Story Structure — 5 Plot Phases
A Station Under Review
The local officers learn that their station may be closed because they have made no arrests for ten years. They respond by attempting a speed trap, accidentally detaining the Chief Constable, and staging a shop accident.
Key Events
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Ruined Radio Broadcast — Harbottle enters after poaching and ruins the sergeant's police broadcast. Characters: Harbottle, Albert
Location: Turnbotham Round police station
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Station Closure Threat — A letter announces an investigation into whether the station is necessary. Characters: Chief Constable, Albert, Harbottle
Location: Turnbotham Round police station
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Speed Trap Begins — The officers try to make an arrest by stopping passing cars. Characters: Albert, Harbottle
Location: Country lane outside the village
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Unlicensed Driver Released — The officers stop and release a driver lacking a licence and insurance. Characters: Albert, Harbottle
Location: Country lane
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Chief Constable Knocked Out — The officers question and knock out the Chief Constable during their trap. Characters: Albert, Harbottle, Chief Constable
Location: Country lane
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Chief Locked In Cell — The unconscious Chief Constable is taken to the station and locked up. Characters: Albert, Harbottle, Chief Constable
Location: Police-station cell
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Staged Shop Accident — The car is driven into the shop window to fake an accident. Characters: Albert, Harbottle, Chief Constable, The Squire
Location: Harbottle's shop
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Squire Confirms Fake Accident — The Squire falsely claims to have witnessed the accident and protects the officers. Characters: Chief Constable, The Squire, Albert, Harbottle
Location: Harbottle's shop
Clues Along The Coast
The officers search for a criminal and receive a confusing request about a signal light. A proposed brandy-keg trap, a second keg, and the Headless Horseman sightings begin to suggest a larger smuggling mystery.
Key Events
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Headless Horseman Excuse — Harbottle invents a Headless Horseman story during questioning. Characters: Harbottle, Chief Constable, Albert
Location: Police station
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Search For Crime Books — The officers search the library for ideas about finding a criminal. Characters: Albert, Harbottle
Location: Village library
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Coastguard's Light Request — The coastguard requests a light on the station tower for his sick grandmother. Characters: Albert, Harbottle, Coastguard
Location: Road near the police station
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Brandy Keg Trap — Albert proposes using a brandy keg and a witness to expose smugglers. Characters: Albert, Harbottle, Witness
Location: Beach
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Two Kegs Appear — A fisherman arrives with a keg before the officers place their own keg. Characters: Albert, Harbottle
Location: Police station
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Emily Sees Horseman — Emily screams and faints after claiming to see the Headless Horseman. Characters: Emily, Albert
Location: Village
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Package Found In Garage — The officers encounter the Horseman and Harbottle finds a small package. Characters: Albert, Harbottle, The Squire
Location: The Squire's garage
Warnings And Watches
The Chief Constable orders the officers to locate the smugglers' navigational light, while a warning is thrown through the station window. The package found near the Horseman contains pocket watches, leading to a cryptic rhyme.
Key Events
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Smuggling Warning Arrives — The Chief orders a search for the smugglers' light, followed by a warning through the window. Characters: Albert, Harbottle, Chief Constable
Location: Police station
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Pocket Watches Revealed — A ticking package is opened and found to contain pocket watches. Characters: Albert, Harbottle
Location: Police station
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Rhyme Reveals Cave — The missing line of the rhyme identifies Devil's Cave as the smuggling site. Characters: Albert, Harbottle
Location: Harbottle's father's home
The Cellar Revelation
The final line of the rhyme identifies Devil's Cave. The officers follow a tunnel, discover liquor barrels, and learn that the Squire is the smuggling leader before being locked in their own cell.
Key Events
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Hidden Cellar Discovered — The officers follow a tunnel and discover barrels before realizing it leads to their own cellar. Characters: Albert, Harbottle, The Squire
Location: Devil's Cave and police-station cellar
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Squire Unmasked — The Squire reveals that he leads the smugglers and fights the officers in darkness. Characters: Albert, Harbottle, The Squire
Location: Underground cellar
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Officers Imprisoned — The smugglers lock the officers in their own cell and escape. Characters: Albert, Harbottle, The Squire
Location: Police-station cell
Escape Across Brooklands
The officers escape into a chaotic chase involving several vehicles and help capture the smugglers at Brooklands. The Chief Constable then exposes their earlier deception, forcing the officers to flee after a final punch.
Key Events
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Vehicle Chase Begins — The escaped smugglers and pursuing police become involved in a chaotic vehicle chase. Characters: Albert, Harbottle, The Squire, Chief Constable
Location: Roads outside the village
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Smugglers Captured At Brooklands — The police agents finally capture the smugglers at Brooklands. Characters: Albert, Harbottle, The Squire, Chief Constable
Location: Brooklands race track
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Accident Deception Exposed — The staged shop accident is revealed, and the Chief orders the officers arrested. Characters: Albert, Harbottle, The Squire, Chief Constable
Location: Brooklands race track
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Officers Flee The Track — The officers run away after one of them punches the Chief Constable. Characters: Albert, Harbottle, Chief Constable
Location: Brooklands race track