999: Nine Hours, Nine Persons, Nine Doors FAQ/Walkthrough

^l1|Nine Hours, Nine Persons, Nine Doors

Platform:       DS
Author:         Nicolas Rodrigue (EvilNcr)
Contact:        ncrdrg@gmail.com
Version         1.12
Created:        November 27, 2010
Created:        November 27, 2010
Last Updated:   December 8, 2010

0.) Table of Contents

SECTION NUMBER AND NAME WHAT IS IT ABOUT?
1. Version History History for each version of this guid
2. Legal information Copyright protection and legal info.
3. Basic Controls Basic controls for this game
4. Characters Basic introduction of the characters
5. Walkthrough Guide for completing this game
5.1 Ending 3 First playthrough (Ending 3)
5.2 Ending 4 Second playthrough (Ending 5)
5.3 Ending 5 Third playthrough (Ending 6)
5.4 Ending 4 Fourth playthrough (Ending 4)
5.5 Ending 1 & 2 Last playthrough (Ending 1 &2
6. Endings Endings and how to get them
7. Credits Credits for contributors
8. Contact Info How to contact me

1.) Version History

-Version 0.1 (November 27, 2010)

Creation of this FAQ. This is when I started writing the guide for this game. I simply wrote most of the structure for this guide.

-Version 0.5 (November 28, 2010)

Finished the Characters section

Finished the Controls section

Finished the Endings sections

Finished 5.1 First Playthrough

Finished 5.2 Second Playthrough

-Version 1.0 (November 29, 2010)

Finished 5.3 Third Playthrough

Finished 5.4 Fourth Playthrough

Finished 5.5 Fifth Playthrough

Guide completed!

-Version 1.1 (November 29, 2010)

Tranformed the whole guide to make more structured. I noticed a 2 new FAQs while I was writing mine so I figured making it a formatted FAQ would help. Besides, I always wanted to mess around with that.

-Version 1.11 (December 5, 2010) Fixed an incorrect puzzle and improved it visually.

-Version 1.12 (December 8, 2010) Fixed some minor issues, some formatting issues made a sudoku puzzle number disappear into thin air. Also, I renamed the titles for the

2.) Legal Information

This document is copyrighted to me, Nicolas Rodrigue. It is intended for private or non-commercial use only. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law.

As of the latest revision, this FAQ can only appear on the following site(s):

  1. http://www.gamefaqs.com
  2. http://www.neoseeker.com
  3. http://www.gamershell.com
  4. http://www.supercheats.com

Permission was explicitely denied for the following site(s) :

  1. http://www.cheatcc.com (known to steal FAQs and modify them)

If you wish to post this document, you may do so under one simple condition - simply ask for my permission first. You must also not change any of this document nor its format.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

Lastly, the latest version will always be found on GameFAQs.

3.) Basic Controls

The controls in this game are those of a classic point & click game. Basically, there's a normal cursor which will change under the following conditions :

You can press X or touch the bottom right to access the map.

You can press L or touch the top left to go into the item menu. Once there, you can combine objects or search them to provide some hints on how to use them.

You can use R or touch the top right to go into the file menu. It gives general information on how to play the game and also some documents you need to read to figure out some puzzles.

You can touch an area with the stylus to approach it. You can switch the view of the area with the d-pad or by touching the arrows on the left and/or right. This allows to you interact with items and pick some of them.

On the bottom left is the selected item. You can touch the item to switch to the item you want to use. If you have no item selected, just go to the item screen, touch the item and go back.

For more specifics... here's the controls for each screen

Controls during an Escape

Search: Touch the bottom screen

Reading: Touch A, B, or L, or the bottom screen.

Item Screen: L

File Screen: R

Bird's Eye view: X

Calculator: Y

Switch views: D-Pad (left, right or down)

Select items: D-Pad (Up)

Save: (START)

Controls during Story section

Enter: A or L

Reading : touch A or the bottom screen

Fast-forward: keep pressing B or L or touching the bottom screen. If you finished a section, you can use the D-Pad (right) to go through it very fast in the subsequent playthrough.

File Screen: R

Map Screen: X

Calculator: Y

Save: Start

Display History: D-Pad (Up)

Item screen controls

Select item: D-Pad

Reading: Touch A, B, or L, or the bottom screen

Search: A or R

Back: B or L

Combine: X

Perform combination: A or X

File screen controls

Select information: D-Pad (Up, Down)

Change page: D-Pad (Left, Right)

Search: A or R

Back: B or L

Map screen controls

Scroll: D-Pad

Display bird's eye view: Touch green area

Back: B, X or L

Calculator Controls

Enter numbers: Touch numbers on the bottom screen

Calculate: Touch [+ - x =]

Calculate digital root: Touch [digital root] on the bottom screen

Clear: Touch [CLEAR] at the bottom screen

Back: B,Y, or L.

4.) Characters

This is for reference in case your forget who is who.

  • Ace - #1 - Older tall man with a beard and brown hair
  • Snake - #2 - Blind and frail man with light brown hair, dressed like a noble
  • Santa - #3 - Skinny guy with white spiky hair.
  • Clover - #4 - Short girl with pink hair
  • Junpei - #5 - You, the main character
  • June - #6 - Girl with long brown hair, dressed in purple. Is actually Akane, your childhood friend.
  • Seven - #7 - Bulky man with a scar on his cheek and some orange briefs.
  • Lotus - #8 - Sexy woman dressed very provocatively, looks like a dancer
  • Nine - #9 - Short man with glasses and bird nest's hair.
  • Zero - #0 - Mastermind behind the game. Identity unknown.

5.) Walkthrough

This is the main portion of this guide.

This game has 6 distinct endings. 3 bad endings, a dummy one that's not worth doing because it ends abruptly, a normal ending that's required to finish to achieve the true ending and the true ending.

My goal through this guide is to guide you into complete the 5 endings. The other, the dummy one, is completed through the true ending and goes through the exact same path so it's not worth doing in the first place.

Since there are multiple paths, I chose to write this guide in a linear path according to the ending. There are nine doors to explore and so I will explore each every one of those in the 5 possible endings instead of say, doing them in a 1-9 order. I'll create a specific tag for each door so you can revisit if you don't remember how to solve the areas for the door.

I will also describe the puzzles to the best of my abilities. Some are awfully hard to solve without some hint which is why there are always some sort of hidden hint in the room. Or almost. I think there's one or two I solved randomly.

I suggest starting with the bad endings at first to gather useful information then the normal ending and I will save the true ending at last.

Finally, this should go without saying but there will be spoilers. For the record, I usually love commenting as I write a guide, so really, READ AT YOUR OWN RISK!

5.1.) Ending 3

Okay, here we go!

I suggest going through Ending 3 first. It's a bad ending that is excellent for the first ending. It gives enough information to pique your interest but it doesn't have a lot of character development. So it's best to do it first.

Beginning Area

You wake up in an unknown room and it's sinking, water in coming and it's starting to flood. You have no idea where you are and how the hell you came there. You have a watch with the number 5 on your wrist and you can't remove it. Also, there's a door a red 5 painted on it and you can't open it. You need to figure how to escape this room to save your life.

First off, don't worry. There's no time limit.

In the first screen, examine above the sink. There are two items that you need to check. First, there's a billboard with a card. Touch it to pick up NOTE FROM BULLETIN BOARD. It'll show some sort of code you can't understand yet. We'll get it to it soon enough. Next, there's a picture frame you need to touch. You'll get PICTURE FRAME. There's some screws behind. Guess we'll need to unscrew those. Turn left, you'll be facing the exit door. Touch the bottom right bed. Now check the pillow to find MEMO FROM BED. Similar to the other one but it goes blue to red instead of red to blue. There's a mirror in the left, open it to find a mirror and a red key taped on it. Pick it up for SMALL KEY (RED). You then suddenly remember how you got kidnapped and figure out how you ended up here.

Turn left and check out the stove on the left with a pot on it. Touch the pot to find SMALL KEY (BLUE). Then open the door to the stove to find SCREWDRIVER. Remember the picture frame? Combine the screwdriver with it. You'll lose both items and gain PICTURE OF AN OLD CRUISE LINER. Turn it around and... bingo! It's the solution to the code. So you can now figure out the blue code and the red code using the three cards. Now touch the blue case on the bottom right. There's a key and a code. Make sure you have the blue key selected on the bottom left and touch the lock. Use the blue code we deciphered : 0263. Then touch the key. Open the case and touch the red file. It'll give an explanation on the digital root. Keep that in mind because it's vital and used very often in the game. You'll also get STACK OF BLUE KEY CARDS. (6,7,8). You'll also finally have access to the file menu.

Go back to the main screen and touch the white wardrobe on the left. Open it to see a red wallet. Touch it, select the rey key and use it on the lock. The code is 7485. Open it and pick up STACK OF RED KEY CARDS(1,2,3). Finally go to the door and use the red cards on the lock. Denied. Let's try the blue cards then. Then you have a flash! Oh! That's what the 5 is for. Pick 1+6+7=14, 1+4=5... to have a digital root of 5. Touch the lock and it finally unlocks! Now touch the door and exit this death trap! You then meet up with the other 8 characters! After all the talk is done... you'll see how deadly this game can be and have some explanation on how the Nonary Game functions.

You'll have a choice to check Room 5. Select the pair you want, it doesn't change anything. You'll realize how sick and twisted this "game" is. The next question's answer is "...that everyone who verified had to go." but you can get it wrong, doesn't matter at all. You'll get some more info on how to open doors and to avoid what just happened. Next question's answer is 4. Now, you finally have a choice. Door 4 or Door 5.

I'm going with #5 for the purpose of this guide.

Door 5

The team will be Junpei, Snake & Seven. Door #4 will be done by Ace, Santa, Clover, June & Lotus.

After passing through the gruesome scene... you'll arrive at :

1st class cabin

From where you start, you can see a locked door. Touch the bed then touch the pillow to uncover SCORE PLATE (A). No doubt one of many.

After a short scene, turn left and touch the piano. You'll pick up a map of the area. You can try using the score but it's of no use yet. We need more of them. Go back, turn left and you'll face two doors. Open the right one. The safe is locked and there's nothing we can do about it. Open the dresser to find SCORE PLATE(C). Turn back and go in the left door. You'll be facing two other doors. Let's enter the other at the end (the right one). Turn around to the left to face two doors. The right one is where you came from. Examine the blue vase to get VASE. If you turn to the left, you can examine the fireplace. There's some white scoresheet but you can't reach it because of the fire.

Go back into the hall and enter the second door on the right. Touch the bath. Water! Now you know what to do with the vase. Use the vase on the water to get VASE FILLED WITH WATER. Then touch the bath plug to drain the water. You'll find SCORE PLATE (D). Clever hiding place!

Exit the bathroom and go back to the previous room. Use the vase on the fireplace and then pick up SCORE PLATE. Quick scene concerning Seven. Turn around and check the left door this time. Open the door then the cabinet. You'll find SCORE PLATE (G). Exit then go through the right door and return to the first screen of the area. Go to the piano and use the score plate on the stand. Finally, your first puzzle! It's not very hard you just need to play the notes in the right order.

You're only using the white keys and only four of them are needed : #3, #4, #5 & #6. From the left of course.

So it goes like this :

#3, #4, #5, #6
#6, #5, #4, #3
#4, #3, #5, #6
#6, #5, #4, #3

The lock to the door just turned green! Let's go!

You come upon a lock with the Venus symbol. You obviously don't have the key yet. You'll find another way that leads you to...

Casino

From the first screen, touch the table in front to find CARD 5. Then touch the bar in the back to approach it. Touch the shelf on the right to find CARD 4. Touch the card on the counter on the left to get CARD 7. Hmmm. Wonder what these cards might be used for. I hope it's for Poker or something. Go back and turn to the right. You'll come upon a locked door and a fireplace with some strange glass item. There's two flashlights. Touch both of them to uncover a secret code! Clubs, Diamonds, Hearts. Oh and don't forget to pick up CARD 6 in the middle. It's easy to miss. Go back one screen and touch the blue object in the fireplace to get COIN BAG. Turn to the right to see 3 slot machines. You only need to use the second one. The 2 others will get broken if you use them. Use the coin bag on the slot to start another puzzle!

Remember the code we uncovered? Our goal is obviously to have them in the same order. If you get frustrated trying to time it right like me... that's because you're doing it wrong!

See the buttons on the bottom? You simply need to touch them in the order we saw before :

Clubs, Diamons, Hearts. 777! Jackpot baby!

Now touch the slot at the bottom to find the Venus Key and CARD 2. Go back and turn right. Click the dark orange in the right corner. Oh! A card game! Pick up CARD 3 first and then let's play. Turns out it's Baccarat and not Poker. Figures, it's a japanese game after all. The goal is simple. Just hit 9. Use Card 2, 3 & 4 and grab CARD 8. We now finally have what it takes to unlock the exit door. So exit the table and turn left. Approach the door. Touch the lock with a 9 on it. Touch the card shaped lock with "LOCK" above it.

Use the Card 8. Next use 3 cards. We only have 3 so it's simple. 5+6+7=18=1+8=9.

Unlocked!

Then it's the usual scenes.

First off, the casino. Lotus will propose something, you can listen to her or blow her off. 1st class cabin cabin is next. You can choose to talk to Clover or not. Your choice, it doesn't change anything. Next up, the hallway with all the rooms. You can choose to chat with Ace or not. Finally, time to go back to the hospital room. You can talk to Junpei and tell him who you think is responsible for this. Finally, choose to Finish searching.

We have a problem. We'll have to leave someone behind. Or 3 actually. Ace will decide to volunteer. And doesn't give you much choice anyway.

You'll come to the 2nd big choice that affects the ending. You can choose Door 3, Door 7 or Door 8. If you pick Door 3, you'll leave 3 people behind so it's pretty risky. Door 7-8 only let Ace behind.

For the sake of this guide, I chose Door 8.

Door 8

Your team will be Junpei, Clover & Lotus. The other team will be Santa, June & Seven. You'll arrive at...

Laboratory

Clover gets trapped and you need to release her then exit the room. From where you stand, turn left. Touch the glass. Then touch the papers on the right table. You'll need to find something to erase some permanent marker. Go back, turn left. You'll see the exit door for you and the other one for Clover. Turn left again. Touch the electronics on the right to find 3-PRONGED POWER CABLE.

Turn left. Open the left lockers with the green lights. You'll find ETHANOL. Ah! That's how we'll erase the permanent marker. Go back one screen and touch the monitor on the right. It's lacking a power cable so use it on the monitor. Crap! Wrong plug. Talk about crappy luck. Turn left and touch the bars blocking Clover with the ethanol to give it to her. Then turn left and touch the glass again. Then touch the right table to erase the permanent marker. She'll find some numbers. Now touch the monitor in the top right. She'll find what you need for the power cable. Go back one screen, turn right and touch the bars twice to get Clover's note in the file menu and 2-PRONG PLUG. Combine it with the power cable to get 2-PRONGED POWER CABLE.

There's also a note. No doubt used for a puzzle. Go back one screen, turn right and touch the monitor. Use the power cable on it. Woah! That's some unexpected skill that Lotus is displaying. And she talks about some rare disease where some people can't recognize human faces. Yeah. Random tidbit out of the blue. Obviously, it means it'll be of use at some point.

Anyways, you'll get a puzzle after the scene.

Remember the note?

Here's what the note says :

3 2
4
1

Simply touch the buttons in that order.

Go back one screen and unsurprisingly, the lockers on the right and unlocked. You'll find a Earth key and some ACTIVATION KEY. Clover talks to you about her brother quickly. Now turn right twice. Touch the console and use the key on the red square with a lock. Unfortunately, the levers don't do anything. Hmmm... let's go see Clover now. Turn right twice, look into the glass. Touch the top left controls twice to get Clover to increase the voltage. Oh crap! Gotta run! Turn left and don't forget Clover! Open the right door first then the left one.

You'll rejoin your teammates again! Seems like the game is designed to have everyone meet up together up to the end. And you'll find yourself into a familiar place. Seven gives your the Jupiter key and Lotus gives you the Saturn key card. You'll split up because Clover wants to explore Door 3 for obvious reasons. You'll explore to find where the Jupiter key and Saturn key card lead to. At the question from Santa, answer however you want. After this, you'll be asked another choice. The first one is pretty hilarious but it doesn't change anything so choose what you prefer. And you'll come upon... Door 6! Meanwhile, Santa & Lotus found Door 1. You'll go back the the hospital room for some shocking news.

Ugh. Who the hell could have done that? Ace will ask you if you think Zero's on this ship. The correct answer is that he indeed is but you can get it wrong. Clover casts suspicion on the entire group.

Spoiler. Highlight text to view

If you're like me, you calculated who could have done such an evil deed. To open Door 3, you need two killers. So the most likely explanation is that Zero has an accomplice. Now, it's down for some basics maths.

Snake is #2, so you need to get to 12 to push him inside Door 3. And that means the killers needed to combine 10 together. So there's a few possible solutions:

  • 1 + 9 = 10 ... but #9 is dead so that's impossible.
  • 2 + 8 = 10 ... but there's only one Snake so that's impossible.
  • 3 + 7 = 10 ... Santa & Seven.
  • 4 + 6 = 10 ... Clover & June. Possible but pretty damn unlikely.

So Santa & Seven are really likely to have been the culprit. Unless of course Zero has some trick to open doors. But wait a second... Didn't they say that a dead man's bracelet can be taken off after his death? In which case Ace would be also a suspect since he was with us when we went in Door 5 where #9's corpse was.

Of course, going all paranoiac ain't gonna help anybody so we still need to move on. You use the Mercury card to unlock a passager to Door 2. You're now facing a choice. Door 1, Door 2 or Door 6.

To get the ending this guide is going for, you'll need to choose Door 1.

Door 1

Clever Junpei! He tricked the vote! Your team is Junpei, Ace, Clover. The other team is Santa, June, Seven, Lotus. You'll arrive at...

Chart Room

From where you stand, examine the cabinet and open the drawers to find STACK OF NAUTICAL CHARTS. Turn left and touch the map on the wall twice. You'll have some information in your file menu. Check the shelf above the desk next to get the ship's log into the file menu. That information will be useful later. Then examine the desk and open the middle drawer to find POCKET WATCH. Quick scene. WTF just happened?!

Turn right and open the door. You'll be in...

Wheelhouse

Turn left. Examine the engine order telegraph on the left. It's missing an handle. Then touch the steering wheel and you'll start a puzzle.

Remember the ship log? The solution to this puzzle is :

  1. South
  2. West
  3. Southwest
  4. Northwest
  5. East
  6. North.

Once it's done, you'll receive the HANDLE.

Go back to the engine order telegraph and use the handle on it. You'll trigger another puzzle. This obviously makes use of the nautical charts.

The solution is :

FULL -> HALF -> SLOW -> FULL -> HALF -> DEAD -> STOP.

Go back one screen, turn right twice. Touch the left door and the lock with a weird shape. Reminds me of... the pocket watch! Let's use it on it. Huh? Nothing happens. We must be missing something. Go back two screens. Check gray vent. It's actually a digital scoreboard. Ace will easily find out the solution and set the watch correctly. Let's try again! Unlocked! Enter it to be in...

Captain's Quarters

Spoiler. Highlight text to view

WTF?! A dead man with a 0 watch?!

After you try to make sense out of this... examine the small table next to the bed to find MUSIC BOX. Turn right, approach the desk. Open the drawer and find a numeral system chart. It's used for a puzzle obviously. Finally, touch the keyboard then touch one of the monitors with the letters. Bastard! He's just teasing us!

There's nothing else to do here. Exit the desk and open the door on the right. You'll be in...

Communications office

Check the table. You'll find SMALL SCREWDRIVERS on top of it. Ah! That's how we're taking apart of the music box. Combine it with the music box to get CYLINDER. Then open the drawers to find INK. Go back one screen, turn left. Approach the desk, the middle drawer is locked and you need to solve a puzzle first. Open the left drawer to find PAPER. You can figure out what to do now, can't you? If not, just combine the ink with the cylinder to get DIRTY CYLINDER. Combine it with the paper to get MORSE CODE CHART.

Finally, touch the telegram and use the paper on it. Reproduce the code on it. For a dot, just press and release. Press and hold for a line. Once you're finished, it unlocks the drawer. You'll find some red file in it with ALLICE on top of it. Also, you get the URANUS key card. Don't forget to pick up the UNIQUE KEY.

Now exit this place to return to...

Captain's Quarters

Only the door that we need to unlock. It has an empty camera pointing at it and some lock. Use the unique key on the lock and it'll power up.

Ummm... was there some clue to this code? There's the numeral system chart. So we'd need to convert a word into a code. A=10, B=11, etc...

If you were stumped like me at first... it's not ALLICE that you need to convert. Remember the monitors? It said "ZERO". So the solution is...

35 14 27 24.

From now on, it's just scene after scene until the bad ending... I'll let you enjoy it and then we can move on to the 2nd playthrough.

5.2.) Ending 5

Next up, another bad ending. You can now skip text with the D-Pad right so everything goes much faster than before.

Beginning Area

You wake up in an unknown room and it's sinking, water in coming and it's starting to flood. You have no idea where you are and how the hell you came there. You have a watch with the number 5 on your wrist and you can't remove it. Also, there's a door a red 5 painted on it and you can't open it. You need to figure how to escape this room to save your life.

First off, don't worry. There's no time limit.

In the first screen, examine above the sink. There are two items that you need to check. First, there's a billboard with a card. Touch it to pick up NOTE FROM BULLETIN BOARD. It'll show some sort of code you can't understand yet. We'll get it to it soon enough. Next, there's a picture frame you need to touch. You'll get PICTURE FRAME. There's some screws behind. Guess we'll need to unscrew those. Turn left, you'll be facing the exit door. Touch the bottom right bed. Now check the pillow to find MEMO FROM BED. Similar to the other one but it goes blue to red instead of red to blue. There's a mirror in the left, open it to find a mirror and a red key taped on it. Pick it up for SMALL KEY (RED). You then suddenly remember how you got kidnapped and figure out how you ended up here.

Turn left and check out the stove on the left with a pot on it. Touch the pot to find SMALL KEY (BLUE). Then open the door to the stove to find SCREWDRIVER. Remember the picture frame? Combine the screwdriver with it. You'll lose both items and gain PICTURE OF AN OLD CRUISE LINER. Turn it around and... bingo! It's the solution to the code. So you can now figure out the blue code and the red code using the three cards. Now touch the blue case on the bottom right. There's a key and a code. Make sure you have the blue key selected on the bottom left and touch the lock. Use the blue code we deciphered : 0263. Then touch the key. Open the case and touch the red file. It'll give an explanation on the digital root. Keep that in mind because it's vital and used very often in the game. You'll also get STACK OF BLUE KEY CARDS. (6,7,8). You'll also finally have access to the file menu.

Go back to the main screen and touch the white wardrobe on the left. Open it to see a red wallet. Touch it, select the rey key and use it on the lock. The code is 7485. Open it and pick up STACK OF RED KEY CARDS(1,2,3). Finally go to the door and use the red cards on the lock. Denied. Let's try the blue cards then. Then you have a flash! Oh! That's what the 5 is for. Pick 1+6+7=14, 1+4=5... to have a digital root of 5. Touch the lock and it finally unlocks! Now touch the door and exit this death trap! You then meet up with the other 8 characters! After all the talk is done... you'll see how deadly this game can be and have some explanation on how the Nonary Game functions.

You'll have a choice to check Room 5. Select the pair you want, it doesn't change anything. You'll realize how sick and twisted this "game" is. The next question's answer is "...that everyone who verified had to go." but you can get it wrong, doesn't matter at all. You'll get some more info on how to open doors and to avoid what just happened. Next question's answer is 4. Now, you finally have a choice. Door 4 or Door 5.

I'm going with #5 again because I'm lazy and I figured copy-pasting is faster.

Door 5

The team will be Junpei, Snake & Seven. Door #4 will be done by Ace, Santa, Clover, June & Lotus.

After passing through the gruesome scene... you'll arrive at :

1st class cabin

From where you start, you can see a locked door. Touch the bed then touch the pillow to uncover SCORE PLATE (A). No doubt one of many.

After a short scene, turn left and touch the piano. You'll pick up a map of the area. You can try using the score but it's of no use yet. We need more of them. Go back, turn left and you'll face two doors. Open the right one. The safe is locked and there's nothing we can do about it. Open the dresser to find SCORE PLATE(C). Turn back and go in the left door. You'll be facing two other doors. Let's enter the other at the end (the right one). Turn around to the left to face two doors. The right one is where you came from. Examine the blue vase to get VASE. If you turn to the left, you can examine the fireplace. There's some white scoresheet but you can't reach it because of the fire.

Go back into the hall and enter the second door on the right. Touch the bath. Water! Now you know what to do with the vase. Use the vase on the water to get VASE FILLED WITH WATER. Then touch the bath plug to drain the water. You'll find SCORE PLATE (D). Clever hiding place!

Exit the bathroom and go back to the previous room. Use the vase on the fireplace and then pick up SCORE PLATE. Quick scene concerning Seven. Turn around and check the left door this time. Open the door then the cabinet. You'll find SCORE PLATE (G). Exit then go through the right door and return to the first screen of the area. Go to the piano and use the score plate on the stand. Finally, your first puzzle! It's not very hard you just need to play the notes in the right order.

You're only using the white keys and only four of them are needed : #3, #4, #5 & #6. From the left of course.

So it goes like this :

#3, #4, #5, #6
#6, #5, #4, #3
#4, #3, #5, #6
#6, #5, #4, #3

The lock to the door just turned green! Let's go!

You come upon a lock with the Venus symbol. You obviously don't have the key yet. You'll find another way that leads you to...

Casino

From the first screen, touch the table in front to find CARD 5. Then touch the bar in the back to approach it. Touch the shelf on the right to find CARD 4. Touch the card on the counter on the left to get CARD 7. Hmmm. Wonder what these cards might be used for. I hope it's for Poker or something. Go back and turn to the right. You'll come upon a locked door and a fireplace with some strange glass item. There's two flashlights. Touch both of them to uncover a secret code! Clubs, Diamonds, Hearts. Oh and don't forget to pick up CARD 6 in the middle. It's easy to miss. Go back one screen and touch the blue object in the fireplace to get COIN BAG. Turn to the right to see 3 slot machines. You only need to use the second one. The 2 others will get broken if you use them. Use the coin bag on the slot to start another puzzle!

Remember the code we uncovered? Our goal is obviously to have them in the same order. If you get frustrated trying to time it right like me... that's because you're doing it wrong!

See the buttons on the bottom? You simply need to touch them in the order we saw before :

Clubs, Diamons, Hearts. 777! Jackpot baby!

Now touch the slot at the bottom to find the Venus Key and CARD 2. Go back and turn right. Click the dark orange in the right corner. Oh! A card game! Pick up CARD 3 first and then let's play. Turns out it's Baccarat and not Poker. Figures, it's a japanese game after all. The goal is simple. Just hit 9. Use Card 2, 3 & 4 and grab CARD 8. We now finally have what it takes to unlock the exit door. So exit the table and turn left. Approach the door. Touch the lock with a 9 on it. Touch the card shaped lock with "LOCK" above it.

Use the Card 8. Next use 3 cards. We only have 3 so it's simple. 5+6+7=18=1+8=9.

Unlocked!

Then it's the usual scenes.

First off, the casino. Lotus will propose something, you can listen to her or blow her off. 1st class cabin cabin is next. You can choose to talk to Clover or not. Your choice, it doesn't change anything. Next up, the hallway with all the rooms. You can choose to chat with Ace or not. Finally, time to go back to the hospital room. You can talk to Junpei and tell him who you think is responsible for this. Finally, choose to Finish searching.

We have a problem. We'll have to leave someone behind. Or 3 actually. Ace will decide to volunteer. And doesn't give you much choice anyway.

At the second Door choice, we'll go with Door 7.

Door 7

Your team is Junpei, Clover, Seven. Other team is Santa, June, Lotus.

You'll arrive in ...

Operating Room

Eww. Creepy sight. Nothing to do there so turn left. Examine the table and pick up the SCALPEL. Examine the mannequin next to it. There's something hidden inside. Turn left twice, touch the object on the table to the left to find FAKE CHEST. You get the idea, we'll have to collect fake human parts to make another fake human. Turn left, touch the other table with objects and pick up the KOCHER FORCEPS.

We have what we need now. Exit the screen, turn left twice and touch the mannequin with the forceps to get FAKE ORGAN. Combine is with the scalpel for ORGAN KEY. Exit the screen, turn left, touch the open space and click the right arrow that appears. Two doors, right one is the entry, left one is where we're going. Use the key to unlock that door.

Chemical Closet

Touch the green chest. You'll see a paper. Touch it to find it a hint : Iron=1, Salt=2, Water=3, Carbon Dioxide=?, Ammonia=?, Ethanol=?. Those 3 missing numbers are the code to open the chest. But first, pick up the two bottles on the left to get RED LIQUID and BLUE LIQUID.

So how can we find the code for the chest? There's 6 areas you can touch with some chemical substance. Examine each one 3 times.

Touch the chest. The code is only 3 numbers long. Easy to solve.

Iron is 1 iron atom.
Salt is 1 sodium atom, 1 chloride atom.
Water is 2 hydrogen atoms, 1 oxygen atom.
Carbon dioxide is 1 carbon atom, 2 oxygen atoms.
Ammonia is 1 nitrogen atom, 3 hydrogen atoms.
Ethanol is 2 carbon atoms, 6 hydrogen atoms, 1 oxygen atom.

1+2=3, 1+3=4, 2+6+1=9 : 349.

You'll find inside a FAKE RIGHT ARM and a FAKE HEART. Exit and you'll see some scene about some occult stuff.

Operating Room

Go down then touch the open space then the arrow to the left. Use the organ key again to unlock the door. Enter to be in...

Preparation Room

Go forward. Check the cabinet on the left. Open the drawer to find some medical record. It says John is 51.3 kg and Lucy 53.2 kg. Go back a screen and touch the small table on the right. Use the blue liquid on the beaker then touch the flashlight. The blue light lights up. Neat!

Obviously, this refers to the colored lockers. Exit the screen, turn to the right, approach the lockers, open the blue one to get FAKE LEFT LEG. Repeat the same thing with the red liquid. Now open the red locker to find FAKE RIGHT LEG. Finally, use blue liquid then red liquid so it goes purple. Light it up and you'll be able to open the purple locker and find FAKE STOMACH.

Back to the fake bodies! Turn left, go down twice.

Operating Room

Go down, turn left twice and touch the white drape over the table. You'll uncover bodies parts of a fake female. Use a fake body part and you'll assemble the entire body. Touch it again to enter a puzzle. You need to get the right weight of course!

Basically, Lucy must be 53.2 kg and John 51.3 kg. Just switch all John's body parts except the heart.

Exit the screen, turn left. Examine the weight scale and it'll reveal a key! It's the JUPITER KEY. Time to exit this place! Turn left twice. Touch the left open space to turn left.

Open the door and you'll be back in ...

Preparation Room

Go forward, use the Jupiter key on the door. After some chat with Clover, you're finally out!

You'll get the usual scenes.

When faced with the choice of Door 1, 2 or 6, choose Door 6 this time around.

Door 6 [999_door6]

Your team is Junpei, Ace, Santa, June. The other team is Clover, Seven, Lotus.

You'll arrive in...

Steam Engine Room

Turn right, touch the stairs and go up. Go up again and ignore the device. Touch Door A and enter it. Turn left and enter Door B. Turn right and check the winch. Touch the wheel and you'll get WHEEL. Turn back and go through door B again. This time, turn right twice and enter Door C. Check the winch there too. Use the wheel on it. It'll send some box to the ground. So we need to go back there.

Turn right and enter Door C again. Turn left and go through Door A. Touch the stairs to go down. Touch them a second time to go on ground level. Turn left. Touch the box to get CONTROL PANEL FOR SOMETHING. How explanatory. The panel on the right in the same screen is where you need to use it so let's open it. It'll activate and you can now collect BOX FILLED WITH THE COAL. Turn left and touch the 3 round shapes on the right. Use the coal on them to put it in the furnance. Exit the screen and turn right twice. Go up the stairs again. However, this time, you want to go to the device. Touch the right-most switch to activate the wheels.

Go down to ground floor. There's 3 openings to the left. 1 wheel in each. Go into the first one with the gold wheel. Touch the gold wheel then pick up the plate to get GOLD DISC. It's in the bottom left. Do the same to the other 2 openings and you'll find the BRONZE DISC in the bottom right and the SILVER DISC in the top position. You can now activate a console. Go down twice, turn right. Touch the stairs to go up. Approach the console. Touch it with a plate to put them into place and trigger a puzzle.

First off, they're in the wrong position.

  • Switch the Silver and Gold so the Silver is on top.
  • Now switch the Gold and Bronze.

You should have Silver Top, Gold bottom left, Bronze bottom right.

See the red lines? They fit together to form a star so just touch each disc to rotate it so the red lines are turn towards the center. They'll fit perfectly!

You'll unlock the massive door next to you. Enter it to get to...

Cargo Room

Touch the white bag on the right to find CARD WITH A HEAD-SHOT (Santa). Next go to the other in the back to find CARD WITH A HEAD-SHOT (#9). Go down, turn left. Touch both bags to get CARD WITH A HEAD-SHOT(Snake) and CARD WITH A HEAD-SHOT (CLOVER). Touch the brown box next to one of the white bags. Open it to find CARD WITH A HEAD-SHOT (Ace). Five down, four to go! Exit the screen, turn left and touch the white bag on the floor to find CARD WITH A HEAD-SHOT (Seven). Touch the 3 big boxes in the back to find CARD WITH A HEAD-SHOT (Junpei) and CARD WITH A HEAD-SHOT (June). Exit the screen. Touch the green boxes on the floor. They're numbered 1 to 9. You're missing one. Touch the boxes again to find CARD WITH A HEAD-SHOT (LOTUS). Well hidden might I say!

Use the cards on the boxes and you'll get 9 PINS. Exit the screen, go right and up the stairs. Go up again and once more to reach the top. Touch the device to get a better look. Check the lock on the bottom and use the pins on the grey square with 6 white squares inside.

Puzzle time!

You need to calculate the root of two numbers using the top 3 squares and the bottom 3. Use them in this order :

  1. 1-3-4 (8)
  2. 2-5-9 (7)

  1. 1-2-3 (6)
  2. 6-8-9 (5)

  1. 3-4-6 (4)
  2. 1-2-9 (3)

  1. 1-3-7 (2)
  2. 4-6-9 (1)

Another puzzle!

It's basically a magic square. You want to hit F or 15 in hexadecimal. So here's one solution :

816
357
492

Exit the screen, check the monitor on top of the device. Push the red button to start the game.

You've got 50 moves to move all brown squares into the yellow squares. The easiest way is to put one of them in the 2nd yellow square from the top then finish the others.

Here's one solution :

Legend

##-5=Unmovable blocks

B1-B4=Movable blocks

Y=Yellow squares

S=Starting point

## ##
B2 B1Y
S ## Y
B3 B4Y
## Y

---------------------------------

## ##
B2B1109
##B48
1 2 B36 7
##3 4 5 Y

---------------------------------

##131211##
1514B1 Y
16B2##B4Y
17181920B3
## Y

---------------------------------

## ##
2930B1 Y
28B2##B4B3
2726252423
## 2122

---------------------------------

## ##
3132B1
B2##33B3
B4
##

---------------------------------

## ##
383736B1
4039##35B3
41B2 34Y
## B4Y

---------------------------------

## ##
B1
## B3
424344B2
## B4Y

---------------------------------

## ##
B1
## B3
45 B2
## 4647B4

Whew. Thanks to veritubach for correcting my previous mistake. So I decided to abuse those nifty tables to improve this puzzle's solution.

Now go exit the screen, turn right 3 times. Touch the grate and go forward. You can now go up the boxes. Touch one box and go over the boxes. Open the coffin to find a golden revolver and a RUSTY KEY. Go down 3 times, go left and up the stairs. Finally, use the key on the locked door and exit this place!

Woah! Door 9! The rest is just scenes until the ending.

And that was the 2nd bad ending. There's only one left!

5.3.) Ending 6

So far, we've explored 5 doors (Door 1, Door 5, Door 6, Door 7 & Door 8). I considered being lazy and ignoring Door 4 again to avoid writing another playthrough with three unique doors but decided against the idea.

So let's get it over with!

Beginning Area

You wake up in an unknown room and it's sinking, water in coming and it's starting to flood. You have no idea where you are and how the hell you came there. You have a watch with the number 5 on your wrist and you can't remove it. Also, there's a door a red 5 painted on it and you can't open it. You need to figure how to escape this room to save your life.

First off, don't worry. There's no time limit.

In the first screen, examine above the sink. There are two items that you need to check. First, there's a billboard with a card. Touch it to pick up NOTE FROM BULLETIN BOARD. It'll show some sort of code you can't understand yet. We'll get it to it soon enough. Next, there's a picture frame you need to touch. You'll get PICTURE FRAME. There's some screws behind. Guess we'll need to unscrew those. Turn left, you'll be facing the exit door. Touch the bottom right bed. Now check the pillow to find MEMO FROM BED. Similar to the other one but it goes blue to red instead of red to blue. There's a mirror in the left, open it to find a mirror and a red key taped on it. Pick it up for SMALL KEY (RED). You then suddenly remember how you got kidnapped and figure out how you ended up here.

Turn left and check out the stove on the left with a pot on it. Touch the pot to find SMALL KEY (BLUE). Then open the door to the stove to find SCREWDRIVER. Remember the picture frame? Combine the screwdriver with it. You'll lose both items and gain PICTURE OF AN OLD CRUISE LINER. Turn it around and... bingo! It's the solution to the code. So you can now figure out the blue code and the red code using the three cards. Now touch the blue case on the bottom right. There's a key and a code. Make sure you have the blue key selected on the bottom left and touch the lock. Use the blue code we deciphered : 0263. Then touch the key. Open the case and touch the red file. It'll give an explanation on the digital root. Keep that in mind because it's vital and used very often in the game. You'll also get STACK OF BLUE KEY CARDS. (6,7,8). You'll also finally have access to the file menu.

Go back to the main screen and touch the white wardrobe on the left. Open it to see a red wallet. Touch it, select the rey key and use it on the lock. The code is 7485. Open it and pick up STACK OF RED KEY CARDS(1,2,3). Finally go to the door and use the red cards on the lock. Denied. Let's try the blue cards then. Then you have a flash! Oh! That's what the 5 is for. Pick 1+6+7=14, 1+4=5... to have a digital root of 5. Touch the lock and it finally unlocks! Now touch the door and exit this death trap! You then meet up with the other 8 characters! After all the talk is done... you'll see how deadly this game can be and have some explanation on how the Nonary Game functions.

You'll have a choice to check Room 5. Select the pair you want, it doesn't change anything. You'll realize how sick and twisted this "game" is. The next question's answer is "...that everyone who verified had to go." but you can get it wrong, doesn't matter at all. You'll get some more info on how to open doors and to avoid what just happened. Next question's answer is 4. Now, you finally have a choice. Door 4 or Door 5.

We're going with Door 4 this time around.

Door 4

Your team is Junpei, Santa, June, Lotus. Other team is Ace, Clover, Seven.

You'll find yourself in...

Room 92

You can examine the black & white painting in the back, it'll be useful later on. Anyway, turn right and touch the object on the small round table to snatch MATCHES.

June wonders if you're worried about her, answer however you want, no real effect there. After the scene, enter the door. There's a map posing as some painting that you need to grab. Nothing else to do in the first room. June wonders if the ship might be related to the Titanic, you have free choice since it has no repercussions. And June goes on about some Egyptian curse despite me telling her it's a load of crap. You can go with her if you want.

Anyway, turn right, check the dresser. (LOL June if you touch the mirror) Open the drawer to find DRESSER KEY. And open the door to go back to where you started. Turn left, if you touch the back of the hallway, you can go forward and find a bathroom. We have no use for it but keep it in mind. Finally, exit this room through the door on the left to rejoin Santa & Lotus.

Room 93

If you look at the painting in the back, you can see it's incomplete so you can figure out that you'll need to find 3 missing pieces and make it look like the one on the other side. For now, turn left and touch the candle on the table to get CANDLE. Combine it with the matches for LIT CANDLE. Use it on the open doorway so you can explore the area. Select the key, use it on the drawer right in front of you. Open it to find PLATE. 1 down, 2 to go. Exit that screen, turn right and touch the bed. Touch the blue object on it to uncover a CURTAIN. You can now exit that screen and the light will go out. Turn left and... wait, that candle sure changed, didn't it? Touch it to get CANDLESTICK KEY. Clever.

Time to exit through the door. Touch the display case and use the candlestick key on the lock to open it and find PLATE. Only one left! Santa will offer to give you a bookmark with a clover on it. We don't need it for this current playthrough but it's necessary for the true ending. When you're done chatting, you're left with only one item, the curtain. You need to go to the bathroom. Turn right, touch the back of the corridor to go forward and open the door in front. Turn left and you'll see it's missing a curtain. Use it on the curtain rod in the top of the screen. Turn right, touch the curtain to close it and touch what you see through the hole.

Ah! The other bathroom has some hidden tile! Turn left, exit the bathroom. Go down and exit through the right door back to...

Room 92

Touch the back of the hall to go the other bathroom. Once you're in... touch the mosaic on the wall. You need to touch the 5th tile from the top, 3rd from the right. You'll dig a PLATE.

We're finally set for the painting. Exit and go back to...

Room 93

Check the painting, use a plate on it to enter puzzle time!

The fastest way to solve it is :

  1. Switch the top left tile with the bottom right one.
  2. Then switch the bottom right with the top right.
  3. Rotate the top left two times.
  4. Rotate the top right once.

Done!

Open the hidden panel to find MARS KEY. When Lotus asks, just answer Dog. Exit the screen and go through the door a final time and use the key on the big door to exit the place. You'll find yourself in...

Kitchen

Touch the 4 plates then the paper to uncover an hexadecimal code that will be used later on. Turn right twice, touch the sink at the bottom. You can get a WHETSTONE on the right. Exit that screen, turn left and enter the right door.

Pantry

Touch the white drape and check the middle shelf to find a brown box. Open it for RUSTY KNIFE. Some conversation with June. Combine it with the whetstone for KNIFE. Exit that screen and check the cheeses on the right. Second from the top, middle cheese is hiding a BOTTLE OF OIL. Exit the room.

Kitchen

Touch the far left door. Use the oil on the bolt and open it to find yourself in ...

Freezer

Damn! You're stuck! Gotta find a way out of there before you freeze to death. Open the hiding place on the floor to get STURDY ROPE and WATER BOTTLE. Next, check the shelves for CHUNK OF PORK. Open the safe to find FROZEN CHICKEN and DRY ICE. Some long conversation about some ice. I suggest you listen to it.

Go into item menu, combine dry ice with frozen chicken for DRY ICE (CRUMBLED). Combine it with water bottle for WATER BOTTLE WITH DRY ICE IN IT. Combine again with rope to finally get WATER BOTTLE BOMB. Use it on the door handle.

Kitchen

Finally out!

Turn right, touch the heater in the back and use the pork on it. Then use the knife on it for PORK NOTE. It says C + 10 + F. It refers to the previous hexadecimal code.

Exit, turn right and touch the lock in the bottom left.

The solution is...

C (12) + 10 (16) + F (15) = 43.

Open to find SATURN KEY CARD. Just use it on the lock on the door on the right of the screen. Finally out, the usual scenes and then the choice between Door 3, 7 & 8.

This time, choose #3. Santa will whine about leaving 4 people behind. Bah! Ignore him and choose it anyway.

Door 3

Your team consists of Santa, Junpei, June and Seven. Gotta feel for them having to solve puzzles in this situation.

Shower Room

You can see L. L. R. written in blood. Hidden meaning?

Turn right, open the left-most stall. Check the shelf above the stall. You'll find TOILET PAPER and LUMINOL. Back out one screen and touch the bottom of the stall to get BUCKET and BROOM. Exit the screen, turn left. Luminol is used for blood so use it on the L.L.R. wall. Flip the switch on the left amidst the blood. Woah! It's actually L.L.R.L.R.L. What could this possibly mean?

Exit, turn left, open the panel at the bottom. Here's where the code comes handy.

6 valves, 3 possible positions for each. So basically, it means :

1st valve : Left 2nd valve : Left 3rd valve : Right 4th valve : Left 5th valve : Right 6th valve : Left

Now, exit and turn left. The drain overflowed! Touch the drain on the floor. You'll see a card floating. Open the drain and pick up BLUE KEY CARD. Next, combine the toiler paper with the broom for BROOM WRAPPED IN TOILER PAPER. You can see 634+ on it.

Exit, turn right. Use the bucket with the showers to get BUCKET FILLED WITH HOT WATER. Turn left again, open the middle stall and check the toiler. Lift the seat and you'll see some blue tar (eww!). Go back one screen and open the tank and use the hot water there. Pick up the item hidden there for a SCREWDRIVER. Exit the screen and touch the tank again to flush. Finally, lift the seat again to see the code 185=.

Exit the stall, turn right. There're a small clock on the wall Touch it. It's actually a thermometer. Use the screwdriver on it to get THERMOMETER. Turn right and use it on the showers. It'll unlock A PIECE OF PAPER with the code 957+. Finally, turn left again and check the last stall, open the tank to find RED KEY CARD. We have all we need!

Exit the stall, turn right and check the door and see it's double-locked. Use the red card to undo the first lock. Then the blue card. It has to be in order I think. Next up, the code.

Let's deduce the solution :

185 = 634 + 957. That clearly doesn't add up. At first, I thought the code was the missing number. Not at all.

As stupid as it might sound... it's 185 + 634 + 957 = 1776. So the 185= meant absolutely nothing. *sigh*, talk about misleading.

Anyway, just open the door to join your partners. Since you didn't explore the other 2 doors, you're left with only one path.

You'll automatically be forced into Door 2.

Door 2

Your team is Junpei, Seven, Lotus. The 4 others are left behind.

Confinement Room Front Hallway

Did I mention I hated this place the most? Bland, boring and rooms look alike. Anyway, enter the first door on the left.

Confinement Room 1

Check the sink. There's something in the drain. We need to flush it out. There's also a strange drawing of a whirlpool. Go back one screen, touch the small wall on the right to go into an open bathroom stall. Touch the toilet paper tube to find SCREWDRIVER SHAFT.

If you lift the seat, you'll see a Sun. Nothing is left to chance, this means something. Exit the screen, turn right. There's a small desk. Touch it. Its drawer is screwed in. No can do without the handle to the screwdriver. Exit the room back to...

Confinement Room Front Hallway

Second door this time around.

Confinement Room 2

Check the sink. Another weird drawing of water. It seems to be flowing. Hmm. Maybe? Damn, no knob on the faucet. Exit the screen. Check the bed, you'll find TOWEL. Exit and check the bathroom stall next. Lift the seat to see a Moon. Sun and Moon, huh? Definitely connected. Exit the stall, turn left. Another desk. Check the drawer to undo it and get CENTER ROOM DRAWER. Weird handle. Looks like a faucet, no? Anyway, nothing left.

Exit the room back to...

Confinement Room Front Hallway

Third door this time around.

Confinement Room 3

Damn, pretty dark. Nothing at the bed or the sink. Check the stall, lift the seat to find 14=E. There's also some string to flush that doesn't work in the top left. Exit the screen.

You can see two mirrors. If you examined the drawer closely, it has a mirror on the bottom. Use in on the column of light and then the left mirror to see a code :

4 
  7

Use it on the right mirror to see :

Sun
   Moon.

So, we need to do something 4 with the Sun, 7 with the moon. Turn right, look at the desk, doesn't open either. Frustrating. Exit to get back to...

Confinement Room Front Hallway

First door again.

Confinement Room 1

Go to the stall. Pull the string to get HANDLE. Combine with the shaft to get SCREWDRIVER. Before doing anything else, pull the string 4 times. Turn around and check the desk. Use the screwdriver to unscrew the two screws. Open the drawer to get DESK DRAWER. Let's leave.

Confinement Room Front Hallway

Second door again.

Confinement Room 2

Check the stall, pull the string 7 times. Turn around and look into the sink. Combine screwdriver and center room drawer to get KNOB. Use the knob on the faucet. Touch again to turn water on.

Exit the screen, turn left, check the desk. Use the desk drawer on the desk. Open the drawer again to find TILE. Exit to the hallway.

Confinement Room Front Hallway

First door again.

Confinement Room 1

Just check the sink, you'll find TILE. Seven rambles about being there before. Exit to hallway.

Confinement Room Front Hallway

Back to the dark room.

Confinement Room 3

Turn right. Check the desk, you can finally open the drawer! You'll find two TILE. Exit.

Confinement Room Front Hallway

Time to exit! Turn right, touch the door on the right. use a tile on it. Puzzle time!

4 tiles. 4 letters. Simple! Just replace every "E".

Open the door now to go to...

Torture Room

Beyond creepy...

Turn right, touch the desk, pick up WRENCH. Exit, turn left, touch the chair and then the green monitor. Puzzle time!

You need to make both sides the exact same.

Set the top left, bottom left and bottom right to ON and leave the top right to OFF. Touch "Check".

Check the monitor again, it says it needs water. Exit the screen, touch the console in the back. It's packed with controls. Just touch the yellow lever a few times to activate some water. Exit the screen. Touch the now green floor. You'll see EDBF on the shark. If you check the green monitor, it says it cannot communicate with external hardware. Go back to the console. Touch the buttons E D B F. Power on!

Check back the green monitor. "Subject has not been properly placed". Uh oh. Anyway, turn left, use the wrench on the tank. You can find SUN KEY in it. Turn right, go to the chair and use it on the manacles. Finally, check the green monitor one last time.

Some shockin revelations and Lotus courageously volunteers. Puzzle time!

Tad more complex this time around. There's 3 screens, one on the left, on the right and the main one. All but the main have switches and both sides need to be exactly equal to their counterpart. And the switched have 3 modes now.

Here's the solution :

Left side : Top    -  2
            Bottom -  2
Right side : Top    - 1
             Bottom - 1

Finally out! Exit the screen, exit through the door in the back.

From here on, it's just scenes. Let's just say it turns things around quite a bit.

5.4.) Ending 4

At last! The normal ending: Ending 4. No more terrible deaths! We also completed every door save Door 9. Should be a breeze.

Beginning Area

You wake up in an unknown room and it's sinking, water in coming and it's starting to flood. You have no idea where you are and how the hell you came there. You have a watch with the number 5 on your wrist and you can't remove it. Also, there's a door a red 5 painted on it and you can't open it. You need to figure how to escape this room to save your life.

First off, don't worry. There's no time limit.

In the first screen, examine above the sink. There are two items that you need to check. First, there's a billboard with a card. Touch it to pick up NOTE FROM BULLETIN BOARD. It'll show some sort of code you can't understand yet. We'll get it to it soon enough. Next, there's a picture frame you need to touch. You'll get PICTURE FRAME. There's some screws behind. Guess we'll need to unscrew those. Turn left, you'll be facing the exit door. Touch the bottom right bed. Now check the pillow to find MEMO FROM BED. Similar to the other one but it goes blue to red instead of red to blue. There's a mirror in the left, open it to find a mirror and a red key taped on it. Pick it up for SMALL KEY (RED). You then suddenly remember how you got kidnapped and figure out how you ended up here.

Turn left and check out the stove on the left with a pot on it. Touch the pot to find SMALL KEY (BLUE). Then open the door to the stove to find SCREWDRIVER. Remember the picture frame? Combine the screwdriver with it. You'll lose both items and gain PICTURE OF AN OLD CRUISE LINER. Turn it around and... bingo! It's the solution to the code. So you can now figure out the blue code and the red code using the three cards. Now touch the blue case on the bottom right. There's a key and a code. Make sure you have the blue key selected on the bottom left and touch the lock. Use the blue code we deciphered : 0263. Then touch the key. Open the case and touch the red file. It'll give an explanation on the digital root. Keep that in mind because it's vital and used very often in the game. You'll also get STACK OF BLUE KEY CARDS. (6,7,8). You'll also finally have access to the file menu.

Go back to the main screen and touch the white wardrobe on the left. Open it to see a red wallet. Touch it, select the rey key and use it on the lock. The code is 7485. Open it and pick up STACK OF RED KEY CARDS(1,2,3). Finally go to the door and use the red cards on the lock. Denied. Let's try the blue cards then. Then you have a flash! Oh! That's what the 5 is for. Pick 1+6+7=14, 1+4=5... to have a digital root of 5. Touch the lock and it finally unlocks! Now touch the door and exit this death trap! You then meet up with the other 8 characters! After all the talk is done... you'll see how deadly this game can be and have some explanation on how the Nonary Game functions.

You'll have a choice to check Room 5. Select the pair you want, it doesn't change anything. You'll realize how sick and twisted this "game" is. The next question's answer is "...that everyone who verified had to go." but you can get it wrong, doesn't matter at all. You'll get some more info on how to open doors and to avoid what just happened. Next question's answer is 4.

Now, you finally have a choice. Door 4 or Door 5. I'm going with #5 for the normal ending.

Door 5

The team will be Junpei, Snake & Seven. Door #4 will be done by Ace, Santa, Clover, June & Lotus.

After passing through the gruesome scene... you'll arrive at :

1st class cabin

From where you start, you can see a locked door. Touch the bed then touch the pillow to uncover SCORE PLATE (A). No doubt one of many.

After a short scene, turn left and touch the piano. You'll pick up a map of the area. You can try using the score but it's of no use yet. We need more of them. Go back, turn left and you'll face two doors. Open the right one. The safe is locked and there's nothing we can do about it. Open the dresser to find SCORE PLATE(C). Turn back and go in the left door. You'll be facing two other doors. Let's enter the other at the end (the right one). Turn around to the left to face two doors. The right one is where you came from. Examine the blue vase to get VASE. If you turn to the left, you can examine the fireplace. There's some white scoresheet but you can't reach it because of the fire.

Go back into the hall and enter the second door on the right. Touch the bath. Water! Now you know what to do with the vase. Use the vase on the water to get VASE FILLED WITH WATER. Then touch the bath plug to drain the water. You'll find SCORE PLATE (D). Clever hiding place!

Exit the bathroom and go back to the previous room. Use the vase on the fireplace and then pick up SCORE PLATE. Quick scene concerning Seven. Turn around and check the left door this time. Open the door then the cabinet. You'll find SCORE PLATE (G). Exit then go through the right door and return to the first screen of the area. Go to the piano and use the score plate on the stand. Finally, your first puzzle! It's not very hard you just need to play the notes in the right order.

You're only using the white keys and only four of them are needed : #3, #4, #5 & #6. From the left of course.

So it goes like this :

#3, #4, #5, #6
#6, #5, #4, #3
#4, #3, #5, #6
#6, #5, #4, #3

The lock to the door just turned green! Let's go!

You come upon a lock with the Venus symbol. You obviously don't have the key yet. You'll find another way that leads you to...

Casino

From the first screen, touch the table in front to find CARD 5. Then touch the bar in the back to approach it. Touch the shelf on the right to find CARD 4. Touch the card on the counter on the left to get CARD 7. Hmmm. Wonder what these cards might be used for. I hope it's for Poker or something. Go back and turn to the right. You'll come upon a locked door and a fireplace with some strange glass item. There's two flashlights. Touch both of them to uncover a secret code! Clubs, Diamonds, Hearts. Oh and don't forget to pick up CARD 6 in the middle. It's easy to miss. Go back one screen and touch the blue object in the fireplace to get COIN BAG. Turn to the right to see 3 slot machines. You only need to use the second one. The 2 others will get broken if you use them. Use the coin bag on the slot to start another puzzle!

Remember the code we uncovered? Our goal is obviously to have them in the same order. If you get frustrated trying to time it right like me... that's because you're doing it wrong!

See the buttons on the bottom? You simply need to touch them in the order we saw before :

Clubs, Diamons, Hearts. 777! Jackpot baby!

Now touch the slot at the bottom to find the Venus Key and CARD 2. Go back and turn right. Click the dark orange in the right corner. Oh! A card game! Pick up CARD 3 first and then let's play. Turns out it's Baccarat and not Poker. Figures, it's a japanese game after all. The goal is simple. Just hit 9. Use Card 2, 3 & 4 and grab CARD 8. We now finally have what it takes to unlock the exit door. So exit the table and turn left. Approach the door. Touch the lock with a 9 on it. Touch the card shaped lock with "LOCK" above it.

Use the Card 8. Next use 3 cards. We only have 3 so it's simple. 5+6+7=18=1+8=9.

Unlocked!

Then it's the usual scenes.

First off, the casino. Lotus will propose something, you can listen to her or blow her off. 1st class cabin cabin is next. You can choose to talk to Clover or not. Your choice, it doesn't change anything. Next up, the hallway with all the rooms. You can choose to chat with Ace or not. Finally, time to go back to the hospital room. You can talk to Junpei and tell him who you think is responsible for this. Finally, choose to Finish searching.

We have a problem. We'll have to leave someone behind. Or 3 actually. Ace will decide to volunteer. And doesn't give you much choice anyway.

You'll come to the 2nd big choice that affects the ending. You can choose Door 3, Door 7 or Door 8. If you pick Door 3, you'll leave 3 people behind so it's pretty risky. Door 7-8 only let Ace behind.

For the normal ending, we need to take Door 8.

Door 8

Your team will be Junpei, Clover & Lotus. The other team will be Santa, June & Seven. You'll arrive at...

Laboratory

Clover gets trapped and you need to release her then exit the room. From where you stand, turn left. Touch the glass. Then touch the papers on the right table. You'll need to find something to erase some permanent marker. Go back, turn left. You'll see the exit door for you and the other one for Clover. Turn left again. Touch the electronics on the right to find 3-PRONGED POWER CABLE.

Turn left. Open the left lockers with the green lights. You'll find ETHANOL. Ah! That's how we'll erase the permanent marker. Go back one screen and touch the monitor on the right. It's lacking a power cable so use it on the monitor. Crap! Wrong plug. Talk about crappy luck. Turn left and touch the bars blocking Clover with the ethanol to give it to her. Then turn left and touch the glass again. Then touch the right table to erase the permanent marker. She'll find some numbers. Now touch the monitor in the top right. She'll find what you need for the power cable. Go back one screen, turn right and touch the bars twice to get Clover's note in the file menu and 2-PRONG PLUG. Combine it with the power cable to get 2-PRONGED POWER CABLE.

There's also a note. No doubt used for a puzzle. Go back one screen, turn right and touch the monitor. Use the power cable on it. Woah! That's some unexpected skill that Lotus is displaying. And she talks about some rare disease where some people can't recognize human faces. Yeah. Random tidbit out of the blue. Obviously, it means it'll be of use at some point.

Anyways, you'll get a puzzle after the scene.

Remember the note?

Here's what the note says :

3 2
4
1

Simply touch the buttons in that order.

Go back one screen and unsurprisingly, the lockers on the right and unlocked. You'll find a Earth key and some ACTIVATION KEY. Clover talks to you about her brother quickly. Now turn right twice. Touch the console and use the key on the red square with a lock. Unfortunately, the levers don't do anything. Hmmm... let's go see Clover now. Turn right twice, look into the glass. Touch the top left controls twice to get Clover to increase the voltage. Oh crap! Gotta run! Turn left and don't forget Clover! Open the right door first then the left one.

Then it's the usual scenes.

You use the Mercury card to unlock a passager to Door 2. You're now facing a choice. Door 1, Door 2 or Door 6.

To get the normal ending this playthrough is going for, you'll need to choose Door 6.

Door 6 [999_door6]

Your team is Junpei, Ace, Santa, June. The other team is Clover, Seven, Lotus.

You'll arrive in...

Steam Engine Room

Turn right, touch the stairs and go up. Go up again and ignore the device. Touch Door A and enter it. Turn left and enter Door B. Turn right and check the winch. Touch the wheel and you'll get WHEEL. Turn back and go through door B again. This time, turn right twice and enter Door C. Check the winch there too. Use the wheel on it. It'll send some box to the ground. So we need to go back there.

Turn right and enter Door C again. Turn left and go through Door A. Touch the stairs to go down. Touch them a second time to go on ground level. Turn left. Touch the box to get CONTROL PANEL FOR SOMETHING. How explanatory. The panel on the right in the same screen is where you need to use it so let's open it. It'll activate and you can now collect BOX FILLED WITH THE COAL. Turn left and touch the 3 round shapes on the right. Use the coal on them to put it in the furnance. Exit the screen and turn right twice. Go up the stairs again. However, this time, you want to go to the device. Touch the right-most switch to activate the wheels.

Go down to ground floor. There's 3 openings to the left. 1 wheel in each. Go into the first one with the gold wheel. Touch the gold wheel then pick up the plate to get GOLD DISC. It's in the bottom left. Do the same to the other 2 openings and you'll find the BRONZE DISC in the bottom right and the SILVER DISC in the top position. You can now activate a console. Go down twice, turn right. Touch the stairs to go up. Approach the console. Touch it with a plate to put them into place and trigger a puzzle.

First off, they're in the wrong position.

  • Switch the Silver and Gold so the Silver is on top.
  • Now switch the Gold and Bronze.

You should have Silver Top, Gold bottom left, Bronze bottom right.

See the red lines? They fit together to form a star so just touch each disc to rotate it so the red lines are turn towards the center. They'll fit perfectly!

Oh yeah, and the Santa talk changed somewhat. Interesting.

You'll unlock the massive door next to you. Enter it to get to...

Cargo Room

Touch the white bag on the right to find CARD WITH A HEAD-SHOT (Santa). Next go to the other in the back to find CARD WITH A HEAD-SHOT (#9). Go down, turn left. Touch both bags to get CARD WITH A HEAD-SHOT(Snake) and CARD WITH A HEAD-SHOT (CLOVER). Touch the brown box next to one of the white bags. Open it to find CARD WITH A HEAD-SHOT (Ace). Five down, four to go! Exit the screen, turn left and touch the white bag on the floor to find CARD WITH A HEAD-SHOT (Seven). Touch the 3 big boxes in the back to find CARD WITH A HEAD-SHOT (Junpei) and CARD WITH A HEAD-SHOT (June). Exit the screen. Touch the green boxes on the floor. They're numbered 1 to 9. You're missing one. Touch the boxes again to find CARD WITH A HEAD-SHOT (LOTUS). Well hidden might I say!

Use the cards on the boxes and you'll get 9 PINS. Ace looks quite uncomfortable. Wonder what's wrong.

Exit the screen, go right and up the stairs. Go up again and once more to reach the top. Touch the device to get a better look. Check the lock on the bottom and use the pins on the grey square with 6 white squares inside.

Puzzle time!

You need to calculate the root of two numbers using the top 3 squares and the bottom 3. Use them in this order :

  1. 1-3-4 (8)
  2. 2-5-9 (7)

  1. 1-2-3 (6)
  2. 6-8-9 (5)

  1. 3-4-6 (4)
  2. 1-2-9 (3)

  1. 1-3-7 (2)
  2. 4-6-9 (1)

Another puzzle!

It's basically a magic square. You want to hit F or 15 in hexadecimal. So here's one solution :

816
357
492

Exit the screen, check the monitor on top of the device. Push the red button to start the game.

You've got 50 moves to move all brown squares into the yellow squares. The easiest way is to put one of them in the 2nd yellow square from the top then finish the others.

Here's one solution :

Legend

##-5=Unmovable blocks

B1-B4=Movable blocks

Y=Yellow squares

S=Starting point

## ##
B2 B1Y
S ## Y
B3 B4Y
## Y

---------------------------------

## ##
B2B1109
##B48
1 2 B36 7
##3 4 5 Y

---------------------------------

##131211##
1514B1 Y
16B2##B4Y
17181920B3
## Y

---------------------------------

## ##
2930B1 Y
28B2##B4B3
2726252423
## 2122

---------------------------------

## ##
3132B1
B2##33B3
B4
##

---------------------------------

## ##
383736B1
4039##35B3
41B2 34Y
## B4Y

---------------------------------

## ##
B1
## B3
424344B2
## B4Y

---------------------------------

## ##
B1
## B3
45 B2
## 4647B4

Whew. Thanks to veritubach for correcting my previous mistake. So I decided to abuse those nifty tables to improve this puzzle's solution.

Now go exit the screen, turn right 3 times. Touch the grate and go forward. You can now go up the boxes. Touch one box and go over the boxes. Open the coffin to find a golden revolver and a RUSTY KEY. Go down 3 times, go left and up the stairs. Finally, use the key on the locked door and exit this place!

Finally! Door 9! Suspicious coffin we still can't open.

Some more scenes until you find a troubling discovery. Junpei finally connects the dots.

At the first question, answer "The Left Hand".
At the 2nd question, answer "What else could they mean?"
At the 3rd question, pick the 3rd choice.

Damn! What a trick! Even more scenes until you open the coffin. What is he doing there?!

Anyway, at the next question, answer "Junpei + Seven + the bracelet".

The rest is just scenes until the ending. Enjoy!

5.5.) Ending 1 & 2

Well, wasn't too much of a happy ending, eh?

Which is why we're now going for the True Ending,. We unlocked it just now when we completed the normal safe ending. We're doing Ending 1 & 2 now.

Beginning Area

You wake up in an unknown room and it's sinking, water in coming and it's starting to flood. You have no idea where you are and how the hell you came there. You have a watch with the number 5 on your wrist and you can't remove it. Also, there's a door a red 5 painted on it and you can't open it. You need to figure how to escape this room to save your life.

First off, don't worry. There's no time limit.

In the first screen, examine above the sink. There are two items that you need to check. First, there's a billboard with a card. Touch it to pick up NOTE FROM BULLETIN BOARD. It'll show some sort of code you can't understand yet. We'll get it to it soon enough. Next, there's a picture frame you need to touch. You'll get PICTURE FRAME. There's some screws behind. Guess we'll need to unscrew those. Turn left, you'll be facing the exit door. Touch the bottom right bed. Now check the pillow to find MEMO FROM BED. Similar to the other one but it goes blue to red instead of red to blue. There's a mirror in the left, open it to find a mirror and a red key taped on it. Pick it up for SMALL KEY (RED). You then suddenly remember how you got kidnapped and figure out how you ended up here.

Turn left and check out the stove on the left with a pot on it. Touch the pot to find SMALL KEY (BLUE). Then open the door to the stove to find SCREWDRIVER. Remember the picture frame? Combine the screwdriver with it. You'll lose both items and gain PICTURE OF AN OLD CRUISE LINER. Turn it around and... bingo! It's the solution to the code. So you can now figure out the blue code and the red code using the three cards. Now touch the blue case on the bottom right. There's a key and a code. Make sure you have the blue key selected on the bottom left and touch the lock. Use the blue code we deciphered : 0263. Then touch the key. Open the case and touch the red file. It'll give an explanation on the digital root. Keep that in mind because it's vital and used very often in the game. You'll also get STACK OF BLUE KEY CARDS. (6,7,8). You'll also finally have access to the file menu.

Go back to the main screen and touch the white wardrobe on the left. Open it to see a red wallet. Touch it, select the rey key and use it on the lock. The code is 7485. Open it and pick up STACK OF RED KEY CARDS(1,2,3). Finally go to the door and use the red cards on the lock. Denied. Let's try the blue cards then. Then you have a flash! Oh! That's what the 5 is for. Pick 1+6+7=14, 1+4=5... to have a digital root of 5. Touch the lock and it finally unlocks! Now touch the door and exit this death trap! You then meet up with the other 8 characters! After all the talk is done... you'll see how deadly this game can be and have some explanation on how the Nonary Game functions.

You'll have a choice to check Room 5. Select the pair you want, it doesn't change anything. You'll realize how sick and twisted this "game" is. The next question's answer is "...that everyone who verified had to go." but you can get it wrong, doesn't matter at all. You'll get some more info on how to open doors and to avoid what just happened. Next question's answer is 4. Now, you finally have a choice. Door 4 or Door 5.

We're going with Door 4 this time around.

Door 4

Your team is Junpei, Santa, June, Lotus. Other team is Ace, Clover, Seven.

You'll find yourself in...

Room 92

You can examine the black & white painting in the back, it'll be useful later on. Anyway, turn right and touch the object on the small round table to snatch MATCHES.

June wonders if you're worried about her, answer however you want, no real effect there. After the scene, enter the door. There's a map posing as some painting that you need to grab. Nothing else to do in the first room. June wonders if the ship might be related to the Titanic, you have free choice since it has no repercussions. And June goes on about some Egyptian curse despite me telling her it's a load of crap. You can go with her if you want.

Anyway, turn right, check the dresser. (LOL June if you touch the mirror) Open the drawer to find DRESSER KEY. And open the door to go back to where you started. Turn left, if you touch the back of the hallway, you can go forward and find a bathroom. We have no use for it but keep it in mind. Finally, exit this room through the door on the left to rejoin Santa & Lotus.

Room 93

If you look at the painting in the back, you can see it's incomplete so you can figure out that you'll need to find 3 missing pieces and make it look like the one on the other side. For now, turn left and touch the candle on the table to get CANDLE. Combine it with the matches for LIT CANDLE. Use it on the open doorway so you can explore the area. Select the key, use it on the drawer right in front of you. Open it to find PLATE. 1 down, 2 to go. Exit that screen, turn right and touch the bed. Touch the blue object on it to uncover a CURTAIN. You can now exit that screen and the light will go out. Turn left and... wait, that candle sure changed, didn't it? Touch it to get CANDLESTICK KEY. Clever.

Time to exit through the door. Touch the display case and use the candlestick key on the lock to open it and find PLATE. Only one left! Santa will offer to give you a bookmark with a clover on it. TAKE IT!!! It's needed for the true ending.

When you're done chatting, you're left with only one item, the curtain. You need to go to the bathroom. Turn right, touch the back of the corridor to go forward and open the door in front. Turn left and you'll see it's missing a curtain. Use it on the curtain rod in the top of the screen. Turn right, touch the curtain to close it and touch what you see through the hole.

Ah! The other bathroom has some hidden tile! Turn left, exit the bathroom. Go down and exit through the right door back to...

Room 92

Touch the back of the hall to go the other bathroom. Once you're in... touch the mosaic on the wall. You need to touch the 5th tile from the top, 3rd from the right. You'll dig a PLATE.

We're finally set for the painting. Exit and go back to...

Room 93

Check the painting, use a plate on it to enter puzzle time!

The fastest way to solve it is :

  1. Switch the top left tile with the bottom right one.
  2. Then switch the bottom right with the top right.
  3. Rotate the top left two times.
  4. Rotate the top right once.

Done!

Open the hidden panel to find MARS KEY. When Lotus asks, just answer Dog. Exit the screen and go through the door a final time and use the key on the big door to exit the place. You'll find yourself in...

Kitchen

Touch the 4 plates then the paper to uncover an hexadecimal code that will be used later on. Turn right twice, touch the sink at the bottom. You can get a WHETSTONE on the right. Exit that screen, turn left and enter the right door.

Pantry

Touch the white drape and check the middle shelf to find a brown box. Open it for RUSTY KNIFE. Some conversation with June. Combine it with the whetstone for KNIFE. Exit that screen and check the cheeses on the right. Second from the top, middle cheese is hiding a BOTTLE OF OIL. Exit the room.

Kitchen

Touch the far left door. Use the oil on the bolt and open it to find yourself in ...

Freezer

Damn! You're stuck! Gotta find a way out of there before you freeze to death. Open the hiding place on the floor to get STURDY ROPE and WATER BOTTLE. Next, check the shelves for CHUNK OF PORK. Open the safe to find FROZEN CHICKEN and DRY ICE. Some long conversation about some ice. You NEED to listen to it. It's necessary for the True Ending.

Go into item menu, combine dry ice with frozen chicken for DRY ICE (CRUMBLED). Combine it with water bottle for WATER BOTTLE WITH DRY ICE IN IT. Combine again with rope to finally get WATER BOTTLE BOMB. Use it on the door handle.

Kitchen

Finally out!

Turn right, touch the heater in the back and use the pork on it. Then use the knife on it for PORK NOTE. It says C + 10 + F. It refers to the previous hexadecimal code.

Exit, turn right and touch the lock in the bottom left.

The solution is...

C (12) + 10 (16) + F (15) = 43.

Open to find SATURN KEY CARD. Just use it on the lock on the door on the right of the screen. Finally out, the usual scenes and then the choice between Door 3, 7 & 8.

This time, choose #7.

Door 7

Your team is Junpei, Clover, Seven. Other team is Santa, June, Lotus.

You'll arrive in ...

Operating Room

Eww. Creepy sight. Nothing to do there so turn left. Examine the table and pick up the SCALPEL. Examine the mannequin next to it. There's something hidden inside. Turn left twice, touch the object on the table to the left to find FAKE CHEST. You get the idea, we'll have to collect fake human parts to make another fake human. Turn left, touch the other table with objects and pick up the KOCHER FORCEPS.

We have what we need now. Exit the screen, turn left twice and touch the mannequin with the forceps to get FAKE ORGAN. Combine is with the scalpel for ORGAN KEY. Exit the screen, turn left, touch the open space and click the right arrow that appears. Two doors, right one is the entry, left one is where we're going. Use the key to unlock that door.

Chemical Closet

Touch the green chest. You'll see a paper. Touch it to find it a hint : Iron=1, Salt=2, Water=3, Carbon Dioxide=?, Ammonia=?, Ethanol=?. Those 3 missing numbers are the code to open the chest. But first, pick up the two bottles on the left to get RED LIQUID and BLUE LIQUID.

So how can we find the code for the chest? There's 6 areas you can touch with some chemical substance. Examine each one 3 times.

Touch the chest. The code is only 3 numbers long. Easy to solve.

Iron is 1 iron atom.
Salt is 1 sodium atom, 1 chloride atom.
Water is 2 hydrogen atoms, 1 oxygen atom.
Carbon dioxide is 1 carbon atom, 2 oxygen atoms.
Ammonia is 1 nitrogen atom, 3 hydrogen atoms.
Ethanol is 2 carbon atoms, 6 hydrogen atoms, 1 oxygen atom.

1+2=3, 1+3=4, 2+6+1=9 : 349.

You'll find inside a FAKE RIGHT ARM and a FAKE HEART. Exit and you'll see some scene about some occult stuff.

However, in the true ending, you can ask Seven a question. You NEED to answer "...Know about ice-9?". It's required for the true ending. Some additional scenes.

Operating Room

Go down then touch the open space then the arrow to the left. Use the organ key again to unlock the door. Enter to be in...

Preparation Room

Go forward. Check the cabinet on the left. Open the drawer to find some medical record. It says John is 51.3 kg and Lucy 53.2 kg. Go back a screen and touch the small table on the right. Use the blue liquid on the beaker then touch the flashlight. The blue light lights up. Neat!

Obviously, this refers to the colored lockers. Exit the screen, turn to the right, approach the lockers, open the blue one to get FAKE LEFT LEG. Repeat the same thing with the red liquid. Now open the red locker to find FAKE RIGHT LEG. Finally, use blue liquid then red liquid so it goes purple. Light it up and you'll be able to open the purple locker and find FAKE STOMACH.

Back to the fake bodies! Turn left, go down twice.

Operating Room

Go down, turn left twice and touch the white drape over the table. You'll uncover bodies parts of a fake female. Use a fake body part and you'll assemble the entire body. Touch it again to enter a puzzle. You need to get the right weight of course!

Basically, Lucy must be 53.2 kg and John 51.3 kg. Just switch all John's body parts except the heart.

Exit the screen, turn left. Examine the weight scale and it'll reveal a key! It's the JUPITER KEY. Time to exit this place! Turn left twice. Touch the left open space to turn left.

Open the door and you'll be back in ...

Preparation Room

Go forward, use the Jupiter key on the door.

This time around, the chat with Clover is vastly different. You're faced with a choice. You NEED to choose "Give her the 4-leaf clover". That's another thing needed for the true ending. Then another choice, choose "Patch it up" (Doesn't matter).

You'll get the usual scenes.

When faced with the choice of Door 1, 2 or 6, choose Door 1 this time around.

Door 1

Clever Junpei! He tricked the vote! Your team is Junpei, Ace, Clover. The other team is Santa, June, Seven, Lotus. You'll arrive at...

Chart Room

From where you stand, examine the cabinet and open the drawers to find STACK OF NAUTICAL CHARTS. Turn left and touch the map on the wall twice. You'll have some information in your file menu. Check the shelf above the desk next to get the ship's log into the file menu. That information will be useful later. Then examine the desk and open the middle drawer to find POCKET WATCH.

Now the scene is completely different. They try coming up with suspects together. Choose "Would it be Santa and Seven?" when asked. Then Ace does his suspicious scene again.

You'll be in....

Wheelhouse

Turn left. Examine the engine order telegraph on the left. It's missing an handle. Then touch the steering wheel and you'll start a puzzle.

Remember the ship log? The solution to this puzzle is :

  1. South
  2. West
  3. Southwest
  4. Northwest
  5. East
  6. North.

Once it's done, you'll receive the HANDLE.

Go back to the engine order telegraph and use the handle on it. You'll trigger another puzzle. This obviously makes use of the nautical charts.

The solution is :

FULL -> HALF -> SLOW -> FULL -> HALF -> DEAD -> STOP.

Go back one screen, turn right twice. Touch the left door and the lock with a weird shape. Reminds me of... the pocket watch! Let's use it on it. Huh? Nothing happens. We must be missing something. Go back two screens. Check gray vent. It's actually a digital scoreboard. Ace will easily find out the solution and set the watch correctly. Let's try again! Unlocked! Enter it to be in...

Captain's Quarters

Examine the small table next to the bed to find MUSIC BOX. Turn right, approach the desk. Open the drawer and find a numeral system chart. It's used for a puzzle obviously. Finally, touch the keyboard then touch one of the monitors with the letters. Bastard! He's just teasing us!

There's nothing else to do here. Exit the desk and open the door on the right.

And then... Junpei and Clover check the corpse and figure something out.

You'll be in...

Communications office

Check the table. You'll find SMALL SCREWDRIVERS on top of it. Ah! That's how we're taking apart of the music box. Combine it with the music box to get CYLINDER. Then open the drawers to find INK. Go back one screen, turn left. Approach the desk, the middle drawer is locked and you need to solve a puzzle first. Open the left drawer to find PAPER. You can figure out what to do now, can't you? If not, just combine the ink with the cylinder to get DIRTY CYLINDER. Combine it with the paper to get MORSE CODE CHART.

Finally, touch the telegram and use the paper on it. Reproduce the code on it. For a dot, just press and release. Press and hold for a line. Once you're finished, it unlocks the drawer. You'll find some red file in it with ALLICE on top of it. Some more scenes that weren't there before.

Also, you get the URANUS key card. Don't forget to pick up the UNIQUE KEY.

Now exit this place to return to...

Captain's Quarters

Only the door that we need to unlock. It has an empty camera pointing at it and some lock. Use the unique key on the lock and it'll power up.

Ummm... was there some clue to this code? There's the numeral system chart. So we'd need to convert a word into a code. A=10, B=11, etc...

If you were stumped like me at first... it's not ALLICE that you need to convert. Remember the monitors? It said "ZERO". So the solution is...

35 14 27 24.

Spoiler. Highlight text to view

From now on, it's just scenes until Junpei Santa goes nuts. Where did that come from?!

Now, if you went through this path without doing the normal ending #4 before, you'll get the coffin ending in which you'll never unlock it and it'll end with a big "TO BE CONTINUED" screen. Not worth doing.

But since I assume you followed me all the way, pick the 3rd choice on the next question. Something to do with morphogenetics fields. You can remember choices from another path you did. You release Snake and you can finally get into Door 9! Yay! Just pick "Seven + Junpei + Cap".

Door 9

Library

Finally! Something new!

There's a note saying "Light the books". From where you are, select the bottom right part of the bookshelfs. In the middle, you'll see some shelf with only 4 books. Puzzle time!

Order them to give this result :

O P E N
H E R E
F I N D
B U L B

You'll get a POWERFUL LIGHTBULB. Turn right, pick the bottom right bookshelp and pick the middle one to get BOOK. Search it to change it into POP-UP BOOK with the letters L R K.

Turn right again. Touch the right shelf then the center one. Another POP-UP BOOK with the letters H E A D. Turn right again, check the top left bookshelf then the bottom right section. You'll find a POWERFUL LIGHTBULB. Now go left and down the stairs on the left.

On the bottom left, there's 4 stacks of books of 4 different authors : DADKIND, OWEN, LEIBERNIZ and SHELDRAKE. Turn right. Check the left bookshelf. Then the bottom right one to get another POP-UP BOOK with the letters S E 5. Turn right again. Touch the glass on the left next to the bookshelf. Touch the books behind. Then touch the lock. Sheesh, talk about unsafe measures. The code is the order of the books right behind it. So the code is 632415. Open the glass, you'll find another POWERFUL LIGHTBULB.

Exit that screen, go into the round stall, use the books there. Use the lightbulbs on the books next (the white things sticking out). It gives you SHELDRAKE-5. Touch the writing. Some scenes with Snake.

We need to take another look at the books. Go left twice. Bottom left bookshelf. Bottom right books. Woah! A door appears! Go back upstairs to check this out. Check the small rectangular screen. Touch the keyboard. Puzzle time!

We need to translate it into letters. Remember the code in Room 1? We're going to use that. So we have...

XIII (13), XIV (14), X (10), XIII (13)

So, 13=D, 14=E, 10=A, 13=D --> DEAD. Cute.

The right door opens, let's enter.

Study

Another place I don't like. Full of trash and some puzzles are maddening.

Touch the nautical chart on the right. Now turn left. There's a computer on the right but it's so hard I leave it for last. Turn left again. Touch the device on the left. It uses the nautical chart. Puzzle time!

The path is laid out by the nautical charts.

  1. South
  2. West
  3. Southeast
  4. Northeast
  5. East
  6. North
  7. East.

Now check on the right to find HELM EMBLEM. Now exit and turn left again. Open the cabinet. Find some information. You get the Morse Alphabet. Turn left now. Touch the right wall. Touch a few times, you'll open it and find a coffin with ALL-ICE written on it.

Turn right twice, touch the other blue monitor in the middle. It's a morse puzzle!

So what do you need to write? 3 letters, you can figure it out... or not. The solution is ICE (as per the coffin)

..
-.-.
.

You get CODE EMBLEM.

Turn right now, touch the right computer to start a sudoku puzzle. I hated that one.

[D]+[6]+[4]=A (10)
[1]+[F]+[5]=L (21)
[9]+[B]+[C]=L (21)
 =   =   =
 A   L   L
A=10, L=21, so you need to have the right numbers. Using logic, you need to get this :

64
1F
9 C

Now how to get to that is agonizing. I got frustrated and clicked randomly until I solved it by luck. I got the exact order from Eragon121093 on the message boards. Thanks man!

21
3
45

Everything should be empty. Now go into that order.

123
4
65

You'll get CROSS EMBLEM when it's finished.

Now touch the left computer. There's 3 computers and 4 slots. Use the helm emblem you have.

   6       3
+++++++ ++++++++
+  4  + + 1 2  +
+  5  + + 3 7  +
+  6  + + 8    +
+++++++ ++++++++

Use the cross emblem and the next one is :

   1       7
+++++++ +++++++ 
+  2  + + 4 6 + 
+  3  + + 7 8 + 
+  5  + +     + 
+++++++ +++++++ 

Use the code emblem next :

   7       7
+++++++ +++++++ 
+  4  + +  2  + 
+  5  + +  6  + 
+  7  + +  8  + 
+++++++ +++++++ 

Exit the machine, go left 3 times and touch the wall to get back to the coffin. You can open it now. You find the Neptune key and a COFFIN EMBLEM. Exit, go right 3 times, back to the 3 monitors. Use the coffin emblem for one last puzzle.

   8       9
+++++++ +++++++ 
+ 2 4 + +     + 
+ 5 7 + +     + 
+ 8   + +     + 
+++++++ +++++++ 

Finally! Open the drawer to find a picture and KEY CARD 0 along with scenes. Exit the screen, go left 3 times and go to the door. Use the card on the lock.

Finally, we exit and there's tons of scenes until the final puzzle! A sudoku! But a pretty easy one this time :

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

2+4+5+7+8...

Enjoy the ending! Loved that game, how about you?

6.) Endings

Ending Order to follow
==============================================================================
Ending 1 (True Ending) Door 4, 7, 1, must beat normal ending first. You must take the clover bookmark in Door 4, talk to Seven in Door 7 about Ice-9 and give the bookmark to Clover in Door 7. Need to check monitors in Door 1.
Ending 2 (Coffin Ending) Door 4, 7, 1, achieved if going through True Ending path without having done the normal ending first. It is also achievement by default by completing the true ending, so it's also known as a dummy ending.
Ending 3 (Axe Ending) Just pick Door 1 at the end. Don't follow the true ending path and you'll get this bad ending.
Ending 4 (Safe Ending) Door 5, 8, 6.
Ending 5 (Knife Ending) Just pick Door 6 at the end and do not follow the safe ending path and you'll get this bad ending.
Ending 6 (Sub Ending) Just pick Door 2 at the end. I suggest picking Door 3 since it automatically goes through Door 3 anyway. Also a bad ending.

7.) Credits

If you wish to contribute, please contact me using the contact information right under this section.

I'll take the time to thank GameFAQs, Neoseeker, GamersHell & SuperCheats for hosting my guides.

Thanks to Eragon121093 for the solution to that crazy sudoku.

Thanks to veritubach for correcting the block moving puzzle.

8.) Contact Info

Please send your comments, ideas for improvements, corrections, or anything else via e-mail at:

ncrdrg@gmail.com

Here's few guidelines when contacting me about this FAQ.

  • Please include Nine Hours, Nine Persons, Nine Doors in the subject title
  • Please make sure you already tried what is written in this guide first.
  • I will accept and respond to e-mails in English and French.
  • When crediting you for a correction or any additional information, please tell me under which name you'd prefer to be credited.

Thank you for reading me,

EvilNcr / Ncrdrg

(0.0470/d/web3)