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<BODY>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D5>Agatha Christie</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D5>And Then There Were None</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>by AWE Games</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><B>Walkthrough by MaGtRo&nbsp;&nbsp;&nbsp; October =

2005</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Gameplay:</B>&nbsp;&nbsp;&nbsp; This point and =
click game=20
comes in 2 CDs. After installation the game can be played with no CD on =
the CD=20
drive. The Main Menu has New Game, Load Game, Options, Credits and Exit. =
The=20
Options Menu has music, effects, brightness, captions, shadows, animated =
water,=20
fog, rain-lightning and anti-aliasing settings selections. The In-Game =
Menu has=20
resume, save, load, options and main menu selections. To save at the =
save game=20
screen, select an empty frame to save a new game or click on a picture =
to=20
overwrite that saved game. The saved game can be titled by typing in a =
name left=20
of the saved frame. The cursors are self-explanatory by the icons seen. =
The ESC=20
key accesses the in-game menu.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Right click of mouse or click on the sack at top =
left of=20
screen will access the inventory. Right click again will close the =
inventory=20
frame. The inventory is made up of 5 screens that can be scrolled using =
the top=20
arrows on the frame. To look close at an item, click on the item and =
bring the=20
item over the magnifying glass at the bottom of the inventory frame. The =
gear=20
button right of the magnifying glass combines items by placing the items =
on the=20
row above the gears and then do a click on the gear icon. Combined items =
can=20
also be disassembled by doing the same procedure or click the item =
directly on=20
the gear icon.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">To the top right of the screen is the journal =
icon. The=20
journal has general information, guests, documents and books. Documents =
or books=20
taken in inventory are entered in the journal by clicking the documents =
or books=20
on the magnifying lens icon. The pertinent information is summarized in =
the=20
journal.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The ESC key skips the intro and cutscenes. Double =
click=20
makes Narracott runs.</FONT></P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Judge Lawrence Judge Wargrave is seen with a =
mother and=20
child in a private car. Vera Claythorne is sitting across Phillip =
Lombard.=20
General John Mackenzie wakes up from a dream about his wife, Leslie. =
Across him=20
is Miss Emily Brent. Anthony Marston passes Dr. Edward Armstrong's car =
and stops=20
to take a packet from a man at a side of the road. Back at the train, =
William=20
Blore reads his checklist. At the dock, Davis the harbormaster greets =
the guests=20
after the arrival of Marston.&nbsp; Blore recognizes Patrick Narracott. =
Thomas=20
Rogers and his wife Ethel await the guests arriving on the =
boat.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Note:&nbsp;&nbsp;&nbsp; This game is non-linear =
and most=20
side puzzles can be done anytime as long as the items necessary have =
been=20
acquired. This walkthrough shows only one way of gameplay and the =
triggers to=20
move to the next chapter. </B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 1</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Ten Little Sailor Boys went out to=20
dine,</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One choked his self and then there were=20
nine</I>.</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Read the journal by clicking the top right journal =

icon.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>First Night - Familiarize with the=20
mansion:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D293=20
src=3D"http://www.the-spoiler.com/ADVENTURE/The.adventure.company/agatha.=
christie.1/ATTWN/Firstfloormap.JPG"=20
width=3D369 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Rogers thanks Narracott for the help. Try to take =
the left=20
path but the investigation will have to wait.&nbsp; Go back down to the =
pier and=20
click on the boat. See that the boat was scuttled. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Southside cliff path</B> - Go back up, turn =
left on the=20
path after the steps and meet Marston. Talk with Marston and note what =
he is=20
holding. Turn back to go back to the mansion and talk to =
Rogers.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Kitchen</B> - Enter the mansion and follow =
Rogers to the=20
kitchen. Enter the dining room and then through the kitchen door.&nbsp; =
Hear an=20
argument between Rogers and Ethel Rogers. Talk to Rogers. Look close at =
the=20
press right of Rogers. Exit through the door right of the=20
refrigerator.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Rogers' room</B> - Enter the door in the =
hallway. Take=20
the <U>letter for Rogers</U>, the <U>sewing needles</U> and <U>Roger's =
letter of=20
invitation</U>. In inventory, take the letter of invitation and click it =
on the=20
magnifying lens to enter it on the journal. Do the same for the letter =
to=20
Rogers. Read the letters from U. N. Owen in the journal. You can check =
the=20
bathroom also. Exit and take the service stairs.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D368=20
src=3D"http://www.the-spoiler.com/ADVENTURE/The.adventure.company/agatha.=
christie.1/ATTWN/secondfloormap.JPG"=20
width=3D463 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter>This map =
is for=20
location reference only and is not to scale.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Linen closet</B> - Talk to Mrs. Rogers. Help =
Mrs. Rogers=20
with the silk sheets. Exit the service room and check the rooms around =
the=20
second floor. Note that all the clocks in all the rooms do not =
work.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Dr. Armstrong's room</B> - Turn left from the =
service=20
door and enter the room left of the bathroom. Take <U>Dr. Armstrong's =
letter of=20
invitation</U>. Click it on the magnifying lens to enter it in the =
journal. Look=20
inside the doctor's bag on the dresser.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Blore's room </B>- Take <U>Blore's letter of=20
invitation</U> and enter it in the journal. Try to take the diary on the =
bedside=20
table and get stopped by Blore. Talk to Blore. <I>I'm Patrick Faine not =
Fred.=20
You were taking the Purcell's bribes for years. After the Landor case =
people=20
began to ask questions. The Purcells needed what the yank detective =
novels call=20
a fall guy</I>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Lombard's room</B> - Look through the keyhole =
and see=20
Lombard with a gun. Knock on door and talk to Lombard.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Vera Claythorne's room</B> - Talk to=20
Vera.&nbsp;&nbsp;&nbsp; <B>Emily Brent's room</B> - Talk to Emily=20
Brent.&nbsp;&nbsp;&nbsp; <B>General Mackenzie's room</B> - Talk to the =
General.=20
Go downstairs to the game room. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Game room</B> - Listen to the conversation =
between Judge=20
Wargrave and the doctor. Dinner bell is heard.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Search the mansion:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Kitchen</B> - Eavesdrop through the dining room =
door and=20
note the conversation. Take the <U>copper fruit basket</U> from the =
table.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Pantry</B> - Go to the pantry right of door to =
the=20
outside. Take <U>turkey baster</U>, <U>cheese wheel covered in =
cheesecloth</U>=20
and <U>scoop</U>. Use the scoop on flour sack to get <U>flour</U>. Use =
the scoop=20
on flour sack again to get <U>battery</U>. Exit the kitchen using the =
door right=20
of the refrigerator and climb the service stairs.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Linen closet - </B>Take <U>silk sheet</U> from =
linen=20
closet. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Marston's room</B> - Take the <U>coded =
message</U> from=20
the dresser and look close at it using the magnifying lens. Take the=20
<U>code-breaking cypher</U> from drawer right of the bed with lion =
statue. Take=20
the <U>Marston letter of invitation</U> and enter it in the =
journal.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>General's room</B> - Take <U>Mackenzie's letter =
of=20
invitation</U> and enter it in journal. Look close at picture beside the =

bed.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Emily Brent's room</B> -&nbsp;Take <U>Brent's =
letter of=20
invitation</U> and enter it in journal. Take the <U>King James =
Bible</U>. Look=20
at the contents of the makeup case. Exit through the bathroom door. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Emily and Vera's bathroom</B> - Check the table =
and take=20
the <U>medical alert card</U>. Read it in inventory. Take the <U>stem to =
an old=20
pipe</U> wedged between the wall and the table. Enter the room next=20
door.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Vera's room</B> - Look at the bear clock on the =
table=20
beside the bed. It is not working as all the clocks in the whole mansion =
are.=20
Open the makeup case on the side table. Take the <U>newspaper =
clipping</U> and=20
enter it in the journal. Look at the picture on the dresser and on the=20
wall.&nbsp; Take <U>Vera's letter of invitation</U> and enter it in=20
journal.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit through the patio door. Take the =
<U>telescope</U> and=20
<U>metal tripod</U> at the corner beside the hawk. Enter the next=20
room.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Lombard's room</B> -&nbsp;Take <U>Lombard's =
letter of=20
invitation</U> and enter it in journal. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Blore's room</B> - Take the <U>diary</U> and =
enter it in=20
the journal.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Judge Wargrave's room </B>- Take the <U>tobacco =
pouch</U>=20
and <U>pipe bowl</U> from dresser.&nbsp; Take <U>Wargrave's letter of=20
invitation</U> and enter it in journal. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Read everything entered in journal. Go downstairs =
and take=20
the <U>bear walking stick</U> on stand left of main door. Eavesdrop on =
dining=20
room door again. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>The accusations:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Listen to the absent host's speech accusing all =
the=20
characters except Narracott. Mrs. Rogers faints. Get <U>doctor's bag</U> =
from=20
Dr. Armstrong's room upstairs. Go to Rogers' room that can be accessed =
through=20
door behind the main stairwell and give the bag to Dr. Armstrong. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Parlor</B> - Listen to the discussion of the =
accusations.=20
Dr. Armstrong reports that Mrs. Rogers is sedated. Talk to all 9 =
characters in=20
the parlor completely. Check on Mrs. Rogers in her bedroom. Her feet are =

twitching.&nbsp; Go to the gramophone at the foyer and take the=20
<U>record</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua">Marston chokes:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Listen to next discussion. Marston chokes to death =
or is=20
poisoned. Talk to all the characters in the parlor again.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 2</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Nine Little Sailor boys sat up very=20
late:</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One overslept himself and then there were=20
eight</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Do some sleuthing:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Parlor - </B>Look close at and click on the Ten =
Little=20
Sailor Boys rhyme on top of the fireplace. Take the <U>matches</U> from =
the=20
mantle. Look close at radio by the window. Look close at the liquor =
table behind=20
the couch. Take <U>3 glasses</U>, <U>Marston's glass</U> and <U>cocktail =

shaker.</U> </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Study</B> - Enter the door to study. Look close =
on map on=20
wall and click on Shipwreck Island.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Books</B> -=20
Look at bookcase left of door and see Judge Wargrave on Justice book. =
Take the=20
<U>Birding on Devon Shores book</U> on the next left bookcase. Take the =
book on=20
chair, <U>A History of the South Devon Coast</U> and the book on table =
under the=20
map, <U>A diary</U>. Enter the 3 books on the journal and then read the =
journal.=20
Look close at the picture right of the map of the former owners of the=20
mansion.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Desk</B> - Go=20
to the desk and take the <U>desk lamp with bulb</U>. Take the =
<U>sellotape</U>=20
from middle drawer and the <U>inkpad</U> and <U>inkstamp</U> from top =
side=20
drawer. Take the <U>map</U> of the island the card at bottom side =
drawer. The=20
top left drawer is locked. Read the <U>powerful friends card</U> - =
<I>Powerful=20
Friends: Want to shine light on the matter? Flowery speeches may win you =
a few=20
friends</I>. Study the map in inventory - note the different places. =
Place=20
cursor above desk to exit close up.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Gramophone at Foyer</B> - Take the record from =
the=20
gramophone. Look close at record in inventory. Turn the record and see a =
label=20
of 'goodbye'. Play the goodbye part on the gramophone by placing the =
record on=20
the gramophone and clicking on the flip switch. After listening to the =
host's=20
game explanation, click on side panel and take <U>large vacuum tube =
UX-201A</U>=20
and <U>small vacuum tube 807-H</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Dining room</B> - Take the <U>flashlight</U> on =
top=20
drawer of the table under the painting.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Upstairs</B> - It's too dark to search =
upstairs. In=20
inventory, combine the flashlight taken from dining room drawer and the =
battery=20
from the flour sack by placing the battery and flashlight on area above =
the gear=20
icon. Click gear icon to combine the 2 items to make <U>flashlight with=20
batteries</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Climb the stairs and check each room. Click on the =
General,=20
Dr. Armstrong, Lombard and Emily Brent in bed. It's getting to be =
morning, best=20
to get back to bed.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Mrs. Rogers overslept:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Dining Room - </B>Enter the dining room and =
listen to the=20
breakfast discussion. Learn about Mrs. Rogers. Emily Brent still insists =
on her=20
promised apple juice. Talk to everybody. Give the bear walking stick to =
the=20
General and talk to him again about Lombard. Find a way to get off the =
island or=20
make a signal fire.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 3</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Eight Little Sailor Boys traveling to Devon=20
</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One said he'd stay there and then there were=20
seven.</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Look close at the sailor boys on the dining room=20
table.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Roam outside:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Game room</B> - Go to Game room and overhear =
the Doctor=20
and Judge's discussion. Talk to Judge and Doctor. The door to the =
screening room=20
is locked.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit the mansion through the front door and talk =
to Emily=20
Brent. Go down the steps and take the left path.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D319=20
src=3D"http://www.the-spoiler.com/ADVENTURE/The.adventure.company/agatha.=
christie.1/ATTWN/islandmap.jpg"=20
width=3D431 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Shed</B> - Go forward twice and enter the shed. =
Try to=20
take the axe. Take the <U>shovel</U>, <U>lamp</U> and the <U>card</U>. =
Read the=20
card - <I>Empty promises: Dark memories haunting you? The fuel for =
pleasant=20
thoughts must be found before all lie in ruins.</I> Go down of screen =
and take=20
<U>bucket</U> and <U>ladder</U>. Look close at generator.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Garden</B> - Take the right path around the =
garden. Take=20
the <U>garden hose</U> close to the pump. Click the bucket on pump to =
get a=20
<U>bucket full of water</U>. Go left, forward and left to get back to =
the front=20
part of the mansion.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Southside cliff path - </B>Look at the map of =
the island=20
in inventory. Go to bottom of screen and take the left path that =
surrounds the=20
island. Meet and talk to Blore and Lombard. Lombard gives a <U>parachute =

plan</U>. Read the parachute plan in journal.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go forward and click on Shiprock Point and note =
that it is=20
the highest point in the island. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Beach</B> - Go forward and go left to the =
beach. Go left=20
and talk to the General. Click at bottom of screen twice to go to the =
secluded=20
part of the beach where the waves are crashing with particular violence. =
Go back=20
and up to the path. Take the right path twice to go up to Shiprock=20
Point.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Shiprock Point</B> - Talk to Vera. Exit the =
point area=20
and take the path going up at the crossroad. The path to the left leads =
directly=20
to the study door of the mansion.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Apiary</B> - Go forward 5xs to get to the =
apiary. Take=20
the <U>fermented apples</U>. Look at the beehive. Go forward and take =
the left=20
path. The right path goes back to the mansion.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Orchard</B> - Look at the apples on both side =
of the=20
path. Place the ladder under the apples on the right side. Click on =
apples to=20
get <U>fresh apples</U>. Go left and take the top right path on the =
split in the=20
path.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Billy goat </B>- Look at the sunflowers then go =
forward=20
to meet Mr. Billy Goat. Click on Billy and he won't let you pass. Click =
the=20
bucket of water on the water trough. There you go - he was just thirsty. =
Go left=20
to the ruined village.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Ruined village 1</B> - Check all the houses. =
Take the=20
<U>gas can</U> from the first house. Take the <U>leather goat =
harness</U> from=20
the second house. Exit the ruined village and go forward until the split =
in the=20
road. Take the bottom right path and see that the path is blocked by =
thorny=20
thicket. There are 2 hungry goats there.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the mansion by going forward until the =
split in=20
the road in front of the apiary. Take the right path. Click on the =
windmill.=20
Take the left path after emerging from the rock wall. Go left to get to =
the=20
study door. The right path goes to Shiprock Point. Enter the door to the =

study.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Study - Secret room - Bookcase at far wall</B> =
- Go to=20
the bookcase left of the desk. Take the 3 misplaced books on the shelves =
of the=20
middle bookcase - dark red book at top, light colored book in middle and =
light=20
red book at third shelf. Read them if you want - not necessary. Place =
the 3=20
books back in their proper places based on the color - light red book =
(<U>Panama=20
Locks</U>) on top shelf, dark red (<U>South Sea Island</U>) at second =
shelf and=20
the light colored one (<U>Florida Keys</U>) on third shelf. Hear a click =
when=20
you place the correct book at the correct place.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><FONT size=3D4><B>Admiralty =
area</B></FONT>:</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Radio room</B> - Enter the secret room. Take =
and read the=20
<U>talk card</U> from the chair - <I>Talk is cheap: And rumours can be =
ugly.=20
Keep your secrets safe.</I> Look close at poster - Rule Britannia! =
<I>Britannia=20
- rule the waves.</I> Look close at shortwave radio and note the slots =
for lamps=20
and the power cord. Take the <U>305GT vacuum tube</U> from the =
panel.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Safe</B> - Look close at safe.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Remember the statement by the judge concerning =
Marston,=20
  Marston's suspicious acts and the 2 papers taken from Marston's room.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine the coded message, the code breaking =
cypher and=20
  the King James Bible taken from Emily Brent's room to get <U>decoded=20
  message</U>. Enter the decoded message on journal by clicking it on =
the=20
  magnifying glass. Read the decoded message and note the homing beacon =
on buoy=20
  and the combination to the safe.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Save game here. Open the safe by clicking left =
arrow to=20
  get 28 to be under the top arrow, right arrow to 11 and left arrow to =
49. Hear=20
  a click and then click on safe handle. If mistake is done, go back to =
saved=20
  game.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Safe Room</B> - Take the <U>rubber raft</U>. =
Click on=20
wall right of drawers and note a sliding panel.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Drawers</B> - Look close at drawers and open =
(click=20
  twice on) E to get <U>raven earring</U>, H to get <U>document =
piece</U>, S to=20
  get <U>microphone</U> and V to get <U>boat card</U>. Read boat card - =
<I>Row=20
  your boat - Gently down the stream. Unless it's a fishing boat and the =
sea is=20
  mean.</I></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Anagram sliding panel puzzle</B> - Form a =
known phrase.=20
  Arrange the drawers by clicking on 2 drawers you want to change =
positions. The=20
  drawers will interchange position. Form a known Admiralty phrase - =
Rule the=20
  Waves. The panel opens.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Grotto</B> - Enter the secret door and flip the =
switch to=20
get light. Go forward to the grotto. Go to the right and look at the one =
man=20
submersible. Take the <U>propeller</U>. Go back and take the other metal =
bridge=20
to the other side of the grotto. Look close at the barrels right of =
door. Take=20
<U>oars</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Underground passageway</B> -&nbsp;Enter the =
door. Take=20
the <U>pliers</U> on ground in front of the out of place panel on =
opposite wall.=20
You might need to move Narracott to get him out of the way. Click on =
panel and=20
enter. Look at indentation on the ground. Use shovel on the active =
ground. Take=20
the <U>air pump</U>. Go down to the end of the underground passageway =
and see=20
that the door is locked fast. Go back to the grotto.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Paddle to get off the island</B> - Go to the =
grotto and=20
  inflate the rubber raft.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">In inventory, combine the rubber raft, air pump =
and oars.=20
  Place the <U>inflated rubber raft with oars</U> on the water in front =
of the=20
  metal walkway close to the opening to the grotto and=20
sea.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Ruined village 2</B> - Click on the far houses =
on the=20
other side of the ruined village - that is the area after Mr. Billy =
Goat. Go to=20
the closest house and open the wood box. Take the <U>fishing net</U>. =
Exit the=20
house and go to the left of the house. Take the <U>Bones card</U> by the =
Celtic=20
cross. Read the card - <I>Old Bones: Are left undisturbed. Not new bones =

however, if you're game. </I>Go back to the underground passageway by =
entering=20
the storm door&nbsp;by cliffside. Go back to the mansion.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Game room</B> - Take the <U>dice box</U> on the =
table -=20
this is seen only after getting the Bones card. Click the dice box on =
the gear=20
icon in inventory and get <U>desk key</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Study</B> - Go to the desk and use desk key on =
left=20
drawer. Take the <U>bee book</U> and enter it on the journal. Read the =
journal=20
to learn how to make a smoker.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Get honey:&nbsp; (not necessary for =
completion of=20
  game)</B></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to apiary. Make a smoker based on the bee =
book.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">In inventory, click tobacco pouch on gear to =
disassemble=20
  it to <U>empty pouch</U> and <U>tobacco</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine hurricane lamp and tobacco to get =
<U>lamp with=20
  tobacco</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine lamp with tobacco with garden hose to =
get <U>unlit=20
  smoker</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine unlit smoker and matches to get =
<U>makeshift=20
  smoker</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use makeshift smoker on a beehive. Open beehive =
when they=20
  are now asleep.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Take a <U>honeycomb frame</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine honeycomb frame with cocktail shaker to =
get=20
  <U>cocktail shaker filled with honey</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine cocktail shaker&nbsp;with a glass to get =
a=20
  <U>glass with honey</U>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Upstairs in the mansion -</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Check for fingerprints: (not necessary for =
completion=20
  of game)</B></FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Make a finger print testing tool - In inventory, =
combine=20
  turkey baster and flour to get <U>turkey baster with flour</U>. Use =
the turkey=20
  baster with flour on items that might have fingerprints. Once the =
flour is=20
  applied. Use the sellotape to get the finger print.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use the turkey baster with flour on Marston's =
glass in=20
  inventory. Use sellotape on floured glass to get<U> print taken from =
Marston's=20
  glass.</U></FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go upstairs and do this procedure on the =
doctor's bag in=20
  Dr. Armstrong's room. Get <U>reference print for Dr. =
Armstrong</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Do the same for the makeup kits of Emily Brent =
and Vera in=20
  their rooms. Get <U>reference print for Vera Claythorne and Emily=20
  Brent</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Do&nbsp;the same on the handle of Marston's =
attach=E9 case=20
  in Marston's room to get <U>Marston's&nbsp;reference print</U>. =
</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">In inventory, combine a character's reference =
print with=20
  that of the print from Marston's glass.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">See that only Marston's print is a=20
match.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Rogers in the kitchen. Exit the kitchen =
door to go=20
outside to the garden.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Kitchen</B> - </FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Fruit press</B> - In inventory, separate the=20
  <U>cheese</U> and the <U>cheesecloth</U>. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place cheesecloth on press bucket.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place apple on bucket with =
cheesecloth.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place glass in front of spout. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place the propeller on press.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click on press to get <U>fresh apple =
juice</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Now do the same for the fermented apples to get =
glass of=20
  <U>apple cider</U>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the woodshed and talk to Blore and Lombard. =
Talk to=20
Emily Brent at front porch about sewing the parachute. Automatically =
give her=20
the silk sheets. Give her the needles from Roger's room. She needs =
strong=20
thread.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Blore and Lombard for the third time at =
front steps=20
to end the sequence. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>The General stayed in =
Devon:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Dinner</B> -&nbsp;Learn that General Mackenzie =
is dead.=20
He stayed in Devon</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 4</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Seven Little Sailor Boys chopping up=20
sticks,</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One chopped himself in halves and then there =
were=20
six</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Dinner</B> - Listen to conversation. Talk to =
everybody=20
including Rogers in kitchen. Listen to Judge Wargrave's =
summation.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Another set of =
interrogations:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Emily Brent in parlor. Give Emily Brent =
apple juice=20
to sweeten her up and talk to her again about Vera. Talk to Dr. =
Armstrong in his=20
bedroom. Then give him the honey in glass for his sweet tooth. Talk to =
him again=20
and learn about the Judge. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Talk to Judge Wargrave in General Mackenzie's =
room. In=20
inventory combine the pipe bowl and pipe stem to get a pipe. Give pipe =
to the=20
Judge. Talk to him again and learn more about Marston. Talk to Blore in =
Roger's=20
bathroom. Talk to Rogers by dining room door.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Screening room</B> - Go to the now opened =
screening room=20
and talk to Vera and Lombard. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Another night passes, talk to Vera in her bedroom =
and have 2=20
knights arrive to protect the lady.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Rogers is chopped:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">After the discussion, be outside with Blore. Go =
down the=20
steps and meet Emily Brent coming back from her walk. Go to the woodshed =
and=20
find Rogers.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 5</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Six Little Sailor Boys playing with a=20
hive,</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>A bumblebee stung one and then there were=20
five</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">After the discussion at breakfast, time to =
thoroughly search=20
for clues.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua" size=3D4><B>Search for more clues:</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Try to talk to Dr. Armstrong in his bedroom. Talk =
to the=20
Judge at the game room.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Screening Room</B> - Look at all the posters of =
Gabrielle=20
Steele.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Projector</B> - Go to the projector and open =
the=20
  drawers. Take the <U>2 Empire Studios film canisters </U>from second =
drawer.=20
  Take the <U>untitled reel</U> and <U>projector bulb</U> from third =
drawer. The=20
  top drawer is locked. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place the projector bulb on the panel beside the =
flip=20
  switch of the projector. Flip the switch to watch a torpedo that was=20
  fired.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Replace the reel on the projector with the =
untitled reel=20
  and watch a home movie of some sort.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">In inventory, disassemble (click item on gear =
icon) one of=20
  the Empire Studios film canister to get a <U>Last of the Borgias =
film</U> and=20
  the <U>Air card</U>. Read the Air card - <I>Taking the Air: A breath =
of fresh=20
  air is rare when buried in windowless rooms and scarcer elsewhere.</I> =

  Disassemble the other film canister to see a <U>handwritten note</U> =
and the=20
  <U>Queen's Handmaiden film</U> by Gabrielle Steele. Read Gabrielle's=20
  note.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Try to watch the Steele movies by placing them =
on the reel=20
  and Narracott refuses. They will be gone from =
inventory.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Dr. Armstrong</B> - Go outside through the =
front door and=20
eavesdrop on Dr. Armstrong and Emily Brent. Talk to Emily Brent. Go back =
inside=20
mansion and check on Dr. Armstrong. Look through the keyhole and see the =
good=20
doctor take a freshener.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Shiprock Point</B> - Go down the steps from the =
mansion=20
and go forward until the lights. Take a left at the path by the cliff's =
edge and=20
forward to Shiprock Point. Take the right path twice to get up Shiprock =
Point.=20
See Vera and Lombard. Talk to Vera.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Protected cove</B> - From Shiprock Point, take =
the path=20
going up on the crossroad, pass the apiary and the orchard. Go forward =
and take=20
the path at lower right and see the hungry goats. The path forward is =
blocked by=20
thorny thicket. Pour the apple cider on the thorny thicket and the goats =
will=20
eat them. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go forward towards the beach. Take the <U>fishing =
line</U>=20
at right by the rocks. Look at the horizon and see a blinking red light. =
Use the=20
telescope on the horizon and see a homing beacon on a buoy. Ah, remember =

Marston's decoded message.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Wood shed</B> - Go to the wood shed off the =
mansion's=20
kitchen or garden. Talk to Blore.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Get off the island:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">After the vocal determination to get off the =
island, go back=20
to the mansion and give the fishing line and needles to Emily Brent at =
the front=20
porch.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Enter the mansion, go to the study (see Vera) and =
to the=20
shortwave radio in the secret room.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Shortwave radio:&nbsp; (not necessary for =
completion of=20
  game)</B></FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Insert vacuum tubes 80-7H and 305GT in panel on =
the left.=20
  Close panel.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click the microphone on shortwave =
radio.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Disassemble the desk lamp to get <U>desk lamp =
without=20
  bulb</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click the desk lamp on shortwave radio. (Thanks, =

  raven07)</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click on shortwave radio and listen to fisherman =
talking.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use the microphone to make a distress call. What =
was that?=20
  Owen!</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Take all the vacuum tubes from the shortwave =
radio. Go to=20
the radio by the parlor where Dr. Armstrong and Judge Wargrave are =
talking by=20
the fire.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Radio:&nbsp; (not necessary for completion of =

  game)</B></FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Insert all 3 vacuum tubes in panel on the left. =
Close=20
  panel.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Combine the copper basket and the pliers to get =
<U>copper=20
  wire</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place copper wire at back of radio.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Turn the radio on. Some light music might help =
soothe=20
  Vera's nerve.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Time to make that parachute. Go back to Emily =
Brent and ask=20
if the parachute is done after having given her the needles and fishing =
line.=20
Automatically get the parachute.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT =

  face=3D"Book Antiqua">Parachute:</FONT></B></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">In inventory, combine sewn silk sheets, fishing =
net from=20
  ruined village, metal tripod of the telescope and the goat harness to =
make a=20
  <U>parachute</U>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to Shiprock Point and click the parachute on =
the horizon.=20
Waaaahhhh!!!</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The <U>homing beacon</U> is now in =
inventory.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Emily Brent is stung:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Lombard yells that Emily Brent is heard screaming =
from the=20
apiary. Go to the apiary via the path by the study door and forward =
until the=20
hole on the rock wall on the left. Enter the hole on the rock wall and =
go=20
forward until the apiary. Lombard and Dr. Armstrong are =
there.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><BR>&nbsp;</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 6</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Five Little Sailor Boys going for =
law,</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One got in the Chancery and then there were=20
four</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Missing gun:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Listen to Judge Wargrave. After Lombard and Blore =
leave to=20
get Lombard's gun, talk to Vera and then talk to the Judge. Talk to the =
doctor=20
seated on the couch.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go up to Lombard's room and see that the gun is =
missing from=20
a forced drawer. The body search is done on the 3 characters.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit through the balcony door, go right and talk =
to Vera by=20
the hawk statue at the balcony corner.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go down to the game room and overhear part of the=20
conversation between Judge Wargrave and Dr. Armstrong - <I>A dangerous =
game, if=20
it fails...</I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Poisoned:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Solidamide is written on the back of Narracott's =
plate.=20
Narracott is poisoned. The antidote is turpentine oil found in Bellman's =

Universal Embrocation. The Embrocation causes nasty rash when over =
applied.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Lights out for the Judge:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The power goes out and Vera leaves to get her =
wrap. Later,=20
Vera screams. Go upstairs to her room. Narracott is hit and falls down =
the=20
stairs. Go to the dining room and a see the Judge shot. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Generator</B> - Go to the wood shed. Use gas =
can on=20
generator. Click on switch on the square panel at right to get the =
generator=20
going.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Antidote</B> - <I>I'm not feeling so well. I =
should do=20
something about it.</I> Go to the apiary and take the <U>bottle of=20
embrocation</U> on the grass left of the path before the curve to the =
apiary.=20
Click the bottle on Narracott.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D288=20
src=3D"http://www.the-spoiler.com/ADVENTURE/The.adventure.company/agatha.=
christie.1/ATTWN/antidote.jpg"=20
width=3D290 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 7</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Four Little Sailor Boys going out to=20
sea</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>A red herring swallowed one and then there were =

three</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Listen to the discussion. Talk to all and learn =
what Blore=20
knows about the history of the island and Lombard's knowledge of the =
voice in=20
the recording. The judge was wearing a wig. Watch the other characters =
hiding in=20
their bedroom.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua" size=3D4><B>Who was that?</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">A shadow crept out of the mansion. Blore went to=20
investigate. Time to check the others in their bedroom. Judge Wargrave's =
body is=20
missing from his bedroom. Only Vera is in her room. Go outside and =
search. Come=20
back and check the bedrooms again. Lombard is back in his bedroom. Look =
around=20
some more and check on Vera. Vera said that Lombard went to start a =
bonfire.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Dr. Armstrong is swallowed by a red=20
herring:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to Shiprock Point and see a bonfire. Look =
around some=20
more and go back to mansion. Talk to Blore, Lombard and Vera by Vera's =
bedroom=20
door. Dr. Armstrong is missing. Lombard states that only 3 sailor boys =
are=20
left.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 8</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Three Little Sailor Boys walking in the=20
zoo,</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>A big bear hugged one and there were=20
two</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Dr. Armstrong and Judge Wargrave's body are still =
missing.=20
Lombard will man the bonfire and Blore will stay in his room with an =
axe. Vera=20
will also stay in her room with the gun.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
face=3D"Book Antiqua" size=3D4>Blore is hugged by a bear:</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the screening room and find Judge Wargrave's =
body.=20
Dead and warm but not shot.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go outside the study door and see Blore dead. His =
head was=20
bashed in by a marble shaped like a bear. Talk to Vera. Take=20
<U>marble</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go outside and check the bonfire at Shiprock =
Point. Go back=20
to the beach below Shiprock Point and then to right at the cove beside =
the=20
beach. Find Dr. Armstrong's body that has been washed ashore. It has =
been in the=20
water for quite a while.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><BR>&nbsp;</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 9</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>Two Little Sailor Boys sitting in the=20
sun,</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One got frizzled up and then there was=20
one</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Vera locked in her bedroom repeated the last rhyme =
about=20
needing the sun to frizzle up the next victim. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">SAVE GAME HERE. Here is where you can get 2=20
choices:</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">1. Look around the mansion - check the bedrooms. =
Check=20
outside (apiary, orchard) to waste time and then go to Shiprock Point =
and find=20
Lombard dead when the bonfire exploded.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">2. Go immediately to Shiprock Point and talk to =
Lombard.=20
Save Lombard before the bonfire explodes. Lombard is really Charles =
Morley.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Chapter 10</FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>One Little Sailor Boy left all =
alone</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua"><I>He went and hanged himself and then there were=20
none</I></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Hear voice - voices coming from upstairs. SAVE =
GAME HERE.=20
Climb upstairs and see a hangman's noose. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Watch and listen to Vera and the elusive 'Unknown =
-=20
Owen'.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Again, here is where you can do 2 =
choices:</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">1. Go to the bathroom door at end of the talk and =
Vera is=20
shot.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">2. Save Vera by getting the marble from inventory =
and=20
clicking it on the hand of 'Unknown - Owen'. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua" size=3D4><B>Different Endings are seen depending =
on who is=20
saved and who dies:</B></FONT><FONT face=3D"Book Antiqua"><BR>Narracott, =
Lombard=20
and Vera are saved. <BR>Narracott and Morley (Lombard) are =
saved.<BR>Narracott=20
and Vera are saved.<BR>Narracott alone is saved. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Original Ending by Dame Agatha=20
Christie</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Listen to the record. Go to the dining room and =
take the=20
<U>last little sailor boy</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the screening room. Place the last sailor =
boy on the=20
small footprint at bottom right corner of the cabinet holding the =
projector.=20
Open the formerly locked top drawer. Take the <U>Hello Again film</U>. =
Place it=20
on the reel. Click the switch and watch the original ending.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><BR>&nbsp;</FONT></P>
<P align=3Dcenter><I><B><FONT face=3D"Book Antiqua" size=3D4>And Then =
There Were=20
None</FONT></B></I></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" color=3D#000000 size=3D2>This document may not be =
distributed=20
without express written permission of the author and the content may not =
be=20
altered in any way.</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" color=3D#000000 size=3D2>For Questions or Comments =
on this=20
Walkthrough,<BR>Please write to: </FONT><FONT face=3D"Book Antiqua" =
color=3D#000066=20
size=3D2><A style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" color=3D#000000 size=3D2>Copyright =A9 =
10/2005&nbsp; </FONT><FONT=20
face=3D"Book Antiqua" color=3D#000066 size=3D2><A =
style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></B></P></BODY></HTM=
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