history, medical history, and unusual city stories. It is also a good choice if you have a short visit and want a structured walk without committing to a fixed departure time.
It suits independent visitors who are comfortable using an app. You can stop for photographs, restaurants, shops, or museum visits, then continue at your own speed.
I would be more cautious if you are uneasy with grim subjects, expect a polished sightseeing route, or need a guide beside you. Construction and unclear turns can make the experience frustrating, and parts of the route may feel less comfortable when you are walking alone.
Should you book 500 Years of Crime and Punishment?
Book it if you want Aberdeen’s darker side, prefer independent sightseeing, and are happy to manage navigation on your phone. The best parts connect real places to memorable stories: the old gaol, the Mercat Cross, the anatomy rooms, the graveyard, The Green, and the harbor.
Skip it if you want broad coverage of Aberdeen’s main attractions, a live guide, or a route with no navigation concerns. For everyone else, $8.99 is a reasonable price for a flexible introduction, provided you download the map and audio first and leave time to explore at your own pace.
FAQ
How long does the self-guided audio tour take?
The tour takes approximately 45 minutes to 2 hours 15 minutes. Your total time depends on how quickly you walk and how long you spend at stops, shops, restaurants, or the Maritime Museum.
Where does the tour start?
The tour starts at the Tolbooth Museum on Castle Street, Aberdeen AB11 5BB, UK.
Where does the tour finish?
It finishes outside Aberdeen Town House on Union Street, Aberdeen AB11 5BU, UK. The end point is close to public transport and only a few metres from the start location.
What does the ticket include?
The ticket includes lifetime access to the English-language tour, the VoiceMap app for Android and iOS, and offline access to the audio, maps, and geodata.
Do I need to bring anything?
You need to bring a smartphone and headphones. Transportation, food, drinks, museum entry, and other attraction tickets are not included.
Can I cancel for a refund?
Yes. You can cancel at least 24 hours before the experience start time for a full refund. Cancellations or changes made within 24 hours are not accepted for a refund.
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