Agatha Christie – And Then There Were None

The game and the book don’t differ by much. The main difference is the character of Patrick Narracott. Patrick is the game character the player plays. The only other difference I’ve noticed is the name of the General. In the book, he is General John MacArthur, whereas in the game, he has been renamed to General John MacKenzie.

The opening of the game is an introduction to all of the characters:

  • Judge Lawrence Wargrave
  • Vera Claythorne
  • Philip Lombard
  • Dr. Edward George Armstrong
  • William Henry Blore
  • Emily Brent
  • General John MacKenzie
  • Anthony Marsden
  • Thomas Rogers
  • Ethel Rogers

Chapter One: Ten Little Sailor Boys Went Out To Dine; One Choked His Little Self And Then There Were Nine
When gameplay begins, leave the screen then return and look at the wrecked (scuttled) boat. Return to the house and talk to Rogers.

Follow Rogers into the kitchen. After the exchange, take the wire basket.

Walk right to the pantry, take the cheese and cheese cloth, then scoop the flour until you get batteries (two scoops) then take the turkey baster off of the top shelf. In the inventory, combine the flour and the turkey baster, then separate the cheese from the cheese cloth.

Return to the dining room and click on the drawers to the left of the kitchen door. Take the flash light and in the inventory combine the flash light with the batteries.

Tour the house, talk to all of the characters, and start collecting any documents. Throughout the gameplay, whenever a document, book or card is entered to the inventory, open the inventory and click that item on the magnifying glass to add it to the notebook. In the entry by the door, take the walking stick from the umbrella stand.

Upon entering the gameroom, Armstrong and Wargrave have an exchange. You can’t talk to them quite yet.

Go to the sitting room and check out the fireplace mantle. Take the matches and read the poem (I don’t know if it matters to the game, but I click on it to get Patrick to add it to the notebook). This poem is a clue to the events of the game — it’s a version of the Ten Little Indians nursery rhyme, though with the nautical theme of the island the game takes place on, it’s changed to Ten Little Sailors

  • Ten little sailor boys went out to dine; one choked him little self and then there were nine
  • Nine little sailor boys sat up very late; one overslept himself and then there were eight
  • Eight little sailor boys traveling in Devon; one said he’d stay there and then there were seven
  • Seven little sailor boys chopping up sticks; one chopped himself in halves and then there were six
  • Six little sailor boys playing with a hive; a bumblebee stung one and then there were five
  • Five little sailor boys going in for law; one got in Chancery and then there were four
  • Four little sailor boys going out to see; a red herring swallowed one and then there were three
  • Three little sailor boys walking in the zoo; a big bear hugged one and then there were two
  • Two little sailor boys sitting in the sun, one got frizzled up and then there were one
  • One little sailor boy left all alone; he went and hanged himself and then there were none

 

Return to the kitchen and take the back hallway.

The first door here is the Servants’ Quarters. Walk down and the take the sewing kit and letter off of the table, and the letter off of the dresser on the left. Walk down and enter Thomas & Ethel’s bathroom. Look at the bottle then return to the hallway.  Take the stairs and talk to Ethel at the linen closet.  Offer to help her.

Check all of the rooms and bathrooms, taking anything you can.

Return downstairs and take the back hall (go to the left along the stairs) to the kitchen.

Note: If the game doesn’t automatically switch to the other guests in the dining room, recheck all rooms.  One easy spot to miss is spying through the keyhole in Lombard’s room; also spy MacKenzie’s keyhole then knock on his door to talk to him

Eavesdrop on the dinner, then check all rooms again.

Go downstairs and to the gameroom. The door behind the billiard table is now open. (The side Armstrong was on earlier) Enter, check the left bookcase.  Patrick will comment on Wargrave’s book, but you can’t take it. Walk down to the desk and check it. Take the desklamp from the top. Open the lap drawer and take the roll of tape (now you can take fingerprints, though that isn’t required to finish the game). Open the top right drawer and take the stamp and inkpad (I’ve never used these in the game, so I don’t know why you can take them). Open the bottom right drawer and take both papers. In the inventory, separate the lamp from the lightbulb.

Go up-right to the other bookcase. The three shelves each have an out-of-place book; take those books and put them in their rightful (by color) spot. (When a book is right, Patrick comments about hearing a click).  Take the book from the chair and enter the secret room.  In the inventory, click the book on the magnifying glass.

Take the paper from the chair and look at it in the inventory.

Return to the dining room door and eavesdrop.

After the cutscenes, go to Armstrong’s room, take his medical bag, then go to Rogers’ room and give it to him.  Go to the sitting room.

After the cutscene, talk to everyone fully.

Go through all rooms and take fingerprints (in Vera’s room, take the newspaper clipping next to her makeup bag).

Go to the foyer and click on the record player.

After the cutscene, talk to everyone fully.

Chapter Two: Nine Little Sailor Boys Sat Up Very Late; One Overslept Himself And Then There Were Eight
This chapter starts at night, when all of the other houseguests are in bed; since Patrick’s staying wasn’t expected (and the other rooms are taken) he sleeps on the couch in the sitting room. Take Marsden’s glass, the stack of empty glasses and the cocktail shaker. Go upstairs and check all rooms again and look at all of the sleeping guests.

In Marsden’s room, take the paper from his nightstand and copy into the notebook.

When morning comes, you’re automatically in the sitting room. Go to the dining room.

After Armstrong’s announcement, talk to everyone fully.

Chapter Three: Eight Little Sailor Boys Traveling In Devon; One Said He’d Stay There And Then There Were Seven
Go out the front door and talk to Emily fully.

Walk down and to the left. Take the path that leads left and walk up. take the left fork then walk left. Take the hose and continue left, take the top fork (this leads to the shed).

Inside the shed, take the shovel, lantern and the paper on the table. In the inventory, look at the paper. Walk down and take the ladder and bucket. Return to where you got the hose and fill the bucket. Return to the house steps.

Walk down, left and right then listen to Blore and Lombard, then talk to them fully.

In the inventory, look at Lombard’s parachute instructions and continue down the path.

Walk up, then at the junction, walk left to go down to the beach. Walk left (past the seagull) and talk to MacKenzie fully.

Return to the junction and go right. This takes you to a 4-way crossroad. Take the left fork and follow it to a cave. Go through the cave and follow this path. Take the path at the left-down. This goes through the Apple Orchard. Use the ladder at the right tree and pick apples. Return to the 4-way fork.

This time take the road that does down to the right bottom corner of the screen. This one takes you to the cliff. Talk to Vera.

Return to the 4-way fork and follow the top path to the bee aviary. Ignore the bees for now and take and fermented apples.

Return to the-way fork and take the bottom path to the house, talk to Lombard and Blore again.

Enter the house and go to the kitchen.  Go to the fruit press (the wooden thing on the counter near the pantry) Put the cheese cloth in it.

Go to the gameroom and listen to Wargrave and Armstrong.

Return to the 4-way fork and take the top path.  Continue on this path past the aviary, orchards and at the right boulder go down-left. Go right past the patch of sunflowers (you can click on them for a comment). Follow the bath and see a goat. Use the bucket of water on his trough. Go left, then down and enter the cabin. Take the red gas can.  Leave the cabin, go down and check the other cabin and take the goat harness from the wooden cart.  Go outside and go down to check the third cabin (but there’s nothing to see here).

Go back to the house, go to the study and to the secret room. Search the radio.

Use the lamp on the power cord. Go to the safe. Click the left arrow to 28, right arrow to 11 and the left arrow to 49, then click the handle.  Take the raft, search all drawers.  Rearrange the drawers to spell R U L E  T H E  W A V E S

Enter the new passage and turn on the light. Follow the passage and walk down. Go right and take the propellers and go back to the stairs and go left. Check barrels to the right of the door. Take oars. Back up and enter door. Go forward, take the red pliers from the ground and enter the new door. Use the shovel on the lumpy-mismatched ground. In the inventory, add all new documents to the notebook. Return to the stairs and go right.

In the inventory, combine raft, oars air pump – use raft on water.

Go up and check cabin. Open box and rake the fishing nets. Go to the left of the cabin and click on the celtic cross headstone. Take card. Return to the trap door then continue back to the study. (look at the card in inventory)

Go to the gameroom, and take the puzzlebox on the table behind the judge. Open it in the inventory to get the key to the study desk. Return to the study and to the desk to unlock the left drawer. Look at the book in the inventory and go to the kitchen. On the way, open the side door of the gramophone and take the bulbs.

Go to the fruit press. Place the propellers and a glass. Add the fresh apples and press the propellers to make apple juice.  Add the fermented apples and press for apple cider.

To make the bee smoker, in the inventory combine lamp and tobacco, then add the hose (combine), then the matches (combine again) Go to the bee aviary.  Look at the bee condo then use the smoker. Open the contraption (I don’t want to call it a hive, since it looks like a box or crate) and take a honey comb. In the inventory, use the honeycomb on the shaker to get honey, then use the shaker of honey on an empty glass for glass of honey.

Continue left along the path. There’s a Y fork with a boulder in the middle. Go down and continue left (through the orchards).

At the T junction, take the down-right road. You will see two more goats. Use the cider on the thickets. After the goats clear them, walk forward.

Walk down and take the fishingline from the ground (next to a boulder at the right).

Return to the house and to the linen closet and take the sheets.. Go back outside and talk to Emily. You will automatically give her the sheets, also give her the sewing kit and fishing line.  Leave the screen, then come back and talk to her and the parachute will be finished.  Go inside and up to Vera’s room. Go out the balcony door and follow the balcony to the telescope. Take the telescope and the tripod.

Go back to the beach past the two goats. Use the telescope on the horizon.

Return to the house. Go to the kitchen and kitchen and talk to Rogers.
Note: This should signal a cutscene with the other guests, if not, walk around and talk to everyone until it is triggered.

Chapter Four: Seven Little Sailor Boys Chopping Up Sticks; One Chopped Himself In Halves And Then There Were Six
After the cutscene, talk to everyone fully. Don’t forget Rogers in the kitchen.

After the cutscene, talk to Emily in the sitting room.

Go to the game room and to the screening room (the double doors on the other side of the billiards table)  Talk to Vera & Lombard.

Turn to leave, but stop at the projector. Check the cabinet below it. Look at the projector and open the door beneath the back reel. Place the projector bulb here. Watch all film reels. (use the gear icon on the cased ones)
Note: Patrick will not watch the Gabrielle Steele films (the cased ones, but I open them anyways) Leave the viewing room, go upstairs and check all rooms.

Start with Armstrong, he’s sitting on his bed. Talk to him fully.  Nothing to do in Lombard, Vera, Marsden, Emily, Wargrave or Blore’s rooms. At MacKenzie’s room, talk to Wargrave. Show him the document fragment from the safe in the secret room.

Go down to Rogers’ bathroom and talk to Blore.

Nightfall — Check all rooms again!

After the cutscene, it’s morning and Emily and Rogers are missing, Go to the shed (with Blore in tow).

Chapter Five: Six Little Sailor Boys Playing With A Hive; A Bumblebee Stung One And Then There Were Five
Go to the gameroom and talk to Wargrave. In the inventory, combine paracute, fishingnets, goat harness & tripod.

Leave the house and go to Ship Rock.  Talk to Vera, then use the parachute on the horizon.

Head back to the house, then to the secret room in the study. (this part is optional)

At the radio, add the vacuum tube 305T and 807H and microphone and talk.  Take all tubes out of the radio and go to the sitting room.

Here we’ll fix the radio. In the inventory, combine the pliers and wire basket. Add the wire and all 3 vacuum tubes to the radio. Then turn it on.

Check all rooms and talk to everyone.

When you check on Armstrong, he won’t let you in, be sure to spy through his keyhole

Go to the shed and talk to Blore.

Chapter Six: Five Little Sailor Boys Going For Law; One Got In Chancery And Then There Were Four
Talk to everyone fully.

Go upstairs to Lombard’s room. Go out the balcony and down to where the telescope used to be to talk to Vera. Go back inside and down to the gameroom.

After the cutscene, and Vera screams, go upstairs. There is a gunshot during the cutscene. Go to the dining room.

Once outside, go to the Bee Aviary. Just outside the aviary is a stray bottle on the ground. Take it and use it on Patrick.

Now go to the shed and gas can on the generator. Press the button on the grey box on the right side of the generator to turn it on.

Chapter Seven: Four Little Sailor Boys Going Out To See; A Red Herring Swallowed One And Then There Were Three
Talk to Everyone. After the cutscene, check all rooms.

Click the eye icon on Wargrave’s empty bed. Go to the screening room and down to the screen.  Pull the string to raise the screen. Go to the projector and run it  with no film.

Go back to Vera’s room, then to Ship Rock.

Return to the house and up to Vera’s room. Lombard, Vera and Blore are in the hall. Talk to everyone.

Chapter Eight: Three Little Sailor Boys Walking In A Zoo; A Big Bear Hugged One And Then There Were Two
After the cutscene, return to the screening room to find Wargrave’s body (not shot, but bludgeoned with his own law book).

Go to the study and out the patio door to find Blore. Talk to Vera (from down here) Take the bear clock.

Go to the beach and go right to find Armstrong.

Chapter Nine: Two Little Sailor Boys Sitting In The Sun; One Got Frizzled Up And Then There Were One
After the cutscene, go to ship rock and talk to Lombard.

Chapter Ten: One Little Sailor Boy Left All Alone; He Went And Hanged Himself And Then There Were None
Go back to the house, and after the scene, use the bear clock on Emily (she’s really Gabrielle Steele!!!) Watch the ending.

Bonus scene!!!!!!

Go to the dining room and take the lone sailor boy from the table and go to screening room. Go down to the screen and lower it, then return to the projector. Place the sailor boy on the cabinet and take the film. Place the film on the projector and flip the switch to watch it.