Review · ABERDEEN TOURS
500 Years of Crime and Punishment: A Self-Guided Audio Tour
Aberdeen has a darker story to tell. This self-guided walk takes you from the old gaol to the harbour, using tales of public hangings, treason, witches, bodysnatchers, and child-snatching gangs to show how crime and punishment shaped the city. I like the freedom to begin whenever you choose, and I like that the audio brings meaning to streets and buildings you might otherwise pass without notice. The main drawback is practical: the directions can be hard to follow, especially around construction or areas where phone connectivity is weak.
The tour costs $8.99 per person and usually takes anywhere from 45 minutes to 2 hours 15 minutes, depending on your pace and how long you spend at places such as the Maritime Museum. I also like that the VoiceMap app includes offline audio, maps, and geodata, so you do not need a constant signal once the tour is downloaded. Still, bring your own smartphone and headphones, and allow extra time to find the start.
In This Review
- Key points to know before you go
- Why Aberdeen’s grim side makes a good walking theme
- Begin at the Tolbooth Museum and the old gaol
- The Mercat Cross and a queen’s answer to treason
- A Balmoral-inspired tower and a brief photo pause
- Seabury Court and Aberdeen’s older street pattern
- Anatomy Rooms and Aberdeen’s bodysnatching problem
- A churchyard filled with punishment and uneasy memories
- The Green, street art, and a child-snatching gang
- Aberdeen Harbour and punishments by the water
- The Maritime Museum and the chance to extend your visit
- Timing, navigation, and what you need to bring
- Is $8.99 good value?
- Who should book this Aberdeen walk?
- Should you book it?
- FAQ
- Where does the tour start?
- Where does the tour finish?
- How long does the audio tour take?
- What language is offered?
- What is included in the price?
- Do I need my own smartphone?
- Are museum tickets included?
- Are food and drinks included?
- Can I join a larger public group?
- Can I cancel for a full refund?
Key points to know before you go

- Start at Aberdeen’s old gaol: The Tolbooth Museum introduces the walk with public hangings and the city’s former prison.
- Expect unsettling stories: Witches, church punishments, body snatchers, unpleasant harbour penalties, and a child-snatching gang all appear along the route.
- You control the pace: The tour can take 45 minutes or more than two hours, depending on stops, detours, and museum visits.
- The route mixes old and new Aberdeen: You pass grand civic buildings, narrow courts, a graveyard, street art, independent shops, and the harbour.
- Navigation needs care: The audio is strongest when you are on the correct route, but some directions have been difficult to follow.
- It ends near public transport: The walk finishes outside Aberdeen Town House on Union Street, close to where it begins.
Why Aberdeen’s grim side makes a good walking theme

This is not a standard city orientation walk. It does not try to cover every major sight or provide a broad introduction to Aberdeen. Instead, it follows one clear idea: how the city dealt with crime, punishment, death, and social fear over roughly five centuries.
That focus gives the walk a useful shape. A former prison becomes more than an old building. A market cross becomes a place where authority was displayed in public. A churchyard becomes a record of medicine, morality, and punishment. The harbour becomes a setting for penalties as well as trade.
I enjoy this sort of tour because it asks you to look twice. A handsome civic building may have a less handsome story nearby. A quiet graveyard may hold clues about anatomy and criminal justice. The darker material is not used only for shock. It helps explain how Aberdeen worked in earlier times.
The tone is likely to suit adults and older children who enjoy historic crime stories. It is not a polished guided performance with a group leader beside you. You get recorded narration through your phone, then decide how quickly to walk and where to pause.
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Begin at the Tolbooth Museum and the old gaol
The tour starts at the Tolbooth Museum on Castle Street. The building once served as Aberdeen’s gaol, making it an ideal opening point for a walk about crime and punishment. You begin by learning where prisoners were held and where public hangings took place.
This start gives the theme an immediate physical setting. You are not hearing about a prison in some distant part of town. You are standing beside the place where Aberdeen confined criminals and displayed punishment to the public.
Take care when locating the entrance. The start can be easy to miss, particularly if construction affects the area. Download the tour before setting out, check the map in the app, and make sure your audio is working. One of the clearest practical lessons from the low scores is that the first few minutes can become frustrating if you rely only on verbal directions.
The walk is private in the simple sense that only your own group takes part. There is no meeting time to match and no guide waiting for late arrivals. That is a real advantage if you are fitting the tour around trains, meals, shopping, or a museum visit.
The Mercat Cross and a queen’s answer to treason

From the gaol, the route leads to the Mercat Cross. In Scottish towns, this was a place for public announcements, but it could also become a stage for punishment. The carvings of Scottish monarchs give the structure a grand appearance, yet the stories connected with it are much less ceremonial.
Here, the narration focuses on a queen and the way she responded to an outbreak of treason. That shift from royal imagery to political punishment is one of the tour’s useful contrasts. The cross was not simply decorative. It helped connect government, public news, and the enforcement of power.
This is also a good point to slow down. Because the tour is audio-based, you can stop in front of the cross while the story plays, then look closely at the carvings once the narration ends. A live guide might keep moving with the group. Here, you decide when the detail has had enough time.
A Balmoral-inspired tower and a brief photo pause
The route passes an impressive building with a tower modelled on the one at Balmoral Castle. This is not one of the crime stories, but it gives the walk a change of mood and a useful architectural pause.
You can treat it as a photo stop before returning to the darker material. The inclusion also shows that the route is not a chain of prisons and graveyards. It moves through Aberdeen as it exists today, using ordinary streets and notable buildings to connect the stories.
Do not expect every stop to involve an entrance or a long visit. Several are viewed from outside, which helps keep the price low and allows the tour to stay flexible.
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Seabury Court and Aberdeen’s older street pattern
Next comes Seabury Court, beside St Andrew’s Cathedral. The route passes through this enclosed space to give you a sense of the winding streets that once shaped Aberdeen.
This kind of stop matters because old cities can be difficult to read from their modern roads. Broad streets and newer buildings often hide the cramped paths and irregular routes of earlier Aberdeen. A short passage through Seabury Court helps you picture a more tangled town.
The tour’s value often comes from these small pieces of orientation. You are not just collecting grim anecdotes. You are learning how the city’s built form affected daily life, movement, religion, and law.
Anatomy Rooms and Aberdeen’s bodysnatching problem

The walk then reaches a former part of the University of Aberdeen, traditionally associated with medical study. The narration takes you around the back to the Anatomy Rooms, where dissections took place.
This section explores Aberdeen’s connection with bodysnatchers. It is one of the most memorable themes on the route because it links medical progress with a serious moral and legal problem. Medical students needed bodies for dissection, but the supply of legally available corpses was limited. That created pressure for grave robbing and a market for stolen remains.
The route does not require you to enter the Anatomy Rooms. You hear the story from outside, which keeps the tour moving but may disappoint you if you want a long architectural visit. The details also add a more complex angle to the crime theme. Not every offence was driven by simple greed. Medicine, education, poverty, and demand could all play a part.
If this is the part you most want to explore, check opening arrangements separately before planning an interior visit. Entrance fees and admission to attractions are not included.
A churchyard filled with punishment and uneasy memories
The atmospheric graveyard is one of the strongest sections of the walk. It contains several layers of Aberdeen’s past, including the grave of a doctor whose personal morals were far from admirable.
The narration also points out Aberdeen’s mither kirk, the church that once served as the centre of early Aberdeen. This gives the stop a broader setting. The church was not only a place for worship. It was tied to authority, public behaviour, and the rules that governed community life.
You hear about harsh church punishments and the imprisonment of witches. These stories show how wrongdoing was defined in earlier periods. Behaviour that might now be treated as a private matter, a medical issue, or a disagreement could once attract public shame, confinement, or much worse.
Graveyards reward a slower pace. Let the audio finish before moving through the space, and be considerate if other people are visiting quietly. The setting can make the stories feel more immediate, but it can also make this section heavier than a typical sightseeing stop.
The Green, street art, and a child-snatching gang

The Green provides one of the route’s sharpest changes in atmosphere. People have lived in this area for thousands of years, but today it is described as a hipster enclave with street art, independent restaurants, and small shops.
That mixture of old ground and modern life keeps the walk from feeling like a museum corridor. You move from graveyards and church punishments into a part of Aberdeen with a younger, more informal feel.
The story here concerns a child-snatching gang that once operated in the city. It is an unsettling subject, and it shows how vulnerable children could be in earlier urban communities. The contrast between the present-day cafés and the past crime is exactly the sort of tension that makes a city walk memorable.
You may want to pause here for food or coffee, but remember that refreshments are not part of the $8.99 price. The variable duration makes this easy to accommodate. You can listen, stop for a meal, and continue when ready, provided you keep access to the tour on your phone.
Aberdeen Harbour and punishments by the water
Aberdeen grew around its harbour, so the waterfront is a natural later stop. Trade, fishing, shipping, and industry helped shape the city, but the harbour also hosted some particularly unpleasant punishments.
This section widens the theme beyond prisons and courts. Water was part of Aberdeen’s working life, yet it could also become a place where punishment was carried out. The harbour stories connect public justice with the city’s economic heart.
The route does not turn into a full harbour tour. You get a focused account of the darker uses of the waterfront, then continue toward the final stop. If you want a longer look at the harbour itself, plan that separately rather than assuming the audio walk will cover every maritime sight.
The Maritime Museum and the chance to extend your visit
The Maritime Museum is a useful final attraction along the route. It covers Aberdeen’s maritime past, from fishing to the oil industry, and offers a more positive look at the waterfront’s role in the city.
The tour passes the museum and gives you the chance to enter and explore on your own. Admission is not included, so treat it as an optional addition rather than part of the audio tour.
I like this choice of final stop because it adds balance. After stories about punishment, crime, and death, the museum shows how the harbour supported work, technology, and local identity. You can finish the audio walk quickly, or turn the outing into a longer afternoon by spending time inside.
Timing, navigation, and what you need to bring
The advertised duration ranges from 45 minutes to 2 hours 15 minutes. That broad range makes sense for a self-guided tour. A fast listener who follows the route without entering attractions may finish near the short end. If you pause for photographs, food, shops, or the Maritime Museum, you can take much longer.
The route runs in English through the VoiceMap app for Android and iOS. Your purchase includes lifetime access, along with offline audio, maps, and geodata. Download everything before you begin rather than depending on Aberdeen’s mobile signal.
Bring:
- A charged smartphone
- Headphones
- Comfortable walking shoes
- Enough time to pause at the graveyard, Mercat Cross, and museum area
- A backup look at the in-app map if the directions become unclear
Navigation is the biggest weakness. Some parts of the walk have been difficult to locate, and construction has made the start or certain turns harder to identify. Poor connectivity may add to the problem. The map on your screen is important, not optional.
One section near multi-storey flats has also raised safety concerns for at least one local user, who felt the area was not suitable for tourists walking alone. The supplied information does not establish a general safety rating for the route, so I would stay alert, keep your phone available, and consider walking during daylight. If a direction takes you somewhere that feels uncomfortable, use the map and your own judgement rather than pressing on blindly.
Is $8.99 good value?
At $8.99 per person, this is inexpensive for a private city walk with lifetime access. You are paying less than you would for many live tours, while gaining the ability to pause, restart, and move at your own speed.
The value depends on what you want. If you enjoy unusual historical stories and already plan to walk around central Aberdeen, the price is easy to justify. The audio gives purpose to places you might otherwise pass without noticing, and the best stories are presented in an entertaining way.
It is less useful if you want a polished introduction to every major sight, detailed background at each building, or a guide who can answer questions. Some sections provide more atmosphere than full historical explanation. You also need to solve the navigation yourself.
The tour has a reported overall score of 4.1 from 29 ratings, which fits the experience as a whole: strong storytelling and excellent freedom, but uneven directions and occasional concerns about route conditions.
Who should book this Aberdeen walk?
I would choose this tour if you like walking independently, want a low-cost activity, and prefer unusual local stories to a standard list of landmarks. It works especially well for couples or small groups who want to stop when they please.
It may also suit repeat visitors who have already seen Aberdeen’s main sights. The route takes you through courts, churchyards, the Green, and less obvious parts of the city. You get a different way to read the streets.
I would think twice if you are uncomfortable navigating with a phone, need fully polished directions, or want extensive background at every stop. Families should also consider the grim subject matter. Public execution, witch imprisonment, grave robbing, and child snatching are not light material.
The tour is private, service animals are allowed, and it is near public transport. Most people can participate, but the route is still a walking activity, so you should be comfortable moving between outdoor stops.
Should you book it?
Book it if you want flexible timing, strong crime stories, and a cheap way to see a less familiar side of Aberdeen. Download the map and audio in advance, start in daylight, and allow more than 45 minutes if you want to explore the Maritime Museum or stop along the way.
Skip it if you expect a live guide, flawless directions, or a broad city tour. At $8.99, the risk is small, but the experience rewards independent walkers who are willing to check the route and make their own choices.
FAQ
Where does the tour start?
It starts at The Tolbooth Museum, Castle Street, Aberdeen AB11 5BB, UK.
Where does the tour finish?
It ends outside Aberdeen Town House on Union Street, Aberdeen AB11 5BU, a few metres from the start and close to public transport.
How long does the audio tour take?
The approximate duration is 45 minutes to 2 hours 15 minutes, depending on your walking speed and how long you spend at stops or attractions.
What language is offered?
The tour is offered in English.
What is included in the price?
You receive lifetime access to the tour in English, the VoiceMap app for Android and iOS, and offline access to audio, maps, and geodata.
Do I need my own smartphone?
Yes. A smartphone and headphones are not included.
Are museum tickets included?
No. Entrance fees to museums or other attractions along the route are not included.
Are food and drinks included?
No. Food and drinks are not included.
Can I join a larger public group?
No. This is a private activity for your own group.
Can I cancel for a full refund?
Yes, if you cancel at least 24 hours before the experience start time. Cancellations within 24 hours are not refunded, and changes within that period are not accepted.
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