9 Hours 9 Persons 9 Doors
----------------------------------------------------------

                    Nine Hours Nine Persons Nine Doors
                              Faq/ Walkthrough
                               By: lmwalking567
                     Email: lmwalking567@gmail.com
   Feel free to email me if there are any issues with the walkthrough


Introduction: (This is just a description of where the game starts, there are
no ending spoilers contained in this introduction)

9 Hours 9 Persons 9 Doors is a suspense visual novel about 9 people who are
forced to play the Nonary games by an unknown person who calls themselves Zero.
In the Nonary games these people are placed on a ship must find a way out. You
have 9 hours until the ship will sink and all of those on board will die. You
play Junpei, a college student that is a participant in the Nonary game. He has
no memory of how he got here except seeing a masked person. You must guide
Junpei around the ship and get him to a door with the number 9 on it before
time runs out. You get to know different people each time you play through the
game. If you play through the game several times, you will uncover the truth
behind these Nonary games.

Disclaimer:

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and violation
of copyright.

Websites that are allowed to host this guide:

 Cheatsguru.com
 Faqs.ign.com
 Cheatmasters.com
 Gamefaqs.com

                                       Contents
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Avoiding the flood……………………………………Cabin
Door 5………………………………………………………Cabin and Casino
Door 4………………………………………………………Cabin and Kitchen
Door 8………………………………………………………Laboratory
Door 3………………………………………………………Bathroom
Door 7………………………………………………………Operating Room
Door 1………………………………………………Chart Room and Captains Corridors
Door 2………………………………………………………Hallway and Torture Room
Door 6……………………………………………Steam Engine Room and Cargo Hold
Door 9………………………………………………………

Controls

Most of the controls are on the touch screen but there are a few you may need:

A------------------------- Confirm and proceeding with conversations
B------------------------- Back
X--------------------------Combines stuff on the item screen
Y--------------------------Calculator
L--------------------------Proceed with conversation and go to items menu
R--------------------------Go to file menu
Control pad Right--------Skip over dialogue very fast (opened after you have
completed the game 1 time) and panning right in rooms
Control pad Left---------Pan left when in rooms
Control pad Down-------Zoom out

When you are playing the game you will see an item menu in the top left corner
and a file menu in the right. You can either touch the picture on the screen or
you can use the buttons. One of the nice things about this game is that it is
very versatile with the controls.

Hints for overall play:

1. Explore everything
2. Listen to what your companions say. They give you GREAT hints.
3. Don’t skim the dialogue. Even if the item or comment plays no part in the
particular puzzle you are working on it will most likely be important later on
in the game.
4. Keep a notepad and pen nearby. I started out this game with nothing and
found myself scribbling down notes on everything in my site. Be smarter than me
and start out with a notebook nearby.
5. My last suggestion would be to write down the simple solution for each
puzzle, like if a code was 589 for puzzle X. Just write it down, it makes your
life so much easier because you will have to do some of these puzzles several
times before you get the true ending.



                                        1st Puzzle
 (getting out of the room with water a.k.a 3rd class cabin)
-------------------------------------------------------------------------

You will start out looking at gushing “waterfall” and a sink. Look at the sink
and click on the corkboard for a slip of paper. Next take the picture of the
ship that hangs below.
After you pan around a bit you will see the number 5 door. While on this
screen, look at the bottom right bed under the pillow for a piece of paper.

Go back to the number 5 door screen and find the mirror (on far left towards
the back). Take the red key. Turn to the red door and look at the left bottom
bed and you will find a blue case, the key to this case is in the stove next to
the bed. If you look at the pot on the stove you will find the key, then click
on the bottom of the stove and you will find a screwdriver.

Go to item’s menu and combine the screwdriver and the picture. You will find
there is the answer to the code on your slips of paper. Match the numbers up on
the picture with the slips of paper, when you get the code it will be…
Code for blue case is 0263 (remember to put blue key in before typing the
numbers in)

Red case is in the closet to the left of the two beds (when you are facing the
red 5 pan left) The code for red case is 7485 (remember to put red key in
before typing the numbers in)
Go to the door with the 5 on it, slide both the red and blue cards you just
found in either case.
-Key to door 5 is 761 (the digital root of 5 because 6+7+1=14 and 1+4=5)

You are now free. The next choice you will be able to make is whether you go
through door 4 or 5.

                                            Door 5
---------------------------------------------------------------------------

You will be in a group with seven and Snake. To get the “safe” ending in 999
you will need to look at the safe in this room.

Door 5 leads to the first class cabin. You will have to trigger a sound to get
out of this room. You start facing the bed and the door.
Look at the bed first. Click on the pillow and underneath it there will be a
score plate. It is score plate A.
Pan right. There will be two doors. Open the door on the right (If you want the
safe ending remember to click on the safe that is on top of the dresser)
Open the dresser and pick up the score plate (it is score C)
Click on the left door. Then click on the door that is straight ahead of you. –

You will now be in a room with a table in the center.
Pan left, you will be on a screen with two doors. Before you look at the doors,
take the blue vase on the left of the screen.
Open the left door and open the dresser. Take score plate G then zoom out and
open the door on the right.

You will now be in a hallway. There is a door on the left a door in the center
and a door on the right. Take the center door.
Click on the tub and fill the vase with water. Drain the tub (pull the chain)
after this and take the score card (D)
Look around till you see the fireplace. Click on the fireplace. Throw the water
on the fire or you will get burned.
Take the score plate and pan right. Take the right door.
You will see the three doors again, take the left one.
Pan around till you see the piano. Take the map on the piano and start to play
(click on the music stand). The keys are messed up. Here is the code (do not
play any black keys!)

1st key= D  2nd key= E   3rd Key= F   4th Key= A  5th key= G   6th Key= low C

7th key= high C    8th Key= B (you will only need keys 1-6)

For those of you that don’t know how to read music the lines on the music score
from bottom to top are EGBDF
The spaces on the music score from the bottom to top are FACE

Now is the time to decipher the different notes. The Order for your score is
F A G C F G A F A F G C C G A F the order you press the keys (only the white
keys, not the gray or black) is
3 4 5 6 3 5 4 3 4 3 5 6 6 5 4 3

Zoom out, pan right, click on the door and you are free to go!


                            Door 5 pt. B: The Casino
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Congratulations! You are now stuck in a new room. This one is the Casino. The
only thing that you can gamble for in this room is your life.

When this puzzle starts you are facing the bar and two green tables. Look at
the right table and take the card off of it (5 of Spades).
Click on the bar next. Look at the left bar and Snake will be useful and give
you a card (7 of Spades) and 7, well he might decide to start drinking. After
that, look at the drink cabinet on the right 7 will give you a card (4 of
spades).
Go out and pan left next. Click on the table on the far right, it is unlike all
the other tables because it is a Baccarat table. Take the card that is on the
table (3 of spades).
Zoom out and pan left until you see the fireplace. Touch the fireplace on right
(touch it above the mantle in between the two white things)
Now you have to click on the right and left lights. They will reveal a code. It
is Club, Diamond, followed by a Heart. Grab the card on the mantle then zoom
out. You will now see a little blue bag in the fireplace, take it.

Time to gamble!
Pan right and click on the second slot machine. Put the coins into the coin
slot, spin the roulette and punch the code in on the gold keys (club, diamond,
then the heart). It’s no use trying the other machines, they jam when you put
the coins in.
Open the drawer on the slot machine. Take the key and the 2 of spades
Go back to the Baccarat table and click on the blue thing in the center of the
table. It has an 8 in it.
To get the 8 card out you will have to put number 2,3, and 4 down. Take the
number 8 card and head for the door. (You pan left once you zoom out)
Once you are at the door, click on the white machine in the back (it has a 9 on
it). Put the number 8 into the card slot, then put the remain cards (5,6,7)
into the next code box that appears. It works because the digital root of 5,6,7
is nine.
Zoom out, click on the door, and you are free to go…at least free to leave this
room.



                   Door 4:  2nd Class bedrooms
--------------------------------------------------------------

You have gone through door 4 with June, Santa, Lotus. You will search the room
with June first. To get the best ending in the game, you will need to listen to
do two things in this door.
1. Listen to June’s story
2. Take the clover that Santa has.
I think that this is a fun door to go through because June and Junpei are quite
the pair. Listen to what June says and play along with her remarks.

Pan right and take the matches from the small table in front of you. Once you
have zoomed out, take the door in the back. Take the map from above the bed,
but look at the bed and the drink for laughs.
Pan right and go to the vanity. Open the drawer and take the key.
Leave the bedroom, then pan left.

Open the door on the left and you will go into the room with Lotus and Santa.
Pan left in this new room and take the candlestick from the table.
After you pick up the candle, combine it with the matches from the other room.
You can now go into the dark room on the left of the screen.
Now you see the vanity. Open the drawer to it by using the key you received
from the other room.
Take the tile from the drawer, then pan right.
Click on the bed. There is a shower curtain in the middle of the bed, take it
and zoom out. Pan left and go back to the vanity. Take the now useless
candlestick. Surprise! It’s key!

Zoom out and go back to the room that has electricity. Go to the cabinet with
all the breakable stuff in it. Use the candlestick key to open it. Take the
tile.
Zoom out and pan right. Click on the back wall with the vase on it. You will
now see an arrow, touch it again and you will see a door.
Open the door and go into the room. Pan left and put the shower curtain up.
(press the rings on the ceiling). You can peep through the curtain from here,
it is worth it to hear Santa and Lotus’s comments.
Pan right and close the curtain. Peep through the little hole in the curtain.
You will see a tile, the tile is 3rd from right and 5th from top.
Pan left and leave the room. Zoom out and leave the room via the door on the
right. You are now back in the room with June.

Look at the black and white painting in the back of the room. June will make
her comments about this painting. Once she is through, zoom out and try to open
the door on the right. (You can barely see this door in the hallway, but I
assure you, it is there.)
Click on the tile in the shower that is 3rd from right and 5th from the top.
Take the tile and leave the room. Leave June’s room again via the left door.

Now you are in Santa and Lotus’s room, again. Look at the unfinished
tile-painting on the back wall. Put all the tiles you have received into the
frame.
The solution to this puzzle is hitting the diagonal button. Turning the top
left tile two times, switching the tiles with the vertical symbol, then turning
the top tile.

Take the key and leave the room from the right door. Take the double doors that
are in front of you and you are free to go!


                          Door 4 pt. 2: The kitchen
---------------------------------------------------------------------------

If you thought you were done with door 4 puzzles you were wrong.

You start out looking at a bunch of plates. Click on all of them, and then the
counter. Lotus will explain the hexadecimal system to you. This is important to
know this because many of the game’s puzzles revolve around the hexadecimal
system.
After you have bugged Lotus, pan right and open the door on the right. Look at
the cheese first. Once you have zoomed in, click on the second cheese on the
second row. You will find oil there (goody!) take the oil and zoom out from the
cheese. You now should remove the white tarp on the left of the screen. After
it is gone, look at the box on the second shelf. (It is quite hard to see, but
it contains something important...a lovely dull knife)
Open the box and you will find that dull knife, take it, and zoom out. This
should trigger a scene with June. Let her talk about her story if you want the
true ending.
Leave the room with the tarp and click on the left door on the next screen.
There is a lock on this door. Use the oil to open it.
Once the door is unlocked, go in.

You are now stuck in the freezer and must find a way out. Pan left and look at
the cabinet in the floor. You will find some rope and a bottle here.
Zoom out and click on the shelf on the right. You will receive a very frozen
piece of pork.
Next look in the mini freezer on the left. Take the chicken from the bottom
shelf and the dry ice from the top shelf. If you trigger a scene before you
obtain the two, go back to the mini freezer and get the other item. NOTE: Let
June talk about the experiment, now is the time for patience, it is very
important to the story.
Now you have all the items you need to escape the freezer. Go to the items menu
to combine some stuff. First you must smash the dry ice with the chicken. Next
you need to put the dry ice in the bottle. After this, tie the rope to the
bottle.
You are done combining now, so get out of the item’s menu and pan right.

IT’S EXPLOSION TIME!
Tie the bottle with the dry ice onto the door by clicking the handle. Now you
can leave this very cold room.
Once you are back in the main room pan right and click on the sink that is
right in front of you. You will find a whetstone to the left of the sink.
Combine the whetstone with the knife.
Zoom out from the sink and click on the grille at the back of the room. Put the
pork on it. After it is done cooking, use the knife to get the paper out.
The new paper you have says C+10+F. This is the code for the cabinet/safe. To
get to this safe, zoom out from the grille and pan right. The safe is towards
the bottom left of the screen.
Click on the safe and you must give it a password. Unfortunately it doesn’t
take letters, so you have to convert the C+10+F to hexadecimal. Once it is
converted it reads 12+16+15. This equals 43, so put 43 in as your password.
Zoom out and open the safe.
Once the safe is open, take the keycard, zoom out and click on the door in the
far right corner. Scan the card in the scanner and you can leave the room.


The next doors you can choose are 3,7, or 8


                             Room 8: The Laboratory
---------------------------------------------------------------------------

You are in the laboratory with Lotus and Clover. The only problem is that
Clover is stuck on the other side of the door. Just remember that you can use
this to your advantage.

First pan right and click on the green lockers. One will open, click on it
again and take the ethanol. Zoom out and then pan right. Look at the shelves on
the right of the screen. You will find a power cable.
Pan right 2 times and click on the big window. Ask Clover to look at the right
operating table. She says that she needs something to erase some ink. So zoom
out and pan right to get to the bars. Hand the ethanol to Clover through the
bars on the right of the screen. Go back to the big window again, ask Clover to
look at the operating one more time. She will now have the ethanol and will
give you a code. Zoom out and return to the bars. Click on them and Clover will
give you some paper with the numbers on it.
Zoom out and pan right. Click on the computer on the right. Try using the cord
on the monitor, turns out you can’t plug it in.

Now it’s time to return to the big window. Have Clover look at the Monitor,
Mannequin, and Power box. She will see something you need on the monitor, so
zoom out and return to the bars.
Touch the bars and she will give you a two-prong plug. Combine it with the
3-prong plug. Pan right and go to the small computer next to the lockers. Plug
the 2-prong plug into the computer. Lotus will fix it. Her work ethic will
change depending on what ending you are working toward.

Remember the paper that Clover gave you? Yea, well that is the password. To see
it you can click on the file button, but I will just give it to you here.

l 3  l    l  2  l
l     l  4l      l
l     l    l   1 l

To input this code, go to the computer and click on the sequence from 1-4. If
you put it in like the diagram above you will have solved this mini puzzle.

Zoom out and pan left. All the lockers are green now. Click on the right set of
lockers and take the key.
Clover may or may not start talking about an important event, in any case,
after she talks you need to pan left until you get to the main computer with
the clock hanging above it.
Look at the computer and put the key into the slot. Zoom out and pan left a
couple times until you see that big window again.

Click on the window and have Clover look at the big power box at the back left
of the room. After you click it a couple of times she will turn it to max
voltage. Don’t worry about the fire that she starts, this is the solution to
this puzzle. All you need to do now is zoom out and pan left. Open the door on
the right to get Clover, then you need to open the door on the left.

Congratulations you have evaded death! For now a least…

                                          Door 3
--------------------------------------------------------------------------

You are in a room with Santa, June, and Seven. NOTE: If you pick Door 3 you
will automatically go to door 2 after.

You start facing the remains of snake, pan right and click on the first stall
on the left.
Click on the toilet paper that is on top of the first stall. Click on the paper
again and you will take a roll with red on it. Then look in the brown box on
the right and receive the luminol.
Zoom out and pan left. Click on the L. L. R. that is written in Blood on the
back of the wall. Use the luminol on the bloodstain and turn out the lights on
the left of the screen. You will uncover the some hidden writing once the
lights are out. The code is L L R L R L . It is the code for the shower drain.

Zoom out and pan left. Click on the metal box on the bottom left of the screen.
Open the box and move the valves (from left to right) in the proper direction.
The direction is Left, Left, Right, Left, Right, Left. Once this happens, zoom
out and pan left. The drain on the floor is overflowing. Click on the drain and
take the keycard.

Pan around till you see those three stalls again. Look at the second stall and
click on the toilet. Open the toilet and look at the guck in it.
Zoom out and click on the toilet tank. You just found a screwdriver YAY! Take
the screwdriver and zoom out to the screen with the three stalls.
Go back to the first stall again. Take the bucket and broom. Next zoom out and
click on the third stall. Look at the toilet tank and you will find another
goody. It is a lovely red keycard. Zoom out until you see those stalls again.

Pan left until you see the shower and that little metal box. Select your bucket
and click on the middle shower. It will fill with boiling hot water. Now go
back to the second toilet stall and put the water into the toilet tank and
flush it. There will be three numbers in the water. They are 185 and an = sign.
Write this number down.

Go to your item menu and combine the toilet paper with the broom. After you
combine the two hit the search button. It shows that the red markings are 634+
this will be important, so write the number down.

Pan right until you see the drain and the door. Click on the thermostat on the
wall. It looks a bit like a clock. Select your screwdriver and look at the
thermostat again.
Go to the shower and soak the thermostat in the middle shower. The thermostat
will open and you will receive a piece of paper that says 957+

NUMBER CRUNCHING TIME!!

Take the three numbers you got and add them all up. It is 634+957+185=1776
Pan left from the showers and click on the door in the back. Scan the two
keycards you received and punch in the code (1776)
YOU GOT OUT! Good job at finding the solution.


                        Door 7: Operation room
-----------------------------------------------------------------------
You go into this room with Clover and 7. If you want the true ending you have
to do a lot in this room to trigger it.
You will:
1. Give Clover the Clover from Santa
2. Talk to Seven about Ice-9
3. Answer “Patch it up” to Clover’s sock question
You will also find out interesting facts about 7 and Clover, but enough of me
talking. Lets get to the solutions.

You enter the room and see a dead body (just kidding, it’s a mannequin) anyhow,
pan left and look at the lovely little table next to the half-man. Take the
only non-rusted tool, a scalpel.

Next pan to the right a couple of times till you see a white tarp and a table
in front of it. Look at the table and take the forceps.
Remember that half-man with its guts pouring out? (the one that is two clicks
to the left) Well he is important, so go back to him and use to forceps to get
an item out of his chest.
Combine the fake organ that you just got with the scalpel.
A key is inside the organ. Zoom out and pan left. You are in-between two white
operating curtains (don’t know if that is the official name, but I shall call
it that anyway.)
Click on the right curtain, you should see a little arrow pointing to the
right. Click it and you will go to a screen with a couple of doors.
Use the key you just acquired to open the door on the left.

There are a ton of bottles in this room, look around if you want, Clover and 7
have some pretty interesting things to say about the items in this room. To get
on with the puzzle though, click on the box that is on the table in the center
of the room.

There are 2 bottles on the left of this screen, take them. Look at the note on
the right next. It says:

Iron= 1	Salt=2	Water=3	Carbon Dioxide=?     Ammonia=?

Ethanol=?

For those of you who are geniuses you will know automatically that it is
talking about the number of atoms contained in the different elements and you
will know the answer automatically, but those of us in the mortal realm will
have to look around a bit. Click on the different things in the room and you
will find all the atom counts that are needed. You will end up with:

Carbon Dioxide=3     Ammonia= 4 	Ethanol=9



Go back to the box on the table now. Click on the code box and put in 349. Take
the contents of the box and leave the room. 7 will pause and talk at some point
around here, he got drank some solvent and has started to remember stuff. If
you want the true ending just click Ice-9.

Leave the room and go back to those white operating sheets, click on the left
one this time and an arrow will appear. Click on it again and you should get to
a door. Open the door with your key.
Go into the room and immediately open the desk drawer on your left. Take the
medical record and zoom back out.

There is a table to the right of the door, click on it. There is a beaker here
and a light. Pour the contents of the red liquid into the beaker. (you remember
those two bottles you picked up in the other room, well now you can put them to
use)
After you pour the liquid in, turn the light on (it is on the left of the same
screen) 7 hears a click. Zoom out and investigate the lockers that are to the
right of the beaker. Click on the red one, it is now open.

Zoom out and go back to the beaker. Repeat the process with the blue liquid.
Once you received the next mannequin piece go back to the beaker a third time.
The third time you fill the beaker, fill it with both the red and blue liquids.
It will now be purple and the third locker will be open.

Zoom out and backtrack to the main room. You will be back to where the white
curtains are. Pan left and take the last mannequin piece. It is on the table.
Pan left again and uncover the tarp. An unfinished lady mannequin is under it.
Put her body back together with the pieces you just acquired.

You can look at the medical chart (in the file section) and see how much each
mannequin must weigh. (FYI Lucy is supposed to be 53.2 kg and John is supposed
to be 51.3 kg)
Click on her once again and you will go to a puzzle with the two mannequins.
You can write down how much each part weighs, but in the end the solution will
be still be switching every part except the heart. You have just completed a
simple puzzle that took me a while to figure out.

SOLUTION: Switch every mannequin part except for the heart

Zoom out from Lucy now and pan left. Click on the scale below John and you will
find a key, take it and head for the door.
The door is on the left path from those two white curtains, so pan to the
curtains and go left. After you go through a door or so, you will reach the
exit. Thus ends puzzle 7, The Operating Room.



                               Door 1: Chart Room
---------------------------------------------------------------------------

You go into door 1 with Ace and Clover. This is also one of the most
interesting doors in the game (I won’t tell you why though). Have fun in door
1, here is how to get through it. Note: If you want the true ending, yell at
Ace to get out of the room

Open the dresser and take the map that resides in one of the drawers. Pan left
and look at the desk. Open the drawer in the center of the desk, it has a
stopwatch in it. Zoom out and look at the books on the shelf that are above the
desk. You will get some information for the file menu.
Look at the map on the wall at the back of the room. Make sure you have the
nautical charts in your hand. Clover will talk to you when you look at that map
(finally).
Zoom out from the map and pan right. Go through the door and pan left.
Go to your file screen and look at the nautical chart. When read right it will
say:
South-Full
West- Half
Southwest- Slow
Northwest- Full
East- Half
North- Dead slow
Finish with Stop

Look at the wheel and click on it. Zoom out and look at the engine order
telegraph (it is on the left side of the room). Return to the wheel, oh, now
you can move it!
Spin the wheel in the directions that the nautical chart told you. So turn it
South, West, Southwest, Northwest, East, then North. If you put in the right
directions you should receive a handle.
Take the handle to the engine telegraph (make sure you are holding the handle
when you click on it). Input the next combination: Full, Half, Slow, Full,
Half, Dead Slow, then Stop. Ace hears something coming from the wheelhouse, so
zoom out and pan right twice. The chart in between the two doors is now lit up.
Look at the chart and make sure you are holding the stopwatch. Click on the
chart a couple of times and Ace should take the watch from you. He will reset
the time on it and return it to you. Zoom out and click on the door on the
left. There is a little metal plate on the door, click on it and put the pocket
watch in it. The door should be unlocked now, you can go through the door now.




                   Door 1 pt. 2: The Captains Corridors
---------------------------------------------------------------------------

Look at the table by the bed, click on the small object to the right of the
lamp. It’s a music box, but you won’t be playing any music in this room. Pan
right and click on the desk. Type on the keyboard and a new thing will pop up
on the monitor. It says ZERO. Open up the drawer at the bottom of the screen.
You will receive paper with some numbers and letters on it. Touch the monitors
before you leave the screen (the monitor that says ZERO and the one that is on
top of it) This should trigger a conversation with Clover. The conversation
will take different turns. If this scene does not happen, come back to the
monitors later and click on them again.

Open the door to the right of the desk. Ace is in this room with you. Look at
the dresser that you are facing. Click on top of the dresser and you will
receive some screwdrivers. Next, open the top right drawer of the dresser and
take the ink. Get out of this screen and pan left.
Look at the desk that has all the Morse code stuff on it. Open the left drawers
and you should get some paper.

Go to the item screen. Use the screwdrivers to dismantle the music box. Coat
the newly created cylinder with ink, then roll the cylinder on the paper. (So
combine screwdrivers with music box, cylinder with ink, and then paper with
cylinder)

You got a sheet of paper with Morse code on it. Go to the desk with all the
Morse code equipment on it. Click on the machine on the far right. Once zoomed
in, click on the far right machine again. It is the Morse code machine. Click
on the flipper in the middle of the screen and input the code that you received
earlier, it is on the top DS screen.
It reads:
. . . _ _
. . . . .
_ . . . _
_ _ . .

(Remember to hold the flipper down for dashes and only touch it for the dots).
Zoom out and open the middle drawer on the desk. You will get the ALL-ICE file
and a key. You can leave this room now, so pan right and go back to the room
with the dead guy.

Go to the door with the code box and the camera in front of it. Click on the
code box and put the key into it. Next you need to put in the code. It is
The way you get this code is to convert the word ZERO to hexadecimal.
So Z= 35	 E= 14 	R= 27 	O= 24

The code is: 35142724
You are free to leave this room now, and the ending draws ever close.

Oh, the code for you watch is Right, Left, Right, Left, Right, Left

                             Door 2: Confinement Room
---------------------------------------------------------------------------


You picked door 2, or were automatically directed to it after you went through
door 3. Lotus and Seven are your companions this time and you get to go through
some parts of the ship that you would rather not see.

The Confinement Room is pretty easy to navigate as you can only pan left once
and right once. It’s not even worth looking at the right side right now, so put
your focus to the three doors that are ahead of you. Let us call the door on
the left Door 1, the door in the middle Door 2, and the door on the right Door
3.

Go through door 1 and click on the divider wall between the toilet and the
sink. Flip the lid up on the toilet and it will reveal a sun. Next click on the
empty toilet paper dispenser. Take the tube off of the dispenser and you should
receive a screwdriver shaft. If not, click on the dispenser once more. Go back
to the toilet screen next and try flushing the toilet. It doesn’t work, instead
you will receive a handle for the screwdriver. Combine the screwdriver shaft
with the handle and get out of the item menu.

Zoom out of the toilet screen and pan right. Click on the desk in the far right
corner. Try to open the drawer and it won’t open (it is because there are two
screws that are holding the drawer in place.) If you click on the desk again it
should show a close up of those screws. Make sure you are holding the
screwdriver and open the drawer. Zoom out and pan left until you see the sink
again. Click on the tile at the bottom of the sink. It is stuck. You are done
with this room now, so leave and go through door 2.

Look at the toilet in this room. (Behind the divider wall.) Open the seat and
it has a moon on it. Zoom out and look at the bed, take the towel that is
laying on it. Next pan around until you see the desk in the far left corner of
the room. Take the drawer out and put the drawer from door 1 in its place. (The
new drawer you acquired has a mirror on the bottom, don’t use this one.) Open
the drawer back up and take the tile. Pan to the sink and access your item
menu. Combine the desk drawer with the screwdriver. Next click on the sink and
put the “new” knob on the sink. Turn the water on and go back to door 1.

Once in door 1 look at the sink and take the tile. Leave the room and head for
Door 3. Once in this room make sure you are holding the desk drawer. Click on
the beam of light in the center of the room. You can now use the mirror that
was on the bottom of the drawer to aim the light at different points. Only aim
it at the two mirrors that hang on the wall. When you aim it at the left mirror
you will see a 4 and a 7. When you aim it on the right mirror you will see the
Sun symbol and the Moon symbol.
Go back to door 1. Flush the toilet 4 times. Go to room two next. Flush this
toilet 7 times. Go back to Door 3 and open the desk drawer. (it is one pan
right from the sink.)
Leave this room and pan right. Go to the gray door on the white hallway.
Replace all the tiles you just got with the E’s in emergence.

You can now leave through the emergence door.


                          Door 2 pt. 2: Torture Room
---------------------------------------------------------------------------

Doesn’t this sound like a lovely room to explore? NO? Shame that you think so.
Anyhow, you must explore this room and even start an experiment to leave this
room so lets get started.

Start by panning right and clicking on the bloody cloth. Take the wrench. Pan
right 2 times and open the pipe that is near the stairs with the wrench. Look
in the tank hole next, you should find the Sun Key. Zoom out and pan right.
Click on monitor on the far right of the screen. (it is on the floor past the
torture chair.)
Click on the top left button and the bottom 2 buttons for the solution to the
monitor puzzle.

You now need to put an offering in the chair. Lotus volunteers to be the
victim. Before she sits down though, click on the chair and put the Sun key in
it. Zoom out and look at the control panel at the back of the room, pull the
yellow lever. Next look at the floor below the chair. You should see 4 letters,
an E, D, B, and F. Go back to the control panel and press the corresponding
letters. Zoom out and go back to the monitor that is to the right of the chair.
This is one of the most complicated puzzles in the game, so I will just give
you the solution.

Hit the (red) left arrow. Next press the top switch 2 times and the bottom
switch 2 times.

Click on the right red arrow again until you get to the other side of the
“brain” Touch the top button 1 time and the bottom button 1 time.
Hit the check button when you are through.

Click on the door that is at the back of the room (behind the torture chair).
The door should open and you can leave this dreary room.


                             Door 6: Steam Engine Room
---------------------------------------------------------------------------
You go through this room with Ace, Santa, and June. The Steam Engine room is
the largest room to go through in this game, but it is easy to navigate once
you have explored it a bit.

You start facing a conveyer belt, don’t worry about this now. Instead, pan
right and click on the stairs that are on the right of the screen. You are now
“up” one flight of stairs, continue to go up the stairs by clicking on the
upper flight. You now should see a locker like door that says A.

Go through this door and then pan left. Take door B. Pan right once you are
through the door and click on the pulley system that is on the right. Take the
wheel from it and go back through door B. You now should be back at the screen
that has doors A, B, and C. Take door C this time. (it is the door on the far
right).

Once through door C click on the pulley system in the left corner of the room.
Attach the wheel to the system, and lower the box that is hanging in midair. Go
back through door C, then take door A (the middle door).

Go down the stairs on the left. Once you are on the ground floor again, pan
left. There should be a box by the conveyer belt now. Open the box and you will
find a control panel. This control panel goes to the conveyer belt, so click on
the metal box next to the red light and put the panel in. To put the panel in,
just make sure you are holding the control panel.

Once you push the button, coal will come out on the conveyer belt. Take the box
that is to the left of the conveyer belt. It is full of coal. Pan left and
click on the big furnace on the right of the screen (make sure you are clicking
the 3 circles on the bottom of the furnace, this is where you put the coal in.)
Have the box of coal in your hands and open the hole for coal. You will put the
coal in. Once you finish this, pan right twice and go up the stairs one time.
There is a panel to your right with a lot of levers. Click on it and pull the
far right lever. This will make all the gears turn.

Go down the stairs and click on the gold gear on the far left of the screen.
Click on the gear again and take the gold plate. Zoom out and click on the
bronze gear (it is in the second gap in the furnace, just past the gold gear)
take the plate from this gear as well. Next click on the third gap. It has a
silver gear. Take the plate from this gear as well. NOTE: It is very hard to
see the silver gear because it is very far back on the left of the screen. Once
you have zoomed back to the stair screen, click on the back wall. (it has some
white bags and a clock) an arrow should appear when you click on the wall, so
click on it once again. You should see a stairwell on your right. Click on it.
Next click on the silver box at the top of the stairs.

You have to complete a mini puzzle now. Make sure that the silver plate is in
the top slot, the bronze plate is in the bottom right slot and the gold plate
in the bottom left slot. Next just match up the red lines by rotating the
plates. You can leave this room now.

                             Door 6 Pt. 2: Cargo Room
---------------------------------------------------------------------------

Start by looking in the white bag that is on the crate to the right of the
screen. You should get a keycard with Santa on it. Next click on the crates on
the left of the screen, there is a white bag on these crates as well. Open the
bag and get a keycard with the 9th man on it.

Zoom out and pan left. You should see some crates that have two white bags by
them. Click on the white bag on the floor, this one contains a keycard with
Snake on it. Click on the white bag that is on the crate. It has a Clover
keycard in it. Next click on the small brown box to the right of the white bag
(the one that had the Clover keycard). Open the box and you will find Ace’s
keycard. Pan left and click on the left crate pile (it is a stack with 3
boxes). You should zoom in to see that there are two cards in the crate. Take
them both. One is June’s card and the other is Junpei’s. Zoom back out and
click on the white bag in front of the green thing on the floor. It has Seven’s
card on it. Click on the blueish green thing on the floor. It is a big box with
9 little boxes, you will receive Lotus’s keycard at this point. You will be
taken to a scene at this point, once it is over open the box and you will
receive 9 pins. Pan right and go up the stairs, all the way. Click on the box
you get to and you will have to put the pins into the control panel in a
certain way.
(Basically you have to create different digital roots until all the numbers are
lit.) Put them into the control panel in this order. The first 3 numbers go in
the top slots and the bottom 3 numbers go in the bottom slots.

5, 4, 1 and 6, 3, 2
6, 4, 2 and 7, 5, 1
9, 4, 1 and 8, 5, 2
9, 6, 1 and 8, 7, 2

Next click on the Giant F to the right of the screen. In this puzzle you have
to make everything equal 15. The solution is

2 9  4
7   5  3
     6   1  8

Click on the screen on the top part of the control panel. Next click on the
switch on the bottom right of the screen. You will have to control the
pushmaster for this puzzle, I will tell you the directions in which the push
master must go.



1st 10 moves:

Up
Right
Up
Right
Right
Down
Right
Down
Down
Left

2nd 10 moves:

Down
left
left
up
right
right
down
right
up
left

3rd 10 moves:

left
left
left
up
up
right
right
right
down
down

4th 10 moves:

left
down
right
left
left
up
left
up
up
right


5th 6 moves:
down
left
down
right
right
right

Go back down and investigate what you just did, so go down the stairs, pan
right and click on the fence in the back of the room. Climb the crates and open
the coffin. Take the contents and zoom out until you can pan left. When you can
pan left, do it and go up 1 flight of stairs. Click on the door and you are OUT!

                                   Door 9: The Library
---------------------------------------------------------------------------

If you made it to door 9 you are on your way to the true ending. The first stop
is the Library. Here is how to get out of it.

The bookshelves in front of you are divided into 4 sections. Click on the
bottom right section and you should see a mini puzzle with books. You can move
the books in the middle shelf to say OPEN HERE FIND BULB. Once you are done
shuffling the books, you should see a bulb appear to the right of the books.
Take the bulb and zoom out.

Pan right and click on the bottom right section of books. Once you zoom in,
click on the middle shelf. You should find a pop up book. Zoom back out and pan
right. Click on section of books that are to the right of the door. Once you
are zoomed in, click on the middle shelf. You will get another pop up book (is
this becoming a trend?).

Pan right and click on the top left section of books, once zoomed in, click on
the bottom right shelf. Clover will move a book and there will be a bulb under
it. Take the bulb.

Pan right and go down the stairs (on the left side of the screen). Once you are
downstairs pan right and click on the shelf of books to the left of the
staircase. Then click on the bottom right section of books. You will get
another pop-up book. I swear that this is the last one.

Go to the item screen and “Search” each of the books (click the R button) you
will open all of the books. They all have letters on them. Zoom out and pan
right. There is a case in the back left of the room, go to it. To open it,
click on the lock that is below the glass part. The code is 632415 (it is also
on the top screen). Open the case next and take the bulb. Zoom back out and
click on the circular thing in the middle of the floor. It is some sort of
projector. To make it work, first change all the bulbs, then put the books
down. After you do this click on the SHELDRAKE-5 that is being projected. Zoom
out of this screen and pan right. There is a shelf of books on the bottom left
of the screen, click on the shelf. Next take the SHELDRAKE-5 volume.

Go back upstairs (the staircase is one pan to the left). Once upstairs you will
see that the bookshelves have been moved. Click on the door that is at the back
of the room (the one that appeared because the shelves were moved). The door
requires a password. The password is DEAD. Open the door on the right, the left
one is jammed.

                       Door 9 pt.2: The Workshop/Study
---------------------------------------------------------------------------

You are now in what I assume to be Santa’s workshop (no pun intended, ok, maybe
a little). This puzzle draws heavily from what you have already done in the
game, so when in doubt, remember the other puzzles.

Start by taking the nautical table from the table on the right of the screen.
Pan left next and click on the huge machine on the right of the screen.

You now have to complete a puzzle. All you need to do is make sure everything
is lit up.

The puzzle looks like this:

l D  l 6  l    l = A
l 1   l F  l 5  l =L
l 9   l B  l     l = L
  ll     ll     ll
  A     L     L

Press the buttons in this order.


 l 2 l    l    l
 l    l 1 l 3 l
 l    l    l    l

Once you are done with this puzzle, click on that big machine again. To the
right of the keyboard there is an emblem with a cross on it. Take it then zoom
out. Pan left and click on the table with the blueish green monitor. Then look
at the wheels that are below the monitor.
Turn the wheel according to the nautical chart so it should be:

South
West
Southeast
Northeast
East
North
East

You will now be able to take the little emblem that on the right side of the
monitor. It has a steering wheel on this emblem. Pan left and open the big
cabinet on the left of the screen, when you open it you should see some pink
papers.
Take the papers and pan right. Click on the machine that is in the way back of
the room. (Way back in the middle of the screen). You will need those pink
sheets to finish this puzzle, because those pink papers have the key to Morse
code of them. The word to put in is ICE
So put in:
. .
_ . _ .
.

When you are done take the emblem that is on the right side of the machines
keyboard. It is a code emblem. Next look at the big boxlike thing in the far
left corner of the screen. Open it and you will find a coffin, open the coffin
and you will find the coffin emblem and a key.

Zoom out and click on the computer on the far right of the screen. (you can
only see the cords from this point of view.) Once you are at the computer
screen put the emblems in the indentations.
Put the emblems into the indentations in this order:
Steering Wheel
Cross
Code
Coffin

The solution to the steering wheel emblem puzzle:

For box 6 put in: 8, 5, and 2
For box 3 put in: 7, 3, 6, 4, and 1

Solution for Cross emblem:

For box 1 put in: 7, 5, 4, and 3
For box 7 put in: 2, 6, and 8

Solution for Code emblem:

Put 826 in one box and 754 in the other

Solution for Coffin emblem:

Put all the numbers in box 8.

You can now open the drawer that is at the computer (right below keyboard).
The story gets even more interesting at this point, hope you enjoy is as much
as I did!



                                  SUDOKU Solution
---------------------------------------------------------------------------------

This is the Sudoku solution once you turn the DS upside down.

Top 3 rows (read all 9 numbers left to right. Once you fill in the first row,
go on with the second, then so on. I split the boxes into 3X3’s so you could
read them easier)

l 4 l 3 l 1 l    l 8 l 7 l 2 l    l 5 l 6 l 9 l
l 5 l 8 l 7 l    l 6 l 4 l 9 l    l 2 l 1 l 3 l
l 6 l 2 l 9 l    l 3 l 5 l 1 l    l 8 l 7 l 4 l

Middle 3 rows

l 2 l 4 l 5 l    l 9 l 6 l 8 l    l 7 l 3 l 1 l
l 1 l 6 l 8 l    l 7 l 2 l 3 l    l 4 l 9 l 5 l
l 9 l 7 l 3 l    l 4 l 1 l 5 l    l 6 l 2 l 8 l

Bottom 3 rows

l 3 l 9 l 4 l    l 2 l 8 l 6 l    l 1 l 5 l 7 l
l 7 l 1 l 6 l    l 5 l 9 l 4 l    l 3 l 8 l 2 l
l 8 l 5 l 2 l    l 1 l 3 l 7 l    l 9 l 4 l 6 l
Different Endings
---------------------------------------------------------------------------

Knife Ending- Pick Door 6 at the end (just make sure that the combination is
not 58 then 6)
This is probably the worst ending in the game because it tells you next to
nothing about the plot, but if you are going for completion more power to you

Submarine Ending- Pick Door 3 when prompted

Ax Ending- Pick Door 1 at the end. You can even trigger this ending when you go
through doors 4, 7, then 1 if you answer the questions wrong.

Safe Ending- Go through doors 5, 8, then 6. To get the safe ending you will
need to look at the safe in door 5.

True Ending/ Coffin(All-ice) ending- Prerequisite Get safe ending first.
You need to go through Doors 4, 7, 1 to get the true ending.
You also need to:

-Take the 4 leaf clover from santa
-Let June talk about the titanic (room 4) and Ice-9 experiment (in the freezer)
-Give it to clover in room 7 and talk to 7 about the Ice-9 experiment
- say “Patch it up” to clover’s question in door 7
- Yell at Ace to get out of room 1when prompted
- Look at monitor after ZERO is spelled out on screen