Version 1.2 12/11/12 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? 999: 9 Hours, 9 Persons, 9 Doors A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2012 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Endings and Pathways 004. Walkthrough 004a. Start of Game 004b. Door 4 004c. Door 5 004d. Door 3 004e. Door 7 004f. Door 8 004g. Door 1 004h. Door 2 004i. Door 6 004j. Door 9 005. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the DS game called "Zero Escape: 9 Hours, 9 Persons, 9 Doors". The original title for the game was "999: 9 Hours, 9 Persons, 9 Doors"; the name was changed when the sequel to this game was produced. This is an M-rated DS game, in which nine people attempt to escape from a death-ship filled with puzzles. To contact me about this game, use my email address: ilovecartoonssomuch@yahoo.com . 002-Video Walkthrough --------------------------------------------------------- Would you like to see the puzzles in this game get solved, as opposed to reading about them get solved? You're in luck; I have a video walkthrough for the game right here: http://www.youtube.com/playlist?list=PL0002866DDE581B07 This comes complete with commentary from me and my friends, Paul and Nikola. 003-Endings and Pathways --------------------------------------------------------- This game is open-ended, in that it has a number of different pathways. To explain it simply, there are three main junctures in this game. At the first juncture, you have to choose to go through Door 4 or Door 5. At the next juncture, you pick among Doors 3, 7 and 8. At the final juncture, you pick among Doors 1, 2 and 6. If you pick Door 3 second, you automatically get sent to Door 2 at the third juncture. This results in 14 different pathways in total. There are six different endings in total. Three of them can be considered "bad" endings. Here are the routes which lead to those endings: Submarine Ending ---------------- This ending is triggered by going through Door 2 last. Doors 4, 3, 2 Doors 4, 7, 2 Doors 4, 8, 2 Doors 5, 3, 2 Doors 5, 7, 2 Doors 5, 8, 2 Axe Ending ---------- This ending is triggered by going through Door 1 last. Doors 4, 7, 1 Doors 4, 8, 1 Doors 5, 7, 1 Doors 5, 8, 1 Going through Doors 4, 7 and 1 can also result in the true ending or the coffin ending (see below). Knife Ending ------------ This ending is triggered by going through Door 6 last. Doors 4, 7, 6 Doors 4, 8, 6 Doors 5, 7, 6 Safe Ending ----------- This ending (in which Junpei opens a locked safe, among other things) occurs if you go through Doors 5, 8 and 6. Coffin and True Endings ----------------------- The Coffin Ending and the True Ending can both occur, if you go through Doors 4, 7 and 1. The two endings are identical, except the coffin ending stops abruptly once the characters reach the coffin. The true ending continues for a few hours past the coffin scene. Don't bother trying to get the Coffin Ending. Try to get the True Ending; this automatically unlocks the Coffin Ending. In order to get the True Ending, you must go through Doors 4, 7 and 1. You must also do five additional things: 1. Get the bookmark from Santa in Door 4. 2. Talk about Ice-9 in the kitchen (Door 4). 3. Talk about Ice-9 in Door 7. 4. Give the bookmark to Clover in Door 1. 5. See the safe ending. If you do the first four things, but not the fifth, you get the coffin ending. If you fail in any of the first four things, you get the axe ending. 004-Walkthrough --------------------------------------------------------- 004a-Start of Game --------------------------------------------------------- The game begins with our hero, Junpei, waking up in a room on a sinking ship. He needs to escape from the room he's in, because the room is slowly filling with water! To get out of the room, you need to get the six cards from the two locked suitcases. A blue key is inside the kettle, by a corner of the room. A red key is taped to the mirror, which is left of the exit door. Simply tap on the mirror to move aside the curtain, then tap on the key. Technically, you can unlock each briefcase with just the keys. But let's be thorough and get the briefcase codes anyway. There is a piece of paper, under the pillow of the bottom bunk, of the bunkcase near the door. There is another piece of paper on the bulletin board, which is above the sink. Also above the sink is a framed picture. There is a screwdriver on the chair, hidden inside the stove. Open the stove and tap the chair to get the screwdriver. Combine the screwdriver with the picture from for an old photo. If you examine the photo, you'll notice there are symbols on the back. Each symbol stands for a certain number. The symbols match perfectly with the symbols on the two pieces of paper you have. Putting the clues together, and following the arrows on the pieces of paper, you can deduce that red is 7485, and blue is 0263. Go to the blue briefcase, on the lowest bunk of the bunkcase farther from the door. Use the blue key on the keyhole, and turn the dials so the number is 0263. Tap on the key to unlock the briefcase. Tap on the briefcase to open it. Inside, you find a file and three cards. Go to the red briefcase, behind the curtain in the corner of the room where the stove and kettle are. Use the red key on the keyhole, and turn the dials so the number is 7485. Tap on the key to unlock the briefcase. Tap on the briefcase to open it. Inside, you find three cards. Now that you have all the cards from the briefcases, go to the exit door. See the card scanner next to the door? Use the red cards and the blue cards on the card scanner. You get a chance to work with digital roots, which the file in the blue briefcase discussed. The digital root of a number is the sum of its digits. Should you have a sum which is greater than 9, add its digits again. Junpei needs to get a digital root of 5, which is the number on the door and his wristwatch. The answer is 6, 7 and 1, because 6 + 7 + 1 = 15, which has a digital root of 5. Tap those three cards, then pull the lever. Now tap on the door to leave. Junpei escapes from the room and meets with the other eight participants in the Nonary game. Eventually, the characters decide to split up into two groups. One group goes through Door 4, the other group goes through Door 5. Junpei is fortunate enough to pick which door he wants to go through. 004b-Door 4 --------------------------------------------------------- Santa, Lotus and June go through Door 4 with Junpei. They end up in the Second Class Cabin. The major plot points in this area are All-Ice, the clover bookmark, telepathy and Ice-9. This area is split up into two rooms. June and Junpei are in one, while Santa and Lotus are in the other. This room has a living room, a bedroom, and a small hall leading to a bathroom. Check the table in the middle of the living room for matches. When you do this, June and Junpei wonder why they're both here together, after not having seen each other for so long. They also get a bit flirty with each other. Enter the bedroom. Open the dresser drawer for a key and take the map from the wall above the bed. June and Junpei will then have a conversation about the Titanic and the Egyptian princess whose body was frozen and never melted. That's it for this area. Leave the bedroom through the door, then go through the door to the left of the small hallway, and Junpei goes to Lotus' room, which is a mirror image of the rooms you were just in. On the table in this living room, there is a candle. Take the candle and combine it with the matches to light it. Go into the bedroom area, and Junpei uses the candle to light things up so he can see. Use the dresser key on the dresser here to get a plate. Examine the bed and take the curtain which is on top of it. Back away from the bed, and the candle burns out. Pick up the candlestick holder. Go back to the living room area, and use the candlestick holder as a key on the display case. Take the black-and- white plate. Santa will start a conversation with Junpei, and he tries to give Junpei a clover bookmark. Take the bookmark away from Santa. If you do not, you will be unable to get the true ending of the game. Go down the small hallway and into the bathroom. When you're facing the exit door, you can see the shower curtain rod on the ceiling. Use the shower curtain on it. Turn around so you're facing the shower wall, then pull the curtain shut. Look in the hole. It shows the tile which is fifth from the top and third from the right. Leave the bathroom and go back to the room with June. Go into the bathroom here and tap the tile which is fifth from the top and third from the right. Junpei pulls it out. Leave the bathroom. Look at the picture hanging at the end of the hallway here. Now, go to the room with Lotus and Santa. Use the three tiles on the picture in their hallway. Swap and rotate the tiles so they match the picture in June's room. When you finish the puzzle, the picture lowers and you get a Mars key. A conversation with Lotus ensues. She talks about Sheldrake's theories on telepathy, which involve sending messages through something called a "morphogenetic field". When she's finished talking, leave this room. Use the key on the double doors to unlock them. Our heroes will go through the doors and end up in the kitchen. Kitchen ------- You start up near a bunch of plates. The voucher left of the plates describes them. It seems that the person who runs this kitchen uses hexadecimal, a base-16 system in which the letters A through F represent the numbers 10 through 15. Go right, to where you're face two doors. Enter the right door. Examine the cheese shelf, and tap on the middle cheese. Behind it is a bottle of oil, which you should pick up. Move aside the white curtain on the shelves to the left, and there is a wooden box on the middle shelf. Open it to get a dull knife. June will talk for a bit about the Titanic at this point. Leave the room. Now try to go through the door on the left. This is the freezer, which is bolted shut. Use the bottle of oil on the bolt to loosen it. Santa, Junpei and June all enter the freezer and get locked inside. Oh no! Examine the shelves here for a chunk of pork. Open the cabinet here. Take frozen chicken from the bottom shelf and take dry ice from the top shelf. Santa and June start a conversation about dry ice and Ice- 9. Choose "it did strike Junpei as rather odd" to continue the conversation. You must do this, if you want to get the true ending. You also must choose "was honestly impressed". Examine the trap door on the floor. Open it to get a rope and a water bottle. Combine the dry ice with the chicken, and Junpei smashes the ice into tiny pieces. Combine the dry ice with the water bottle, and Junpei puts the pieces in the bottle. Combine the water bottle with the rope to make a water bottle bomb. Turn towards the door and examine the doorknob. Junpei lets warm water go into the water bottle filled with dry ice, and he ties it to the door. The three people hide in the trap door area, while Junpei throws a piece of dry ice at the makeshift bomb. It explodes, destroying the ice barrier on the lock. This allows Santa, June and Junpei to exit the freezer. There's not much left to do in the kitchen. Turn until you see the sink. Zoom in on it, and take the whetstone left of the sink. Combine that with the dull knife to get a sharp knife. Turn to the grill, which is left of the plates and right of the sink. It's on the right-hand side of the screen. Use the pork (from the shelves in the freezer) on the grill to warm it up. Use the sharp knife on the pork to get the piece of paper. The paper reads "C + 10 + F". We know that whoever runs the kitchen uses hexadecimal, and in hexadecimal, that equation equals 43. Back away from the grill and zoom in the coded lock under a stovetop. Enter 43 to open the lock. Now open the doors to get the Saturn key card. Use the Saturn card on the key card reader by the exit door to unlock it. Now you can use the door to exit the room. 004c-Door 5 --------------------------------------------------------- Seven and Snake go through Door 5 with Junpei. They end up in the First Class Cabin. The major plot point in this area is the locked safe. The exit door is locked, with a musical code. Play the correct notes on the piano, and the door will unlock. Of course, we need the proper musical score first. Look under the pillow of the canopy bed to find the A Score Plate. After this, Snake talks about his blindness for a while. There are two doors that are side-by-side in this room. Open the right door. There is a locked safe in here, which will become important in the safe ending. For now, our heroes can't open it. Instead, open the cabinet below the safe for the C Score Plate. Now go through the left door, to reach the hallway. Again, you have two doors onscreen. The left one leads to the bathroom, while the right one leads to a sitting room. Go into the sitting room. There is a fireplace in this room, with a musical score above it. You can't reach the score, due to the fire. Turn towards the two side-by-side doors. Grab the vase which is left of them. Then, open the left door and open the cabinet inside for the G Score Plate. Go through the right door to reach the hallway. From this angle, you have three doors. The left one takes you to the room with the piano, the middle one takes you to a bathroom, and the right one takes you to a toilet. Go to the bathroom (the middle door). Use the vase on the bathtub to fill it with water. Then, pull the plug (on the left) to drain the tub. This gets you the D Score Plate. Back out of the bathroom to reach the sitting room. Use the vase of water on the fireplace to put out the fire. Pick up the score plate here, which is the only score plate to not have any notes on it. It is also the only score plate which isn't transparent. Picking up this plate will start a conversation with Seven, about his amnesia. Those are all the score plates you need! Go through the right door (of the set of two doors), then the left door to reach the piano room. Take the map off of the piano, then use the scores on the music stand. Now you have to play a short song on the piano (the Westminster Quarters). The keys of the piano are all mixed up; for example, pressing A will get you a C, pressing E will get you an F, and so on. You want to figure out which notes go with which keys. The solution is this: 3, 4, 5, 6 3, 5, 4, 3 4, 3, 5, 6 6, 5, 4, 3 It's not TOO difficult of a puzzle, given that you only have to use four keys. Playing the song unlocks the exit door. Go through it. Snake, Seven and Junpei will travel through the ship, but they find that everywhere is locked, except for the casino. Casino ------ In this room, you need to get nine playing cards, and you can play baccarat. You can get four cards, right off the bat. The 4 card is under the glasses (on the wall of the bar). The 5 card is on a square table. The 6 card is on the mantle of the fireplace. The 7 card is on the bar counter. Go to the fireplace. You have two lights on the mantle. Turn them on to see club, diamond and heart. Turning on the lights makes a bag of coins appear in the fireplace below. Go to the slot machines. The ones on the right and left don't work, so use the middle one. Put a coin in the slot, then select "spin roulette". Press the buttons from the fireplace lights: club, diamond and heart. Junpei gets 777 on the slot machine. The bottom drawer of the machine unlocks. Open it and take the 2 card. The Venus key is also in this drawer; our heroes will use that to unlock the gate in front of the stairs. Go to the baccarat table in the corner, which is red. Pick up the 3 card. You should now have cards 2-7. Tap on the glass plate in the middle of the baccarat table. It's the 8 card, and you have to play baccarat to get it. Seven will explain the rules of baccarat, in case you haven't played it before. He says that you play, by using the digital root of the cards in your hand. A digital root of 9 is the highest score. Well, we're playing against 8, so we have to get a 9 to beat it. To have a digital root of 9, play the 2, 3 and 4 cards. Tap on an outline, then tap on a card to put it in the outline. You win, and your reward is the 8 card. Go towards the exit door (past the slot machines). On the wall, you have a 9 lock, with the ace card on it. If the ace card is considered to be one, we can add the eight card to it, in order to get nine. Put the eight card into the spot which says "LOCK" to open it. Another lock appears. Put your three cards into the three slots. The exit door to this room will open, allowing you to leave. 004d-Door 3 --------------------------------------------------------- Junpei tricks Seven, June and Santa into going through Door 3 with him. This room is the shower room, and a nasty surprise awaits our heroes inside. Turn towards the row of toilets. On the shelf in the upper/left, you find toilet paper with red marks, along with a bottle of luminol. Examine the left stall to get a bucket and a broom. This causes June to talk to Junpei about the rabbits they took care of in 6th grade. The middle stall has a screwdriver hidden inside the water tank, as well as a stain inside the toilet bowl. The rightmost stall has a red key card inside the water tank. Turn right. There's a thermometer on the wall. Use the screwdriver to get the thermometer. It says "open" at the bottom, indicating that if it gets past a certain temperature, something opens. Turn to the showers and use the thermometer on them. This opens the thermometer, getting you a piece of paper. It reads "957+". Under the showers is a small area with pipes. You want to arrange them in a certain order. Turn to the wall with LLR written on it, and spray luminol on the wall. Press the light switch on the wall, and the luminol lights up three letters. The wall reads LLRLRL. Turn the lights on, and open up the pipe box under the showers. Tap the valves so that, from left to right, they are LLRLRL (or left, left, right, left, right, left). Turn left and examine the drain on the floor. It's now full of water. Take the lid off of the drain and pick up the Mercury key card. Use the empty bucket on the showers here to fill it with hot water. Go back to the toilets and go to the middle stall. Use the hot water on the water tank, then tap on the tank and you flush the toilet. This gets rid of the stain in the toilet bowl giving you the clue "185+". You have one more clue to get. Combine the broom with the toilet paper to get "634+". Put the clues together, and you get "634+957+185=". They equal 1776. Go to the exit door. Slide the red card through the reader, then swipe the blue card. Enter 1776 and press "E". The door opens, and you get to leave. The Mercury Card you found in this room leads to a Number 2 door. Junpei, Lotus and Seven automatically go through it. 004e-Door 7 --------------------------------------------------------- Clover and Seven go through Door 7 with Junpei. They end up in the operating room. The major plot points in this area are Seven talking about All-Ice, and the clover bookmark with Clover. There are two operating tables here, with large mannequins. One is female and the other is male. Go to the female mannequin, who is under a white cloth. Most of her body parts aren't here. Near the female mannequin is a table with forceps. Take the forceps. Turn right. Pick up the chest from the table. Turn right twice, to where a medical mannequin stands. Use the forceps on the mannequin to get a lung. Pick up a scalpel from the table here and combine it with the lung to get a key. That's it for this area behind the wooden partition. Go to the other side of the partition, heading right. You see two doors. The right door leads to the 7 door, and the door on the left leads to a chemical room. Use the organ key on the door to enter the chemical room. Zoom in on the table and take the note. It says iron is 1, salt is 2, water is 3. It asks what carbon dioxide, ammonia and ethanol are. If you look at the various things in the room, it gives you the chemical formulas for those various compounds. You'll notice that iron is made up of one atom, salt is made up of two, and water is made up of three. Carbon dioxide is made of three atoms, ammonia is made of four, and ethanol is made of nine. Insert 349 as the combination to the locked safe. Inside is an arm and a heart. Take the blue and red liquid on this table, then leave the room. Seven will start talking about EDT. In order to get the true ending, you need to mention Ice-9 to him. This makes him talk about All-Ice, the Egyptian Princess that June mentioned in Room 4. If you're not on the path to the true ending, only part of the conversation with Seven occurs. Go to the left side of the partition. Open the door here with the organ key, and head into the room. Open the drawer of the large dresser to get notes. They say how much John and Lucy's various body parts weigh. Check the table near the exit door. Turn on the light to the left. The light shines on the three lockers, which are red, blue and purple. Pour red liquid into the beaker, to shine a red light. Back away, then pout blue liquid into the beaker, to shine a blue light. Pour both red and blue liquid into the beaker to shine a purple light. Your actions unlock the red, blue and purple lockers. The red and blue lockers both have a leg inside. The purple locker has a stomach inside. Pick up those body parts. Go back to the area with the mannequins, by pressing the down button many times. Take the cloth off the female mannequin and use the body parts on her to rebuild her body. Examine the mannequin's body again. You get a puzzle, in which you want to swap body parts, to get the two mannequins to weigh the correct weight. According to the medical files, the male mannequin weighs 51.3, and the female mannequin weighs 53.2. To get this weight, swap all the body parts except for the hearts. This unlocks the box at the base of the male mannequin. Go there and open it to get the Jupiter key. Pick it up. Head to the room with the lockers. Use the Jupiter key on the door to unlock it. Before our heroes leave, a conversation ensues as Junpei goes back for Clover and talks to her. She talks about the concept of identity, bringing up things such as Locke's socks and the Ship of Theseus. To get the true ending, you must give Clover the clover bookmark (obtained from Santa from Door 4). This cheers her up, and Clover starts to trust Junpei. 004f-Door 8 --------------------------------------------------------- Door 8 leads to the laboratory. Junpei, Clover and Lotus go into this room. The major plot point in this room is learning about prosopagnosia and Snake's arm. Clover is quickly trapped in another part of the lab. There's a mannequin and some equipment there. In the part Junpei can access, there are lockers, a computer, and machines. Look at the machines. There is a small tower of equipment on the right, with a power cable on top. Take the power cable. Now go to the computer, and use the power cable on the computer. Alas, you need a three prong to two prong adapter! Look at Clover's area, through the big window. Tap on the machine by the mannequin's head, and she'll get the adapter you need. Go to the bars and tap on them to get the adapter. Combine the adapter with the power cable, then use it on the computer monitor. A long scene then plays, in which Lotus talks about prosopagnosia and human brains. A puzzle will appear on the screen. You want to turn all the panels green, but you can only touch four panels without having the puzzle automatically reset. Pressing a panel changes the various panels adjacent to it. Press the panels in this order: 3x2 x1x xx4 The solution to this puzzle can be found in Clover's area, under some permanent marker on the table next to the mannequin. But it's not too difficult to figure out the solution yourself. Solving the puzzle unlocks the lockers. Go to them and examine the nine lockers on the right. Inside the middle locker is the activation key, along with the Earth key. Pick up the key, and Clover talks with Junpei about her brother, Snake. Snake was in a car accident, in which he lost his sight and his left arm. Go right, to the place with machines. Zoom in on the computer monitor near the keyboard. Use the activation key on the keyhole to the left, and the monitor turns on. Read the monitor to learn that power has been restored to Clover's area. Look at Clover's area, through the window. Tap on the machine in the upper/left, which is connected to the mannequin through a lot of cables. Tap on the machine again, and Clover turns it on to full power. A fire starts. The emergency escape system is activated, due to the fire. Turn to the exit doors. Open the door on the right to save Clover, and open the door on the left to exit. 004g-Door 1 --------------------------------------------------------- Clover and Ace go through Door 5 with Junpei. They end up in the chart room. The major plot points in this area focus on Snake, the Captain, and All-Ice. Another major plot point (which doesn't get discussed while in the room) is the fact that Clover finds the combination to the safe in Door 5 inside this area. The group splits up. Clover and Junpei take the chart room, while Ace goes into the wheelhouse. Let's start by doing everything here in the chart room. In one corner of the room, you have the map dresser. That's a wide dresser with big drawers, for storing maps. Open it up and take a stack of nautical charts. Turn to the corner of the room with a desk. Examine the bookshelf above the desk for a Captain's Log. It corresponds to the map on the wall. Use the stack of nautical charts on the map on the wall. Junpei takes the only map which matches the Captain's Log and puts it in the file section. Open the desk drawer here, and you get a watch. Ace will come in and look at the watch. Junpei gets rid of Ace, so Junpei and Clover can talk in private. Clover won't talk, unless you've gained her trust in Door 7 by giving her the clover bookmark from Door 4. In other words, you need to be on the path to the true ending, in order for her to talk. Clover talks about the death of her brother. She does the math to determine who the killers must be. Snake's bracelet is [2], and if his bracelet was used to get him inside the 3 door, the killers' bracelets must have a digital root of 1. The only pair Junpei can think of which fits that requirement is Seven and Santa. There are other possibilities of course. But just when Clover is about to explain the most likely motive for killing her brother, Ace returns. He and Junpei go out to the wheelhouse. Let's solve puzzles here now. There are two steering wheels here. One faces windows, while the other faces a wall. Turn towards the wall-facing steering wheel. Tap on the engine order telegraph and the compass (the two devices near the steering wheel), and Junpei will be able to move the steering wheel. You want to steer the ship in the directions indicated in the Captain's Log: South, West, Southwest, Northwest, East, and North. The handle comes off of the steering wheel. Go to the engine order telegraph and use the handle on that. You want to move the ship in the speeds indicated by the nautical chart: Full, Half, Slow, Full, Half, Dead Slow, and Stop. Turn to face the doors. Junpei just lit up the display board. Tap on it and Junpei reads that the only port connected to a time is the last one, at ten seconds past three. Examine the exit door, which has a watch-shaped indentation. Use the watch on the display board to set it to the proper time, then use the watch on the door to unlock it. Our heroes go into the next room, which is the... Captain's Quarters ------------------ The first room here has electronic equipment. The second room has a corpse, dressed up like a boat captain. Could he be the real Zero? Junpei doesn't seem to think so. Clover and Junpei get to examine the room with the corpse. Start by going to the bed. Next to it is a small dresser, with a music box on top. Turn to examine the TV monitors. Press the buttons on the control panel before the TVs. The word "Zero" appears, as well as the exit door. Open the desk drawer and pick up the numerical chart. It gets added to the files. The chart shows off hexadecimal values. Back away from this area. Clover and Junpei will talk about the dead man. If you're on the way to the true ending, Junpei will describe Snake's corpse to Clover, in gruesome detail. Clover, who knows about Snake's left arm, comes to a realization when Junpei mentions that it was blown in half. Clover talks about nine years ago, when there was a telepathy experiment on this ship. She wasn't here, though; she was in Nevada. Before she can explain too much, Ace interrupts and takes Junpei to the other room. Check out the desk in front of you. There is ink inside a drawer and screwdrivers on top. Turn left and open the other desk drawers in this room. They have paper. Combination time! Combine the music box with the screwdrivers to get a cylinder. Combine the cylinder with the ink, then combine the cylinder with paper. You end up with a Morse code chart. Go to the telegraph machine (on the right side of the equipment). Enter in the Morse code. To make a dot, tap the lever. To make a dash, hold down the lever. Copy the code on the top screen. This unlocks the drawer below. Open it to get a book about All-Ice, the Egyptian Princess. The drawer also has a keycard to the library (past the 9 door). Ace and Junpei will talk about All-Ice. Ace believes it is possible she was cryogenically frozen. If she ever goes somewhere with a temperature higher than 96 degrees, the Ice-9 keeping her frozen will melt, and she will once more come back to life. This is all hypothetical, of course. There's no solid proof that All-Ice is aboard the ship, right? And our heroes aren't close to a desert or any other place with a temperature over 96 degrees, right? Once the conversation is over, pick up the unique key that is inside the drawer. Go to the room with Clover and zoom in on the exit door. There is a keyhole on the panel here. Use the key on the keyhole to light up the panel. According to the TV monitors in this room, the password is "Zero". According to the hexadecimal file found below the monitors, this equals 35, 14, 27 and 24. Enter those numbers and press "E". The door unlocks and you can leave. As Junpei and Ace leave, Clover stays behind. If you are going to the true ending, she picks up the watch belonging to the Captain. If you are going to the hatchet ending, she picks up the hatchet. In both endings (and in the safe ending), she also picks up the note which is the clue to the combination for the safe in Room 5. 004h-Door 2 --------------------------------------------------------- Lotus and Seven go through Door 2 with Junpei. They end up in the confinement room. Once you get through this area, you will have the submarine ending. The major plot points in this area about Lotus' daughters and Seven rescuing kidnapped children nine years ago. There are three doors here. Let's tackle them from left to right. Go through the left door. The sink here has a tile stuck in it. The drawing on the sink's mirror is a water design, so presumably we have to use water to get the tile out. Head to the toilet and take the toilet paper off. Tap on the toilet paper holder to get half of a screwdriver. Pull the toilet handle to get it, then combine it with the screwdriver. You get a full screwdriver. There is a desk in the corner of the room. The drawer is held in place by screws. The screws are on the top of the desk. Use the screwdriver on the screws to get the drawer. Leave this room, then go through the middle door. This room also has a desk in the corner. Take the drawer out of this desk, then put the drawer from the left room inside. Then, open the drawer to get a tile. Use the screwdriver on the desk drawer in your inventory to get a faucet knob. Use the knob on the sink here. Junpei fills it with water. Go back to the left room and check its sink. It's now filled with water, thanks to Junpei's actions. Pick up the tile. Picking up the tile causes some of Seven's memories to return. He remembers being held hostage in this room. He managed to save several children who were being used as part of an experiment on this ship. Leave this room. Go through the rightmost room, which is mostly dark. Use the drawer (which has a mirror on the back) on the beam of light here. Reflect it on the right mirror to get a moon and sun. Reflect it on the left mirror to get 4 and 7. Leave this room. According to what you just saw, 4 is left of 7. This means you want to flush the toilet in the left room four times, and you want to flush the toilet in the middle room seven times. An odd puzzle, to be sure. Do this to unlock the desk drawer in the right room, which has two tiles inside. Now that you have all the tiles, go into the main hall. On the right wall is a door with tiles on top. Use your tiles on the door tiles. You have four tiles, and the door has four "E" tiles. Swap the "E" tiles for your tiles to open the door. Lotus says that this solution worked, because "E" is 14 in hexadecimal. Junpei isn't interested in why the solution works. He's more concerned with going through the door and into the... Torture Room ------------- Well, this certainly is an unpleasant room to be trapped in. Examine the torture chair. It has a sun symbol engraved on the manacles. The glass below the chair has water underneath it. The green monitor next to the torture chair has a puzzle on it. In this puzzle, you want to press the four buttons in the proper order, so the picture on the bottom screen matches the picture on the top screen. Press the upper/left, lower/left, then lower/right buttons and hit check. The monitor says it needs to prepare, which sounds ominous. Tap the machine again to learn that the disposal tank needs water. Go to the machine in the room, which is by the wall and farther from the chair. Pull the yellow lever on this machine. Water drains from the area below the chair, and it lights up. Examine the floor to see a dead shark, with the letters EDBF written on it. Ah, so there was a shark tank underneath this chair. If you check the monitor by the chair, it no longer gives a water error, because you drained the water. Instead, the monitor now says that it can't communicate with the chair because the power is off. Go to the machine. Press the buttons E, D, B and F. This turns on power to the chair. Go back to the monitor. Now that the chair has power, it says that the manacles on the chair need to be unlocked. Turn to the corner of the room, where this is a table covered with tools and a cloth. Take the wrench from this. Now, examine the pipes underneath the catwalk. The cover to the tank can be taken off with the wrench. Remove the tank cover, then tap on it twice. Junpei sticks his arm inside to get a Sun Key. Use this key to unlock the manacles on the chair (which have a sun emblem on them). Go to the monitor. It needs someone to sit in the chair. Seven can't fit, so Lotus sits in the chair. Before this, she talks about her twin daughters. It turns out that her daughter Nona was one of the children that Seven rescued from this ship, nine years ago. All the children who were kidnapped showed signs of telepathic powers, at least with their siblings. The conversation is cut short, and Lotus sits down. The puzzle here is to make the bottom screen match the top screen again. Examine the right side of the head, and turn both buttons to "1". Switch to the left side of the head and turn both buttons to "2". Hit check. This unlocks the exit door. Tap on the door to leave. You're going to get the submarine ending after this. 004i-Door 6 --------------------------------------------------------- Ace, June and Santa go through Door 6 with Junpei. They end up in the Engine Room. The major plot points in this area are a lecture about how life-threatening danger is helpful for telepathy, Santa's sister, a loaded gun and Ace's vision problem. You start off on the bottom level of the engine room, but you need to go up to the top. Turn right and tap the stairs to go up. Ignore the puzzle on the wall for now, and go upstairs a second time. You end up near the A door. Go through it, and you end up in an area with three doors (A, B and C). Alphabetical order dictates that B comes after A, so go through the B door next. Once you go through the B door, turn right. You can't turn left, due to the boxes on the catwalk. In the corner, there is a winch. Tap on it, then tap on the wheel. Junpei accidentally pulls the wheel off. So much for the B area. Go back through the B door, to return to the three door area. This time, go through C (on the right). The C area also has a winch, only this one lacks a wheel. Use the wheel on the winch, and then turn the wheel. Junpei lowers the crate to the ground. Santa will start talking about lab rats. An interesting experiment showed that lab rats can more easily use telepathic powers, when faced with a life-or-death situation. Danger apparently strengthens telepathic abilities. Now that the crate is on the ground, it's time to go to the ground. Go through the C door, then go through the A door. Head down the stairs and look at the conveyor belt. The lowered crate is here. Examine the crate (left of the conveyor) to get a control panel. Open up the small door (on the side of the conveyor tunnel) and put the control panel inside. The conveyor belt starts up and fills the crate with coal. Pick up the crate. Give the crate to Santa, so he can deliver it to the bad boys and girls on Christmas Eve, and...wait, no that's not what you have to do. Turn left, and zoom in on the three circles built in on the furnace. Fill them with coal. Now, go up the stairs, to the device on the wall. Pull the rightmost switch to ignite the coal in the furnace. This turns the three large gears by the stairs. Examine all three gears. Each one has a disc attached. Go down the hallway with the gears, and go up the stairs near the corner. At the top of the stairs is a device for the three discs. The discs are placed, just like how they were in the gears. That's silver on top, bronze on right and gold on left. Swap the discs so they are in the right positions, then tap each disc so the three discs form a large star polygon. That's it for this room. Everyone leaves, and Santa talks for a while about his sister, who died nine years ago. Our heroes then go through the door to the cargo room. Cargo Room ---------- This room has cards for all the contestants in the Nonary Game. When facing towards the (electrified) fence, you can find Santa's card in a bag, on crates to the right. You can find the 9th Man in a bag, on the crates to the left. There are two bag, near the stairs to this room. They contain the cards for Snake and Clover. Ace's card is in the box here. In the corner of the room, there are some blue boxes. Get the Seven card from the bag here, and look inside the highest crate, in the corner. It has the Junpei and June cards. Examine the blue boxes. The Lotus card is there. use the cards on the boxes. Junpei is about the put the cards in the boxes, when June collapses. Santa reveals that Ace is the President of Cradle Pharmaceutical, which makes the soporil drug that Ace used on himself in the hospital room. When Junpei returns to Ace, he finds that Ace was unable to solve the puzzle. He has vision problems. If you went through Door 8 before this door, Junpei realizes that Ace probably has prosopagnosia. Junpei solves the card puzzle to get numbered pins. Time for some number puzzles. Go all the way up to the top of the stairs and use the pins on the machine. The digital root of the top row and the digital root of the bottom row both light up. If a number is already lit when its digital root is entered, it gets turned off. Here's a set of four things which will light up numbers 1 through 8. 6 = 987 7 = 124 1 = 946 8 = 125 2 = 137 3 = 984 4 = 742 5 = 986 When you turn on all the lights, the shutter to the right opens to reveal a magic square. That's a square in which every row, column and diagonal equal the same number. The number you want is 15 (which is "F" in hexadecimal, hence the "F" on the top screen). 8 1 6 3 5 7 4 9 2 You've powered on the machine! Look at the top part of the screen for a pushing puzzle. Tap on the screen and the control stick to start it. Go up, right, up, right, right, down, right, down, down, and down. You're in the lower/right corner. Go left, left, up, right, down, right and up. You have one block in place. Go down, left, left, left, up, left, up, up and right three times, to get a second block in place. Go down, down, left, down and right to get a third block in place. Now go up three times, left twice, down, left, down and right until the final block is in place. Now our heroes can climb the boxes to the other side of the electrical fence. Go downstairs and up the crates to find a coffin with a gun inside. It also has a key to the exit door. Our heroes decide to leave the loaded gun behind. Go up the stairs and use the key on the door to exit. You are either going to get the knife ending or the safe ending after this. 004j-Door 9 --------------------------------------------------------- Seven, Snake and Clover go through Door 9 with Junpei. They end up in the library. The major plot points in this area all deal with what happened nine years ago. In the library, you want to find three pop-up books, as well as three light bulbs. The first light bulb is in the lower/right section (if you're facing the table). Move the books around to read "open here, find bulb" to get a bulb. Turn left. Examine the bottom/left area. In the middle shelf is a picture book. Examine the upper/left area. In the lower/right shelf, behind a book, is a light bulb. Turn left again. You're facing the big metal doors. Examine the shelves left of the doors. In the middle is another picture book. Turn right. Examine the middle shelf, in the lower/right section for a pop-up book. That's it for the upstairs area. You get two bulbs and two picture books. Go downstairs. Examine the bookshelves behind the set of stairs (there are two sets, but only one has books behind it). In the lower/right you find another picture book. In the center of the downstairs part is a circular area. A set of double-doors is behind it. Examine the set of double doors. Look at the books through the glass to see that each book is numbered. Insert the book numbers (632415) on the lock to open it. Pick up the light bulb in the lower left. Go to the items screen. Examine all three picture books for pop-ups. Go to the circle in the middle of the downstairs area. Put the three pictures books on the stands, and put the three lightbulbs in the lights. You get the clue SHELDRAKE-5. Tap on this clue to start a long conversation with Snake about what happened nine years ago, and about telepathy in general. Turn right, to look at the shelves. In the lower/left, some shelves are only half-full. The book colors all match in this area, too. Zoom in on them and tap the fifth Sheldrake book. This reveals a button. Press the button, then go upstairs. The metallic door has retracted. Go to where the door was and check the monitor in the middle. The Roman numerals above the monitor spell out "DEAD" (in hexadecimal). Enter that as the password. The door right of the monitor opens. Go through it to reach... Zero's Study ------------ You should start off as far to the right as possible. Take the map from the drafting table on the right side of the screen. Turn left. You have two machines here, one on the left and one on the right. Go to the right machine for an addition puzzle. You want to get all of the rows and columns to add up properly. All the letters stand for hexadecimal numbers. If you play around with the machine, you'll figure out that the all squares must be lit, except the upper/left and bottom/middle squares. To get this to happen, press the middle square, the upper/left square and the middle/right square, in any order. A cross emblem pops out on the right. Pick it up and back away. If you examine the machine to the left, you'll notice it needs four emblems before it will work. Turn left. You have three machines here. The right one is the four emblem machine; ignore it. Go to the left one. This is just like the steering puzzle in the wheelhouse (before the Captain's Quarters). Junpei got the proper map from the far right side of the room, so he can steer according to the map. Go south, west, southeast, northeast, east, north and east. Solving the puzzle gets you the helm emblem. Back up. Examine the middle machine, which is a Morse code machine. You want to type in "ice", as in "All-Ice". That's two dots on the first line, dot dash dot dash on the second line, and a dot on the third line. Solving the puzzle gets you the code emblem. Turn all the way left. Open the shutter on the right. Inside is a coffin. Does it belong to All-Ice? If you've solved the Morse code puzzle, you can open it and find out. At the bottom of the coffin is the Neptune key which leads to the incinerator, and the coffin emblem. You should have all four emblems now. Go to the four emblem machine. Snake will tell you the order to put the emblems in. Start with the helm emblem. You have a puzzle, in which you divide the people into two groups, according to their digital roots. Put 345 in 3, and 12678 in 6. Hit check to get the computer to accept it. Next is the cross emblem. For this puzzle, put 235 in 1 and 4678 in 7. Hit check. Next is the code emblem, which wants you to divide into two groups of seven. Put 457 in one and 268 in the other. Finally, you have the coffin emblem. This is a trick puzzle. Put all the numbers in 8. Solving the puzzle unlocks the desk drawer. Open it and take out the picture. It is of the four people who set up the Nonary Game, nine years ago. Seeing this picture causes Seven to regain his memory. He tells a story, which is longer than the version of the same story that he tells in Door 2. After the story is done, you get a keycard. Use it on the reader by the exit door (all the way to the left). Go through the door, and our heroes go to the incinerator. After a long, long time, you will reach the final puzzle. It's Sudoku, and since you're seeing it from another person's perspective, it's upside down. Simply turn your DS upside down and enter the numbers. 431 872 569 587 649 213 629 351 874 245 968 731 168 723 495 973 415 628 394 286 157 716 594 382 852 137 946 The Sudoku puzzle is the last puzzle of the game. Watch the ending after this to see what happens to our various heroes! If you liked this game, you might want to check out its superior sequel, Zero Escape: Virtue's Last Reward. 005-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2012. If you want to use any part of this FAQ, ask me first (instructions under general information).