metzomagic.com Walkthrough

The Saddle Club: Willowbrook Stables

Walkthrough by Stephen Procter (June, 2005)

Walkthrough updated July 2005.

The Saddle Club: Willowbrook Stables in a conversation based game. People you come in contact with give you clues as to where to go next. There is very little inventory to collect and walking up to the right item at the right time is enough to set off the next sequence. There are a number of riddles and two different types of mazes and a living island to explore.

In this walkthrough I have covered everything in detail that is needed to complete the game. There are various side tasks such as jumping objects, feeding, grooming, cleaning the stables, catching butterflies and riding in pony club events that will accumulate points and add to the enjoyment of the game. At times feeding and grooming your horse are compulsory, I have included these in the walkthrough.

I haven't covered all these activities but have left periods of time in the walkthrough so that you can enjoy these activities. If you have no interest in these activities, then it is just a matter of starting a new day. Just entering your bedroom and walking up to the bed does this. It should also be noted that days can be triggered at any time just by entering your bedroom, and while some clues need a new day to occur to trigger them it is not always necessary to end a day when I have. You will notice though that there is a sunset and the characters in the game go home and to bed at night so further investigation can be fruitless until the next morning.

I have to warn you now there are some common bugs in this game and I have marked these spots with warnings in this walkthrough. Quite often just replaying the section is enough to get through. While they can be annoying they do not detract from the enjoyment of the game.

The opening section can be disorientating at first as you seem to develop x-ray vision and can see through walls, but once you are outside the game functions quite well. It is also possible to get caught inside objects such as your horse or a bridge and in the mine maze there is a black hole. By using the 'Alt' key with the num pad 'O' you can free yourself from some situations, if you get stuck in something.

Enough said, on with the game.

Start
You travel from Pine Hollow to stay at Willowbrook Stables on Coventry Island.

Day 1 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Diary - Step out into the yard and become familiar with your diary. Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear, toggle through the diary using the orange arrows on the side. You will be using different pages of the diary throughout the game and also regular clues appear in it. It can also be used to link between main locations to save you riding. You also use the diary to save the game. Press the 'Esc' key again to close diary.

Meet Agnus - Turn left and walk up to Agnus. When you are close enough she will start talking to you. She advises talking to Toby and then going for a ride and exploring the island.

Meet Toby - When the conversation is finished with Agnus then walk over to the stables and talk to Toby. He says to be careful in the forest; a witch lives there.

The Stable - Go to the stable and walk through the door to check on your horse. Walk up next to it and press the 'space bar' on your keyboard to pat it.

Quick Saddle up - You can quickly saddle your horse by standing next to it and pressing 'T' on your keyboard.

Mounting horse - Press the 'shift' key on your keyboard to mount and dismount your horse.

Explore the Island - Spend your day exploring and becoming familiar with the island. Walk up to and talk to as many people as you can.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Bed for the Night - Lead your horse to the Tack room and remove its saddle and saddle blankets using the 'enter' key on your keyboard, putting them in their proper place. Leave the reins on and lead your horse into its stall. Remove the reins, put them away and also your helmet. You can clean the stall etc for more points.

Agnus 2nd time - Go into house through front glass doors. Agnus is standing there, go up and talk to her. She mentions Jacks journal about gold and a mine. She gives you some pages from the journal. She then suggests that you speak to Frank.

Bedtime - It has been a long day so go to your room and walk up to the bed to go to sleep. The screen then fades out and back in and a rooster crows to signify morning.

Search for 1st Golden Horseshoe
Day 2 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Talk to Arthur - Once outside walk up to Arthur the postman and talk to him, when the conversation is finished walk to the feed shed.

Feeding your Horse - Feed your horse. For directions see the bottom of the walkthrough.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Talk to Frank - Ride downhill to mine, hop off your horse and walk over and talk to Frank. Make sure you are not holding your horses' reins. Frank suggests that you go to the Library and read an article on the mine.

The Library - The Library is inside Althorp Manor. For directions see the bottom of the walkthrough.

Talk to Jane - Ride up to Althorp Manor and press 'shift' key to hop off your horse. Go through front door into the foyer and then through the door on your right. This is the Library, walk up to and speak with Jane, take the newspaper clipping and after reading it press the 'space' bar on your keyboard. Go back out to your horse.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Arthur - Ride through the Village to the Post Office, the last building on your right. Hop off your horse and go in and talk to Arthur.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Miner's Hat - Go to Feed shed in stable and find the miner's hat next to the feed bin. Walk up to it and press 'enter' on your keyboard and then read the note that appears. Press the 'space' bar on your keyboard to close the note and walk back out to your horse.

I'm black as soot, but cannot burn, in the roaring fire I am used to turn. My friends at work are anvil and hammer; find my place amongst the clamour.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Cynthia - Ride into the Village and go to the General Store, the second building on your right. Enter the store and walk up to and talk to Cynthia. She talks about Bartholomew Fox.

Talk to Julia - Hop back on your horse and ride to the Veterinarian Clinic, the second last building on your left. Hop off your horse and go and talk to Julia. She suggests seeing Bruce, the blacksmith.

Talk to Bruce - Walk up to your horse so that its reins (not its halter) start flashing and press 'enter', on your keyboard, you then take your horses reins and can lead it around while walking. Walk to the last building on your left in the village, the Blacksmiths and walk up to and talk to Bruce.

Tongs - Bruce suggests looking at the tongs on the bench. Walk up to and look at tongs and get next note.

Left and right and left once more, ending up where you were before. In the centre you will find, a leafy clue of a different kind.

Talk to Wilfred - Go outside and find Wilfred in the street, grey hair, red and white jumper. Walk up to and speak to him. He says to go to the Althorp Manor Maze, you need to find a tree in it.

The Maze - The Maze is behind Althorp Manor. For directions see the bottom of the walkthrough.

Enter the Maze - The Maze is behind Althorp Manor. Ride around the building and down to the Maze. Enter the front gates, the ones facing the Manor, stop and press the 'm' key on your keyboard. This will make a map and compass appear in the top left hand corner of your screen.

The following directions are based at each intersection though in a maze, it is hard to direct in a maze on paper, so please persevere. The tree is near the back left hand corner of the maze.

First press 'Esc' key and save your game.

    Enter Maze
    Turn left - east
    Turn right - south
    Turn right - west
    Turn left - south
    Turn left - east
    Turn right - south
    Turn left - east
    Turn left - north
    Turn right - east
    Turn left - north
    Turn right - east
    Turn right - south
    Turn right - west
    Turn left - south
    Turn right - west
    Turn left - south
    Turn left - east
    Turn right - south

You have reached the tree. Hop off your horse and walk up to the tree to trigger next note. Next you need to go to the Village.

I lie at rest but not alone, speaking with this head of stone. To hear my words use your eyes, and this will lead you to my prize.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 3 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Talk to Erin - She has lost her horse, a chestnut and it was last seen near a lake. Erin asks if you could find it and to contact her at The Mulberry's. (I was unable to find this horse though it did not affect the main game play. It seems to already be in its paddock. If you manage to find it could you post a Private message to Lanti, on the Quandary forums).

Groom your Horse - Go and groom your horse. For directions see the bottom of the walkthrough.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to April - Go to the Tavern, the first building on your left and talk to April. She says that she is looking for Francis. You now need to go to the Fishing Village.

The Fishing Village - Hop on your horse and go to the Fishing Village. For directions see the bottom of the walkthrough.

Talk to Derrick and Garth - You will find Derrick and Garth behind a shed near the second wharf. Hop off your horse and talk to them. They say that you should see Harold at the Lighthouse.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

Talk to Harold and Hyacinth - Hop off your horse and go and speak to Harold and then Hyacinth. They suggest speaking to Father Alric at the Church.

The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Talk to Father Alric - Ride up to the Church and hop off your horse. Walk into the Church and talk to Father Alric, the priest. He suggests looking at the headstones in the graveyard. Walk outside the church and around the left-hand side to the graveyard.

The Headstone - Walk up to the Headstone amongst the three crosses at the back of the graveyard. The next note will appear. Read it and press shift to close it and go back to your horse.

This way across will keep you dry; look underneath to get you by.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

The Bridge - Don't go into the Village but ride down to the bridge, hop off your horse and walk down the left-hand side beside the bridge. This will trigger the next note.

Round in circles I will go, grinding on what you can sow. A turning wheel that has no road, slowing down shows my abode.

You now need to get help from Erin.

The Mulberry's - Hop on your horse and go to the Mulberry's. For directions see the bottom of the walkthrough.

Talk to Erin - Ride up to the buildings, hop off your horse and go up and talk to Erin. She suggests you go to the mill.

The Mill - Hop on your horse and go to the Mill. For directions see the bottom of the walkthrough.

Talk to Liz and Charles - Talk to Liz and then Charles, he suggests to pull the lever on the side of the building to stop the Water Wheel. Walk up to the lever and pull it, the lever and water wheel will stop moving. Then walk around the water, over the bridge and to the water wheel for the next note.

My former glory stood tall & strong, glorious nights did here belong. Now I am tired, worn and old, all that glitters is not gold.

You now need to speak to Jane.

Althorp Manor - Hop on your horse and go to Althorp Manor. For directions see the bottom of the walkthrough.

Talk to Jane - Ride up to the manor, hop off your horse, walk up to and speak to Jane. She says to ask Hazel about the Castle.

Prospect Tower - Hop on your horse and go to Prospect Tower. For directions see the bottom of the walkthrough.

Talk to Hazel - Ride up to the tower, hop off your horse and go up to and talk to Hazel. She suggests going to the Castle.

The Castle - Ride back up the road the way you came from until you reach the signpost pointing to the castle pointing to the right. Follow the road and it goes through a thick forest. When you reach the Castle ride around the left-hand side of it until you reach the entrance. Ride in and hop off your horse. Walk behind the left-hand side of the outside of the shed on your left right up to the back corner to find the golden object and the next note will appear.

A shining light above the sea shows the place you want to be. The path to this wreck is hidden well, so find a tree and break its spell, Leaves of green to the floor, hide the path to a secret door.

You now need to talk to Cynthia.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Cynthia - Ride into the Village and to the General Store, the second building on your right. Go and talk to Cynthia, she suggests going to the Lighthouse.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

Talk to Harold - Ride out to the Lighthouse, hop off your horse and speak to Harold. He suggests looking on the left hand side of the road as you are riding back into town.

The Shipwreck - Ride your horse back down the road and at the first crossroads turn left. Ride down to the shipwreck until you can see a signpost at the waters edge. Hop off your horse and walk up to it to trigger the next note.

Now me hearties, time draws near. To reveal the treasure, I hold dear. A man of the sea would surely know, the timeliest hour which to go.

You now need to see Bruce.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Bruce and Veronica - Ride into the Village to the Farriers, the last building on your left in town. Hop off your horse and walk up to and talk to Bruce. He says you should see Derrick; he lives in the Fisherman's Village. Also talk to Veronica.

The Fishing Village - Hop on your horse and go to the Fishing Village. For directions see the bottom of the walkthrough.

Talk to Derrick - Find him in the Fisherman's Village, he is walking around, he has a white beanie and beard. He suggests going back to the shipwreck at low tide. Time to go home for the night.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Erin - Hop off your horse and talk to Erin.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 4 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Feeding your Horse - Feed your horse. For directions see the bottom of the walkthrough.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

The Shipwreck next morning - Ride your horse back down the road and at the first crossroads turn left. Ride down to the shipwreck until you can see a signpost at the waters edge. Hop off your horse and look to the right of the sign, near the waters edge is a bottle with the next note.

It would be easy if you could fly, a leap of faith will keep you dry. 4 legs can do it better than 2, complete this task and you are through.

Talk to Erin - Walk up to Erin and talk to her. She says that you have to find a U shaped object on the Shipwreck. She walks out to the wreck, hop on your horse and follow her.

1st Golden Horseshoe - Ride to the left-hand side of the Shipwreck and hop off your horse. Walk through the water to the left-hand side of the wreck to some golden writing and this will trigger the last clue, you have found the 1st Golden Horseshoe. Press the 'Esc' on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the horseshoes comes up. The first one will be complete. Press 'esc' to close it and go back to Willowbrook Stables.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Agnus - Go into the house and talk to Agnus. (Do not go in your room, this will trigger another day). She gives you a letter from Frank. You need to visit Frank at the mine.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Talk to Frank - Hop off your horse and talk to Frank. You give him the 1st Golden Horseshoe for safekeeping. He says your next task is to find maps that are hidden around the island. You need to go to the Village to talk to Lisa.

Search for 2nd Golden Horseshoe

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Lisa - Ride up to the Tavern, the first building on your left. Go in and talk to Lisa. She suggests looking in the Library at Althorp Manor.

Althorp Manor - Hop on your horse and go to Althorp Manor. For directions see the bottom of the walkthrough.

Talk to Jane - At the Manor hop off your horse and talk to Jane. Go inside the Manor to the Library, the door on your right in the foyer and walk up to the note on the table.

If you've got the ability to read a compass, then here's the challenge for you. In the Village you will find an old Roman Marker with 'I' on it, that's where to start. That's all I will say, the rest is up to you and whoever else is prepared to help out. If you're reading this I am obviously long gone, so good luck, Tom Penman.

    'I'     N     40 paces
    'II'    N     70 paces
    'III'   S     100 paces
    'IV'  NE    50 paces
    'V'    W    11 paces
    'VI'  SW   25 paces

Talk to Veronica - Veronica walks into the room, talk to her. She says that someone has let your horse loose.

Save Here - There is a bug in the next section of the game, a number of people have had trouble with not being able to talk to anyone the next day. This seems to happen if you quit the game just after you find your horse, it is a long run on foot to find it but is safer if you play through to the next day. Save here in case you have to play this section again. Because of an auto-save function in the game, you need to save then also save in a new slot and go back and play using the old save. Otherwise the game will write over your save and you won't be able to go back to this point.

Talk to Erin - Look around for your horse then find and speak to Erin. She says that your horse is near the maze. Walk behind the Manor to the Maze.

Talk to Lisa - Lisa is walking up and down at the top of the hill near the Maze. Walk up to her and talk to her. She says she saw your horse heading off towards the Fishing Village.

Finding your Horse - Since you don't have your horse you can't link to the Fishing Village, so you will need to run. To find your horse press the 'm' key on your keyboard to bring up the map and compass. Don't run across country, as you will get stuck behind the fences since you can't jump. Go back out to the road and follow it along until you reach the first signpost. Follow it to the left and this will bring you to the Fishing Village. Your horse is in front of the blue building.

Do Not Quit - Do not quit the game at this point because it will cause a bug in the game to happen and will force you to have to replay this section again.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Erin - Erin is at the stables, hop off your horse and talk to her.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 5 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

Talk to Julia - Julia is at the Stables, talk to her.

Warning Diary Error - In this section the diary will still read - Ask April about 1st Marker tomorrow morning. Ignore it and go and see her anyway.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to April - Go to the Tavern, the first building on your left in the Village and talk to April. She says the first Marker is near the Village fountain.

The 1st Stone Marker - Go out of the Tavern, hop on your horse and go to Water Fountain. Ride to the right of the Water Fountain and down to the waters edge to find the 1st Stone Marker. Hop off your horse and walk up to the Stone Marker to trigger next clue.

The 1st Map Piece - Press 'm' on your keyboard to bring up the Map and Compass. The 1st clue is:

'I' N 40 paces

'I' equals the 1st Stone Marker
'N' equals North
'40 paces' equals how many steps you need to take from the Stone Marker

Using your compass stand in front of the northern face of the Stone Marker and face North. Hold down the 'arrow' key on your keyboard and count out 40 steps. Don't worry if you go over just keep walking North up to the white wall near the telegraph pole and the 1st part of the map will appear.

Talk to Arthur - He says that the 2nd Stone Marker is near the Mill.

The Mill - Hop on your horse and go to the Mill. For directions see the bottom of the walkthrough.

The 2nd Stone Marker - The 2nd Stone Marker is next to the road above the Mill. Go there.

Talk to Toby and Julia - Hop off your horse and talk to Toby and Julia. Walk up to the 2nd Stone Marker to trigger the next clue.

The 2nd Map Piece - Press 'm' on your keyboard to bring up the Map and Compass. The 2nd clue is:

'II' N 70 paces

'II' equals the 2nd Stone Marker
'N' equals North
'70 paces' equals how many steps you need to take from the Stone Marker

Using your compass stand in front of the northern face of the Stone Marker and face North. Hold down the 'arrow' key on your keyboard and count out 70 steps. Don't worry if you go over just keep walking North down to the bridge near the Mill and the 2nd part of the map will appear.

Prospect Tower - Hop on your horse and go to Prospect Tower. For directions see the bottom of the walkthrough.

The 3rd Stone Marker - Ride towards the Village past the Prospect Tower sign and find the 3rd Stone Marker next to the road on your right.

Talk to Erin - Hop off your horse, go to the 3rd Stone Marker and talk to Erin.

The 3rd Map Piece - Press 'm' on your keyboard to bring up the Map and Compass. The 3rd clue is:

'III' S 100 paces

'III' equals the 3rd Stone Marker
'S' equals South
'100 paces' equals how many steps you need to take from the Stone Marker

Using your compass stand in front of the southern face of the Stone Marker and face South. Hold down the 'arrow' key on your keyboard and count out 100 steps. Don't worry if you go over just keep walking South up to the building and the 3rd part of the map will appear.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Agnus - Go to the entrance of the house, hop off your horse and talk to Agnus.

Talk to Toby - Go to the Stables and talk to Toby. He says that the 4th Stone Marker is near the Johnson's Apple Orchard.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

The Apple Orchard - Look at the Orchard road sign and follow it away from the Village and cross the first bridge on your right. At the next signpost turn right and go up the hill. Keep riding along the road and at the next signpost turn right into the Orchard and ride up to the house.

Talk to Mr Johnson - Hop off your horse, go up to and talk to Mr Johnson, he then chases you away.

The Mulberry's - Hop on your horse and go to the Mulberry's. For directions see the bottom of the walkthrough.

Talk to Robert - Robert is walking around the Building somewhere. Find him, hop off your horse and talk to him. He suggests you to return to the Orchard the next day.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 6 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Feeding your Horse - Feed your horse. For directions see the bottom of the walkthrough.

Groom your Horse - Groom your horse. For directions see the bottom of the walkthrough.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

The Apple Orchard next Morning - Look at the Orchard road sign and follow it away from the Village and cross the first bridge on your right. At the next signpost turn right and go up the hill. Keep riding along the road and at the next signpost turn right into the Orchard and ride up to the house.

The 4th Stone Marker - Enter the Orchard through the gate behind the house, turn right and the marker is up on the hill. Hop off your horse and walk up to the 4th Stone Marker to trigger the next clue.

The 4th Map Piece - Press 'm' on your keyboard to bring up the Map and Compass. The 4th clue is:

'IV' NE 50 paces

'IV' equals the 4th Stone Marker
'NE' equals North East
'50 paces' equals how many steps you need to take from the Stone Marker

Using your compass stand in front of the northern east face of the Stone Marker and face North East. Hold down the 'arrow' key on your keyboard and count out 50 steps. Don't worry if you go over just keep walking North East up to the Corner of the Fence on the top of the hill and the 4th part of the map will appear.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Bruce - Ride into the Village to the Farriers, the last building on your left in town. Hop off your horse and walk up to and talk to Bruce. He says that the 5th Stone Marker is near the Castle.

The Castle - Hop on your horse by pressing the 'shift' key on your keyboard and go to The Castle. You can ride to the Castle or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.10' 'Prospect Tower' on the map. You will appear near a signpost. Follow it to the Castle.

The Castle - Follow the road and it goes through a thick forest. When you reach the Castle ride around the left-hand side of it until you reach the entrance.

Talk to Hazel - Hop off your horse and talk to Hazel. She says the 5th Stone Marker is in the Castle.

The 5th Stone Marker - Ride into the Castle and Jump over the small square stonewalls. The 5th Stone Marker is in the right hand corner. Hop off your horse and walk up to it to trigger the next clue.

The 5th Map Piece - Press 'm' on your keyboard to bring up the Map and Compass. The 5th clue is:

'V' W 11 paces

'V' equals the 5th Stone Marker
'W' equals West
'11 paces' equals how many steps you need to take from the Stone Marker

Using your compass stand in front of the western face of the Stone Marker and face West. Hold down the 'arrow' key on your keyboard and count out 11 steps. Don't worry if you go over just keep walking West up to the Opposite Corner of the Wall and the 5th part of the map will appear.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Talk to Frank - Hop off your horse and walk up and talk to Frank. He suggests looking at the map in the Tavern.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to April - The Tavern is the first building in the Village on your left, go in. Walk up and talk to April, she says the map is on the wall.

The Map in the Tavern - The Map is on the wall in the Tavern between the two sets of tables and chairs. Walk up to it to trigger the next clue. It says the 6th Stone Marker is near the Old Abandoned Church.

The Old Abandoned Church - Hop on your horse by pressing the 'shift' key on your keyboard and go to The Old Abandoned Church. You can ride to the Old Abandoned Church or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.10' 'Prospect Tower' on the map. You will appear near a signpost. Follow it to the Village

The Old Abandoned Church continued - Keep following the road and ride past the signpost to Prospect Tower. Keep riding down the road until you get to the signpost to the Old Abandoned Church on your right, near the water.

Save Here - There is a bug in the next section of the game, it involves your ability to read a letter you will be handed later on, save here in case you have to play this section again. Because of an auto-save function in the game, you need to save then also save in a new slot and go back and play using the old save. Otherwise the game will write over your save and you won't be able to go back to this point.

The Old Abandoned Church - Ride up the hill to the Church and hop off your horse. To the right of the main doorway is a small circular opening go into it and walk around the small room to trigger the next clue.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Bug Alert - Be careful at this stage, if you walk straight up to Arthur the letter he hands you will not always open and this will make you unable to proceed in the game any further. Try going for a little ride around before you approach him, and then hopping off your horse in front of the house and then walking over to him. This got me past it.

Talk to Arthur - Arthur is waiting for you with a letter, go and talk to him. He gives you the letter and walks away. The letter then opens automatically and it says that you need to go and speak to Hazel.

If the Letter Didn't Open - If the letter didn't open you need to go back to an earlier save. Hopefully you saved at the old abandoned church.

Talk to Hazel - Hop off your horse and speak to Hazel, she says that she didn't send you a note.

Return to the Old Abandoned Church - At the signpost to Prospect Tower turn left and keep riding down the road until you get to the signpost to the Old Abandoned Church on your right, near the water. Ride up the hill to the Church and hop off your horse.

Talk to Veronica - At the Old Abandoned Church hop off your horse and speak to Veronica.

Talk to Wilfred - Now walk over and speak to Wilfred.

The 6th Stone Marker - Wilfred says that the Old Cross in front of the Abandoned Church is the 6th Stone Marker. Walk up to it to trigger the next clue.

The 6th Map Piece - Press 'm' on your keyboard to bring up the Map and Compass. The 6th clue is:

'VI' SW 25 paces

'VI' equals the 6th Stone Marker
'SW' equals South West
'25 paces' equals how many steps you need to take from the Stone Marker

Using your compass stand in front of the south western face of the Stone Marker and face South West. Hold down the 'arrow' key on your keyboard and count out 25 steps. Don't worry if you go over just keep walking South West up to the Corner of the Building between the Two Doors and the 6th part of the map will appear. The 2nd Golden Horseshoe is in the Marsh.

Loxley Marsh - Hop on your horse and go to Loxley Marsh. For directions see the bottom of the walkthrough.

2nd Golden Horseshoe - Ride across the water to the Old Abandoned Building and hop off your horse. Walk into the grounds and to the front of the building near the Crossed Widows, to trigger the next clue. Walk into the building and the 2nd Golden Horseshoe is behind the door on the wall.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Agnus - Hop off your horse and talk to Agnus.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Talk to Frank - Hop off your horse and talk to Frank. You give him the 2nd Golden Horseshoe for safekeeping.

Search for 3rd Golden Horseshoe
The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Talk to Father Alric - Ride up to the Church, hop off your horse and go inside. Walk up to and speak to Father Alric.

Half a Key - He gives you something that belongs to Peter Adams - part of a key. When complete, it opens the box sitting on the Altar, but he doesn't know what is in the box. The key has a no.12 on it.

Tom Penman Speaks - Tom Penman now walks in and says something suspicious. Father Alric says you have to come back to investigate tomorrow morning.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Erin - Hop off your horse and talk to Erin.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 7 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Talk to Arthur - Walk up to Arthur and he gives you a letter from the Saddle Club.

Feeding your Horse - Feed your horse. For directions see the bottom of the walkthrough.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Talk to Father Alric - Ride up to the Church, hop off your horse and go inside. Walk up to and speak to Father Alric.

The Bible - Father Alric says that no.12 'forever blessed' is a hymn in the hymnbook at the front of the Church. He suggests looking in the Bible. Walk up the stairs to the front of the Altar to trigger the next clue.

The Lord is my shepherd and I'll not want, he leadeth my soul where the still waters flow. Guiding me to his door. In his temple he watches over me, in the darkness he lights my way. Holding the key to his door.

Talk to Father Alric - Walk up to and talk to Father Alric, he says it means the key to life is in God's door. The key is in the Church's door.

Save Here - There is a bug in the next section of the game, a number of people have had trouble with not being able to talk to Tom Penman. The game then doesn't allow you to talk to anyone else and you can't progress. This happens when you get the key out of the door. Save here in case you have to play this section again. Because of an auto-save function in the game, you need to save then also save in a new slot and go back and play using the old save. Otherwise the game will write over your save and you won't be able to go back to this point.

The Key - Walk to the back door of the Church. The Key is in the door that won't open, the left hand one. Walk up to it to collect the Key.

Talk to Tom Penman - He asks you to leave.

Talk to Father Alric - Show the Key to Father Alric. He says 'Aqua Vitae' 'The water of life' is on the Key.

Try the Key - Go up to the Altar and walk around the front of it to try the Key in the Box. The Key doesn't fit.

Talk to Father Alric - He suggests that Bruce may be able to fix it.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Bruce - Ride up to the Farriers; it is the last building on your left. Tom Penman has been talking to Bruce, you see him walk off. Hop off your horse, walk into the Farriers and talk to Bruce. He says Tom Penman was looking for Horseshoes. You show Bruce the Key and he says that there are some teeth missing from it. He suggests going back to the Church and looking at the box in the Church for a clue.

The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Closed Sign - Ride up to the Church, hop off your horse and walk up to the Church door. See the closed sign hanging on it. It says that the Church is closed until tomorrow morning.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Erin - Hop off your horse and talk to Erin. She has a notebook with your name in it. You recognize the handwriting and she suggests you show Hazel. You need to see Hazel tomorrow morning.

Pony Club - You can spend the rest of your day riding around the island or at the Pony Club.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 8 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side and walk out to the Tack Room going in past the hay bales.

Your Horse is Sick - Go into the Tack Room and get the second brush on the left-hand end of the shelf by pressing 'enter' when it lights up. Walk out to the Stables and see that your horse is sick.

Talk to Toby - Toby talks to you and then goes off to get Julia.

Talk to Julia - Julia comes and looks at your horse, she says that it has been poisoned. She also says that you are not allowed to ride your horse for a couple of days.

Get Hazel - You need to get Hazel's help and Toby offers to go and get her for you.

See how your Horse is - Walk up to your horse and see how she is. You talk to her and Tom Penman comes up to the Stable, looks in and runs away.

Talk to Hazel - Hazel arrives and says that there is a receipt for stamps from Cynthia's store in the notebook. She also gives you some medicine for your horse to help it get better quicker.

Groom your Horse - Finish grooming your horse. For directions see the bottom of the walkthrough.

Wait for Horse to get Better - You cannot ride your horse because it is sick, you need to wait for it to get better. Go back to the house, into your room and off to bed. The day will fade out then back in and a rooster will crow to signify the next day.

Day 9 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side and walk out to the Stables.

Feeding your Horse - Feed your horse. For directions see the bottom of the walkthrough.

Talk to Julia - Go up to and talk to Julia, she says that your horse is better.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Ride up to the General Store, the second building on your right.

Talk to Garth - Garth is standing outside the door, hop off your horse and talk to him. He says that someone has taken his Knockout tablets.

Talk to Cynthia - Go into the Store and talk to Cynthia. She says that Tom Penman bought two stamps.

Talk to Hazel - Walk out the door and talk to Hazel. She says to be careful of Tom Penman.

The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Talk to Father Alric - Ride up to the Church, hop off your horse and go inside the Church. Walk up to and talk to Father Alric. He talks about the tapestry on the wall and says the clue might be in the Manor garden.

Tom Penman Talks - Go to walk out the door and overhear Tom Penman talking on a mobile phone. He sees you and threatens you. He then leaves and you get a piece of paper with a U shaped golden drawing on it.

Althorp Manor - Hop on your horse and go to Althorp Manor. For directions see the bottom of the walkthrough.

Water Fountains - At the Manor hop off your horse and walk up to the First Stone Statue in the fountains from the house side for next clue.

Veronica Talks - She says she is busy looking for something.

Look Again - Look at the Stone Statue again for the next clue.

From up on high, all can see God's clear design.

You then see Tom Penman running off in the distance. Go back to your horse. You urgently need to tell Arthur about Tom Penman.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Arthur - Ride into the Village and to the last building on your right, the Post Office. Go inside and walk up to and talk to Arthur. You tell him about Tom Penman and say that he is acting suspiciously. He suggests you see Hazel.

Prospect Tower - Hop on your horse and go to Prospect Tower. For directions see the bottom of the walkthrough.

Talk to Hazel - Hop off your horse and speak to Hazel, she says that Tom is connected with the Developers. She suggests that you go to Tom Penman's room in the Church to investigate. She says that you will need a diversion and that you speak to Robert Mulberry.

The Mulberry's - Hop on your horse and go to the Mulberry's. For directions see the bottom of the walkthrough.

Talk to Tommy and Robert - Ride up to the house and over to the small shed. Hop off your horse and walk over to and talk to Tommy and Robert. You ask for help and they agree and give you a stink bomb to use in the Church.

The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Use Stink Bomb - Hop off your horse and walk into the church and drop the stink bomb. Father Alric and Tom Penman run out of the Church because they can't stand the smell. Quickly run up the back of the Church, on the Altar and through the back door into Tom Penman's room.

Talk to Arthur and Tom - Arthur walks into the room and then Tom Penman comes in and talks. You then discover that Tom Penman is really Robert Erlle. Arthur then Arrests Tom and takes him away.

Talk to Father Alric - Father Alric talks and then you need to see Bruce.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Frank and Bruce - Ride to the Farriers, the last building in the Village on your left. Hop off your horse, walk up to Frank and talk to him. Then talk to Bruce and give him the key and the piece of paper. He says to come back tomorrow and pick it up.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Erin - Hop off your horse and talk to Erin. She asks about Tom Penman and you tell her about him being Robert Erlle.

Pony Club - Enjoy the rest of your day at the Pony Club or exploring the island.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 10 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Talk to Arthur - He tells you that Tom Penman has escaped.

Talk to Hazel - Go to the stable and talk to Hazel. Then go and saddle your horse.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Veronica - She is standing outside the Farriers.

Talk to Bruce - Walk up to Bruce and talk to him. He gives you the mended key.

The New Church - Hop on your horse and go to the Church. For directions see the bottom of the walkthrough.

Talk to Father Alric - Go into the Church and talk to Father Alric.

Try the Key - Try the key in the box on the Altar

The 3rd Golden Horseshoe - The box opens and you have the 3rd Golden Horseshoe.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Talk to Frank - Ride down to the Mine, hop off your horse and talk to Frank. You give him the 3rd Golden Horseshoe for safekeeping.

Search for 4th Golden Horseshoe
Go into Mine/Talk to Frank - Frank says that there might be a clue to the Location of the 4th Golden Horseshoe in the Mine. Walk into the entrance of the Mine and talk to Frank, then walk further into the Mine. The screen will fade out and back in again and you will have your mining helmet with a light on it.

Walk Straight Ahead and see a Circle
Keep going and see a Spiral and a Triangle.
At the 1st Intersection turn Left and see a Circle and a Triangle.
Keep Going and you will reach a Large Cavern with a Big Round Waterhole.
Turn Right and at the First Turnoff go Right and see a Spiral and a Circle.
At the next Y Intersection turn Left and see a Spiral and a Circle.
Go straight up the hill and on to the Four Way Bridges and turn Right.
Follow the path down and see a Triangle and a Cross.
Keep going and see a Spiral and a Cross.
At the next Y Intersection turn Left and see a Triangle and a Circle.
At the next Four Way Intersection turn Left and see a Cross and a Spiral.
At the next Y Intersection turn Right and see a Circle and a Triangle.
You will then reach another Water Cavern, turn Right.
Turn Right at the first Turnoff and see a Spiral and a Circle.
Keep going and at the next Y Intersection turn Left to see a Spiral and a Circle.
Keep going and at the next Four Way Intersection turn Left and see a Cross.

The Building in the Mine - You will have come to a building that looks like a face. There is nothing for you to do here at the moment but note where the building is. (There are interesting places in the mine if you care to explore further).

Finding Your Way Out - From the Building in the mine walk Straight Ahead and see a Cross
At the first Four Way Intersection turn Right and see a Circle and a Spiral.
Walk around the mine car and straight ahead then see a Circle and a Spiral.
At the Big Water Hole in the cavern turn Left. Then turn Left at the next exit with the railway tracks and see a Triangle and a Circle.
Pass the upturned mine car and keep following the tracks. Then see a Spiral and a Cross.
At the next Four Way Intersection turn Right. Then see a Circle and a Triangle.
At the next Four Way Intersection turn Right following the tracks, then see a Cross and a Spiral.
Keep going and see a Cross and a Triangle.

Go up the ramp to the Four Way Bridge and turn Left and go through the entrance with a Circle and a Spiral.
Go around the mine car and keep following the track past a Circle and a Spiral.
In the Big Water Cavern turn Left and then take the next Left exit, following the railway tracks to see a Triangle and a Circle.
At the fallen over mine car the Exit sign is on your Right.
Turn into it and pass a Triangle and a Spiral, then a Circle and you are out of the mine. Next to the fallen over mine car the screen will fade in and out and you have reached daylight.

Talk to Frank - When you reach outside talk to Frank. You ask about the symbols that you saw on the floor. He suggests going to Althorp Library tomorrow morning.

Enjoy your Day - Enjoy the rest of your day exploring the island or at the Pony Club.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 11 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Feeding your Horse - Feed your horse. For directions see the bottom of the walkthrough.

Groom your Horse - Groom your horse. For directions see the bottom of the walkthrough.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

Althorp Manor - Hop on your horse and go to Althorp Manor. For directions see the bottom of the walkthrough.

Talk to Jane - Go into the Manor and enter the Library through the door on your right. Talk to Jane and ask for a book on Symbols. She suggests you ask Harold, the Lighthouse Keeper because he wrote the book.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

Talk to Harold - Harold is standing behind the Lighthouse. Hop off your horse, walk up to and talk to him about the symbols. You hand him the diary and he recognises the symbols as a code. He writes down the code sequence for you.

Save Here - There is a bug in the next section of the game; it involves your ability to get the next Golden Horseshoe, save here in case you have to play this section again. Because of an auto-save function in the game, you need to save then also save in a new slot and go back and play using the old save. Otherwise the game will write over your save and you won't be able to go back to this point.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Go into the Mine, 2nd time - Hop off your horse and walk into the mine. Walking in the screen fades out and back in again. You then have your miner's hat and light on.

Open your Diary - Press 'Esc' on your keyboard and open your diary. Using the orange arrows on the left toggle through the pages until you find a new entry with some symbols on it that Harold decoded. There are also instructions on how to use them.

They are a:

    Circle
    Spiral & Triangle
    Circle & Triangle
    Spiral & Circle
    Spiral & Circle
    Triangle & Cross
    Spiral & Cross
    Triangle & Circle
    Cross & Spiral
    Circle & Triangle
    Spiral & Circle
    Spiral & Circle
    Cross

Using Symbols in Mine - This is how to use the above symbols to get through the Mine Maze.

Walk Straight Ahead and see a Circle
Keep going and see a Spiral and a Triangle.
At the 1st Intersection turn Left and see a Circle and a Triangle.
Keep Going and you will reach a Large Cavern with a Big Round Waterhole.
Turn Right and at the First Turnoff go Right and see a Spiral and a Circle.
At the next Y Intersection turn Left and see a Spiral and a Circle.
Go straight up the hill and on to the Four Way Bridges and turn Right.
Follow the path down and see a Triangle and a Cross.
Keep going and see a Spiral and a Cross.
At the next Y Intersection turn Left and see a Triangle and a Circle.
At the next Four Way Intersection turn Left and see a Cross and a Spiral.
At the next Y Intersection turn Right and see a Circle and a Triangle.
You will then reach another Water Cavern, turn Right.
Turn Right at the first Turnoff and see a Spiral and a Circle.
Keep going and at the next Y Intersection turn Left to see a Spiral and a Circle.
Keep going and at the next Four Way Intersection turn Left and see a Cross.

The Building in the Mine - You will have come to a building that looks like a face. Walk up to the doors of the Building.

Bug Alert - At this stage if you can walk into the building then it is a fault in the program and even though you can walk up to the 4th Golden Horseshoe you will not be able to take it. You need to go back to an earlier save and play this bit again. The following sequence should happen.

New Symbols - When you walk up to the door it will say that there is a new symbol and that you need to talk to Harold about it.

Finding Your Way Out - From the Building in the mine walk Straight Ahead and see a Cross
At the first Four Way Intersection turn Right and see a Circle and a Spiral.
Walk around the mine car and straight ahead then see a Circle and a Spiral.
At the Big Water Hole in the cavern turn Left. Then turn Left at the next exit with the railway tracks and see a Triangle and a Circle.
Pass the upturned mine car and keep following the tracks. Then see a Spiral and a Cross.
At the next Four Way Intersection turn Right. Then see a Circle and a Triangle.
At the next Four Way Intersection turn Right following the tracks, then see a Cross and a Spiral.
Keep going and see a Cross and a Triangle.

Go up the ramp to the Four Way Bridge and turn Left and go through the entrance with a Circle and a Spiral.
Go around the mine car and keep following the track past a Circle and a Spiral.
In the Big Water Cavern turn Left and then take the next Left exit, following the railway tracks to see a Triangle and a Circle.
At the fallen over mine car the Exit sign is on your Right.
Turn into it and pass a Triangle and a Spiral, then a Circle and you are out of the mine. Next to the fallen over mine car the screen will fade in and out and you have reached daylight.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

Talk to Harold - Hop off your horse, walk up to and talk to him about the symbols. He says a young lady on a horse has been spying on him. You show him the symbol and he says that it is the Symbol for Red. You need to find something Red at the Mine.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Talk to Frank - Ride down to the Mine, hop off your horse and talk to Frank, he is in the entrance to the mine. He says for you to look in his Cabin.

Save Here - There is a bug in the next section of the game; the game can freeze when you try to pickup the Red Lantern, save here in case you have to play this section again. Because of an auto-save function in the game, you need to save then also save in a new slot and go back and play using the old save. Otherwise the game will write over your save and you won't be able to go back to this point.

Bug Alert - Be careful picking up the Red Lantern, the game can freeze here and if it does you will need to go back to an earlier save.

The Red Object - Ride up to Frank's Cabin and go inside. Walk in and get the Red Lantern off the table.

Talk to Frank - Take the Red Lantern to Frank and show it to him. He says that you have to take it to Cynthia's to get oil.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Cynthia - The General Store is the second building on your right as you enter the Village. Go in and talk to Cynthia. You don't have any money to buy the oil so she says that she will swap the oil for 6 Wild Marsh Lilies.

Loxley Marsh - Hop on your horse and go to Loxley Marsh. For directions see the bottom of the walkthrough.

6 Wild Marsh Lilies - At the Marsh ride across the water to the Old Abandoned Building. The Lilies are White and sitting in front of it. Hop off your horse and pick some.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Talk to Cynthia - The General Store is the second building on your right as you enter the Village. Go in and talk to Cynthia. Give the 6 Wild Marsh Lilies to Cynthia and she fills the Red Lantern up with oil.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

Go into the Mine, 3rd time - Hop off your horse and walk into the mine. Walking in the screen fades out and back in again. You then have your miner's hat and light on.

Walk Straight Ahead and see a Circle
Keep going and see a Spiral and a Triangle.
At the 1st Intersection turn Left and see a Circle and a Triangle.
Keep Going and you will reach a Large Cavern with a Big Round Waterhole.
Turn Right and at the First Turnoff go Right and see a Spiral and a Circle.
At the next Y Intersection turn Left and see a Spiral and a Circle.
Go straight up the hill and on to the Four Way Bridges and turn Right.
Follow the path down and see a Triangle and a Cross.
Keep going and see a Spiral and a Cross.
At the next Y Intersection turn Left and see a Triangle and a Circle.
At the next Four Way Intersection turn Left and see a Cross and a Spiral.
At the next Y Intersection turn Right and see a Circle and a Triangle.
You will then reach another Water Cavern, turn Right.
Turn Right at the first Turnoff and see a Spiral and a Circle.
Keep going and at the next Y Intersection turn Left to see a Spiral and a Circle.
Keep going and at the next Four Way Intersection turn Left and see a Cross.

The Building in the Mine, 2nd time - You will have come to a building that looks like a face. Walk up to the doors of the building with the Red Lantern and you will see more Symbols that need deciphering. You need to go and see Harold again.

Finding Your Way Out - From the Building in the mine walk Straight Ahead and see a Cross
At the first Four Way Intersection turn Right and see a Circle and a Spiral.
Walk around the mine car and straight ahead then see a Circle and a Spiral.
At the Big Water Hole in the cavern turn Left. Then turn Left at the next exit with the railway tracks and see a Triangle and a Circle.
Pass the upturned mine car and keep following the tracks. Then see a Spiral and a Cross.
At the next Four Way Intersection turn Right. Then see a Circle and a Triangle.
At the next Four Way Intersection turn Right following the tracks, then see a Cross and a Spiral.
Keep going and see a Cross and a Triangle.

Go up the ramp to the Four Way Bridge and turn Left and go through the entrance with a Circle and a Spiral.
Go around the mine car and keep following the track past a Circle and a Spiral.
In the Big Water Cavern turn Left and then take the next Left exit, following the railway tracks to see a Triangle and a Circle.
At the fallen over mine car the Exit sign is on your Right.
Turn into it and pass a Triangle and a Spiral, then a Circle and you are out of the mine. Next to the fallen over mine car the screen will fade in and out and you have reached daylight.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

Talk to Hyacinth - Hop off your horse and talk to Hyacinth. She says that Harold has gone away for the night and to come back tomorrow morning.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Bed for the Night - Put your horse away and go to bed. For directions see the bottom of the walkthrough.

Day 12 - Wake up in bedroom, there is nothing to find in here. Using 'arrow' keys on your keyboard walk towards the bedroom door. Walking into it will cause it to open. Go through doorway, into hallway and walk out the glass door on your right-hand side.

Graffiti - Go to the Stables and see the graffiti on the wall. It says:

Stop Your Search

Talk to Toby - Toby thinks it was Veronica that did it but you don't think so. You need to speak to Harold, go and saddle your horse.

Quick Saddling - Press 'T' on your keyboard to quickly saddle your horse.

The Lighthouse - Hop on your horse and go to the Lighthouse. For directions see the bottom of the walkthrough.

Talk to Harold - Harold is behind the Lighthouse, hop off your horse and talk to him. You give him the new codes and he suggests you see Hazel.

Prospect Tower - Hop on your horse and go to Prospect Tower. For directions see the bottom of the walkthrough.

Talk to Hazel - Ride up to the tower, hop off your horse and go up to and talk to Hazel. She is in her house. She says you have to find the right symbols to get in the door and that they might be on the wall.

The Mine - Hop on your horse and go to the mine. For directions see the bottom of the walkthrough.

The Mine is Locked - Hop off your horse, walk into the mine and try to get into the gate. It is closed, go up to the house to see Frank about it.

Locked in the Toilet - When you get up to the house hop off your horse and you will hear cries for help. It is Frank and he is locked in the toilet out the back of the house. Walk around the back to the toilet and let Frank out. Someone had locked him in. Go back to the mine.

Go into the Mine, 4th time - Hop off your horse and walk into the mine. Walking in the screen fades out and back in again. You then have your miner's hat and light on.

Walk Straight Ahead and see a Circle
Keep going and see a Spiral and a Triangle.
At the 1st Intersection turn Left and see a Circle and a Triangle.
Keep Going and you will reach a Large Cavern with a Big Round Waterhole.
Turn Right and at the First Turnoff go Right and see a Spiral and a Circle.
At the next Y Intersection turn Left and see a Spiral and a Circle.
Go straight up the hill and on to the Four Way Bridges and turn Right.
Follow the path down and see a Triangle and a Cross.
Keep going and see a Spiral and a Cross.
At the next Y Intersection turn Left and see a Triangle and a Circle.
At the next Four Way Intersection turn Left and see a Cross and a Spiral.
At the next Y Intersection turn Right and see a Circle and a Triangle.
You will then reach another Water Cavern, turn Right.
Turn Right at the first Turnoff and see a Spiral and a Circle.
Keep going and at the next Y Intersection turn Left to see a Spiral and a Circle.
Keep going and at the next Four Way Intersection turn Left and see a Cross.

The Building in the Mine, 3rd time - You will have come to a building that looks like a face. Walk up to the doors of the building with the Red Lantern and this time it will open.

The 4th Golden Horseshoe - Walk in and follow the red carpet, walk across a plank and then a bridge. Be sure to walk around the holes in the bridge. Then walk up to the pedestal and take the 4th Golden Horseshoe.

Veronica Speaks - Veronica turns up and she says she wants the Golden Horseshoe.

Tom Takes the 4th Golden Horseshoe - He wants the Golden Horseshoe, he comes up and takes it and leaves threatening to lock you and Veronica in.

Locked In - Chase after Tom and find the doors closed and that you are locked in. Veronica then calls for help.

Open the Doors - Search for a way out. Near the door under the sloping wall on your right hand side is a square button with red writing on it. Push it.

Nothing happens and then Veronica finds another button and you push them at the same time and the doors open. Walk out the doorway.

Save Here - There is a bug in the next section of the game, a number of people have had trouble when they chase after Tom Penman. The game then doesn't allow you to talk to anyone else and you can't progress. Save here in case you have to play this section again. Because of an auto-save function in the game, you need to save then also save in a new slot and go back and play using the old save. Otherwise the game will write over your save and you won't be able to go back to this point.

Warning - Do not chase after Tom Penman in the mine, you need to talk to Frank first and he will chase after him. Frank is standing on your right hand side in the shadows as you come out the doorway. If you chase after Tom you will then find Frank outside the mine instead of in it and he won't talk to you.

Talk to Frank - Frank is standing on your right hand side in the shadows as you come out the doorway. Go over and talk to him. Frank says he has gotten the 4th Golden Horseshoe back off Tom Penman and that Tom is lost in the mine. Veronica then leaves and you need to find your way out of the Mine.

Finding Your Way Out - From the Building in the mine walk Straight Ahead and see a Cross
At the first Four Way Intersection turn Right and see a Circle and a Spiral.
Walk around the mine car and straight ahead then see a Circle and a Spiral.
At the Big Water Hole in the cavern turn Left. Then turn Left at the next exit with the railway tracks and see a Triangle and a Circle.
Pass the upturned mine car and keep following the tracks. Then see a Spiral and a Cross.
At the next Four Way Intersection turn Right. Then see a Circle and a Triangle.
At the next Four Way Intersection turn Right following the tracks, then see a Cross and a Spiral.
Keep going and see a Cross and a Triangle.

Go up the ramp to the Four Way Bridge and turn Left and go through the entrance with a Circle and a Spiral.
Go around the mine car and keep following the track past a Circle and a Spiral.
In the Big Water Cavern turn Left and then take the next Left exit, following the railway tracks to see a Triangle and a Circle.
At the fallen over mine car the Exit sign is on your Right.
Turn into it and pass a Triangle and a Spiral, then a Circle and you are out of the mine. Next to the fallen over mine car the screen will fade in and out and you have reached daylight.

Talk to Frank - Frank is waiting for you just outside the Mine, walk up to and talk to him. He hands you all the Golden Horseshoes and says that he will get Arthur to arrest Tom Penman. Veronica then turns up and says she is leaving. Then Frank talks some more, when he is finished go to Willowbrook Stables.

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. For directions see the bottom of the walkthrough.

Talk to Agnus - Go up to the house entrance, hop off your horse and talk to Agnus. She is talking to Mr. Fox who is threatening to demolish the Stables. You hand Agnus the Golden Horseshoes and she kicks Mr. Fox off the property. Agnus continues to talk and then Erin says goodbye.

Go for Last Ride - Go for your last ride around the Island, as you will be leaving tomorrow morning. At sunset come back to Willowbrook Stables.

Talk to Agnus - At sunset you can talk to Agnus, she says there are some people at the Village that would like to say goodbye to you.

The Village - Hop on your horse and go to the Village. For directions see the bottom of the walkthrough.

Say Goodbye - Hop off your horse and say goodbye to everyone, it is time to go back home to Pine Hollow.

Directions for Locations:

Willowbrook Stables - Hop on your horse and go to Willowbrook Stables. You can ride to Willowbrook Stables or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.2' 'Willowbrook Stables' on the map. You will appear near the stables.

The Mine - Hop on your horse and go to the mine. You can ride to the mine or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.4' 'The Mine' on the map. You will appear up hill from the mine.

The Village - Hop on your horse and go to the Village. You can ride to the Village or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.1' 'The Village' on the map. You will appear near a fountain and the Village.

The Lighthouse - Hop on your horse and go to the Lighthouse. You can ride to the Lighthouse or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.9' 'The Lighthouse' on the map. You will appear near a signpost, follow it up a road until you reach the Lighthouse.

The Fishing Village - Hop on your horse and go to the Fishing Village. You can ride to the Fishing Village or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.8' 'Fisherman's Lane' on the map. You will appear near the village.

The Mill - Hop on your horse and go to the Mill. You can ride to the Mill or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.2' 'Willowbrook Stables' on the map. You will need to ride from here to the Mill.

At Willowbrook Stables follow the road on your right with the pond on your left. At the first 'T' intersection turn right. There is a bay on your left, follow the road and cross the bridge. At the next 'T' intersection turn right and follow the signpost to the Mill.

Althorp Manor - Hop on your horse by pressing the 'shift' key on your keyboard and go to Althorp Manor. You can ride to the Althorp Manor or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.11' 'Althorp Manor' on the map. You will appear up near the Manor.

The Mulberry's - Hop on your horse and go to the Mulberry's. You can ride to the Mulberry's or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.5' 'The Mulberry's' on the map. You will appear on a road, ride up hill to the house.

The New Church - Hop on your horse and go to the Church. You can ride to the Church or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.7' 'The Church' on the map. You will appear downhill from the Church.

The Old Abandoned Church - Hop on your horse by pressing the 'shift' key on your keyboard and go to The Old Abandoned Church. You can ride to the Old Abandoned Church or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.10' 'Prospect Tower' on the map. You will appear near a signpost. Follow it to the Village. Keep following the road and ride past the signpost to Prospect Tower. Keep riding down the road until you get to the signpost to the Old Abandoned Church on your right, near the water.

Loxley Marsh - Hop on your horse by pressing the 'shift' key on your keyboard and go to Loxley Marsh. You can ride to the Loxley Marsh or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.6' 'Loxley Marsh' on the map. You will appear on a sandbank.

Prospect Tower - Hop on your horse by pressing the 'shift' key on your keyboard and go to Prospect Tower. You can ride to the Prospect Tower or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.10' 'Prospect Tower' on the map. You will appear near a signpost. Follow it to the Village and turn at the signpost on your left, 'Prospect Tower'.

The Castle - Hop on your horse by pressing the 'shift' key on your keyboard and go to The Castle. You can ride to the Castle or Press the 'Esc' key on the top left-hand side of your keyboard. The diary will then appear. Using the orange arrows on the side of your diary press them until the page with the map comes up. (Please note, the map will not appear unless you are on your horse).

Click on the dot next to 'no.10' 'Prospect Tower' on the map. You will appear near a signpost. Follow it to the Castle.

The Castle - Follow the road and it goes through a thick forest until you reach it.

Looking after your Horse:

Feeding your Horse - The feed shed is connected to the tack shed and is the first part you come to. You can see some hay bails as you are walking from the house. Go into the first room of the feed shed and you will see a double lidded wooden bin with a sign above it saying 'Keep feed bin shut'. Walk up to it and the lid will open. Press the 'enter' key on your keyboard to pick up a scoop of grain.

Go to the horse stable and walk up to the long feed bin on the wall. Press the 'space' bar on your keyboard to put the grain in the bin. You horse will then come up and feed. Go back to the feed bin and press 'enter' on your keyboard to put it back. You can now clean the stable for extra points if you like.

Groom your Horse - Go into the Tack Room and get the second brush on the left-hand end of the shelf by pressing 'enter' when it lights up. Walk out to the Stables and press the 'space' bar to use it, and then put it back where you got it from.

Bed for the Night - Lead your horse to the Tack room and remove its saddle and saddle blankets using the 'enter' key on your keyboard, putting them in their proper place. Leave the reins on and lead your horse into its stall. Remove the reins, put them away and also your helmet. You can clean the stall etc for more points.

Go back to the house, into your room and off to bed. The day will fade out then back in and a rooster will crow to signify the next day.

See the metzomagic.com Review of The Saddle Club: Willowbrook Stables.

Copyright © Stephen Procter 2005. All rights reserved.