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Walkthrough

by drachemeister

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���������������������������������������������
    Nine Hours, Nine Persons, Nine Doors        Latest Update: GameFAQs.com
             FAQ/Walkthrough                                   Neoseeker.com
   Copyright 2013 Chloe B./Drache the Dork
���������������������������������������������


ASCII made with help from ASCGEN.NET. Pretty neat program.


Contact
������������
Email:        drachenmeister13 at gmail dot com     (poor response rate)
GameFAQs PM:  Drache_the_Dork                       (underscores are important!)
Twitter:      @drachenmeister

The reality of email is that I don't respond to it often. I advise against
asking me questions, as chances are I'll see them a week later or so and I will
assume you either figured it out or moved on by that point.

Feel free to leave a note if you want me to respond no matter how late I get
to it. This does not guarantee response, but it makes it MUCH more likely.

_______________________________________________________________________________
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                               Table of Contents
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No spoilers.
                 The Hexadecimal Tip. . . . . . . . . [HEXAD]

                 Ending Routes. . . . . . . . . . . . [999ED]

                 Gonna Drown! . . . . . . . . . . . . [PUZZ0]

                 Door 4 . . . . . . . . . . . . . . . [PUZZ1]
                 Door 5 . . . . . . . . . . . . . . . [PUZZ2]

                 Door 3 . . . . . . . . . . . . . . . [PUZZ3]
                 Door 7 . . . . . . . . . . . . . . . [PUZZ4]
                 Door 8 . . . . . . . . . . . . . . . [PUZZ5]

                 Door 1 . . . . . . . . . . . . . . . [PUZZ6]
                 Door 2 . . . . . . . . . . . . . . . [PUZZ7]
                 Door 6 . . . . . . . . . . . . . . . [PUZZ8]

                 Door 9 . . . . . . . . . . . . . . . [PUZZ9]

                 Contact/Legal. . . . . . . . . . . . [LEGAL]

_______________________________________________________________________________
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                              The Hexadecimal Tip                      [HEXAD]
_______________________________________________________________________________
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You think this tip is going to be something big? It isn't. There is one major
thing that you need beaten in your head if you want to solve the puzzles in the
game.

When in doubt, use hexadecimal!

You will often see a string of letters that you have to convert into numbers...
and sometimes some numbers you need to convert into letters.

So, for your convenience, here's a list of letters and their decimal values.

A | 10         N | 23
B | 11         O | 24
C | 12         P | 25
D | 13         Q | 26
E | 14         R | 27
F | 15         S | 28
G | 16         T | 29
H | 17         U | 30
I | 18         V | 31
J | 19         W | 32
K | 20         X | 33
L | 21         Y | 34
M | 22         Z | 35

If you still can't solve your puzzle, then there's obviously a solution futher
in the guide. :)

_______________________________________________________________________________
�������������������������������������������������������������������������������
                                 Ending Routes                         [999ED]
_______________________________________________________________________________
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Again, this section is spoiler free, but provides plenty of explanation about
getting the ends. I suggest reading about the end you want.

The end numbers refer to those squares you see across the screen before
continuing.


  Recommended Order of Ends
�������������������������������������������������������������������������������
   1. Axe
   2. Knife
   3. Submarine
   4. Safe
   5. True

� Don't bother with Coffin. Ever. It's a major troll. Look at End 2 for more
  info.

� The order of the first three really doesn't matter. All that matters is that
  Safe is before True. I feel you get the most out of the game if you do Safe
  and True after you do the other three.

� If you're not interested in completion, but you want the best experience,
  then simply get the Submarine, Safe, and True ends.

  You'll learn everything there is to know this way, except the results of the
  Knife/Axe ends. Ignoring the Submarine end will result in slightly less
  character knowledge, but you will be able to understand the plot completely.

� Questions in the Axe end are answered in the True end. And in the Safe end.

� Questions in the Knife and Submarine ends are answered in the Safe end.



  True (End 1)
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        Doors: 4, 7, 1

Prerequisites: Safe end (Otherwise, you get Coffin)

               Door 4: Take the bookmark from Santa.

                       In the Freezer, wonder why dry ice doesn't melt.
                       Eventually the conversation will turn to Ice-9.

               Door 7: When Seven mentions EDT, mention Ice-9 to him.

                       Give Clover the bookmark.

               Door 1: In the first room, hit the Zero monitors for a
                       conversation about the captain.

         Note: Failure results in the Axe end.


  Coffin (End 2)
�������������������������������������������������������������������������������
        Doors: 4, 7, 1

Prerequisites: See End 1.

               Failure results in the Axe end.

         Note: Getting the True end counts as both Coffin and True. The Coffin
               End just cuts you off early without resolution.

               Thus, don't even think about getting this end. Waste of time.


  Axe (End 3)
�������������������������������������������������������������������������������
        Doors: 4, 8, 1
               5, 7, 1
               5, 8, 1

         Note: You CAN use 4, 7, 1 to get this end by answering incorrectly at
               a few points. But it's more convenient to use the above doors.

               It's also worth seeing for laughs, surprisingly.


  Safe (End 4)
�������������������������������������������������������������������������������
        Doors: 5, 8, 6

         Note: Required to unlock True end. Otherwise, you get Coffin.


  Knife (End 5)
�������������������������������������������������������������������������������
        Doors: 4, 7, 6
               4, 8, 6
               5, 7, 6

         Note: If there is an end to skip, it's this one.


  Submarine (End 6)
�������������������������������������������������������������������������������
        Doors: 4, 3, 2
               4, 7, 2
               4, 8, 2
               5, 3, 2
               5, 7, 2
               5, 8, 2

         Note: Door 3 locks you into the Submarine End. As such, you should
               take it for this end, though you don't *have* to.


_______________________________________________________________________________
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                                 Gonna Drown!                          [PUZZ0]
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(You can skip straight to the keys and briefcases if you want. You don't have
to get everything in the room.)

Click the sink and pull the note off the top of the board over it. It has four
trianagles, two red, two blue. Go ahead and pick up the picture below it.

Hit the down arrow, then head to the right to get to the kettle. Open it up for
a blue key. Now open the stove below it. You'll get a screwdriver. Combine with
the picture you got.

Back out till you can see the door. Check the bottom bunk, then under the
pillow. You'll get another note.

Back to facing the door. Hit the grey door to the left. You'll get a red key.
You'll get a scene about Junpei's reflection.

Comparing the notes to the back of the picture gives you the solution to the
briefcase locks. Red triangles for the red case, blue for the blue case. So
the solution is cut in half across two notes, and you just have to combine.

Now back to the beds and click the briefcase. Open it with the Blue key. Enter
0263. You'll be given keycards with 6, 7, and 8 on them, and you'll be told
about digital roots.

Hit the wall above the kettle to find a red briefcase. Enter red key and input
7485. You'll have red keycards with 1, 2, and 3.

Time to get to the door. Try both sets of keys, then enter 6, 7, and 1.
Freedom...?

Nah.

_______________________________________________________________________________
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                                    Door 4                             [PUZZ1]
_______________________________________________________________________________
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Turn to the room and grab the matches off the table. You'll speak with June for
a bit. Enter the door you see there, and hit the picture on the wall. Map and
map menu get.

I suggest playing along with June. Her conversation is... interesting.

After the mummy conversation, turn around and open the dresser for a key. Then
leave.

Go over to Lotus' room. Note the abstract art. Grab the candle off the table.
Combine with matches and enter the open room. Use the dresser key to open the
other dresser and get the plate. Then go to the bed and grab the curtain.
Eventually, the candle will burn out. Check it out for the candlestick key. Use
it to open the display case. Claim plate.

True end: Eventually, Santa will offer you a bookmark. Taking it is required
��������  for the True end.

          Remember, dialog options are important for this end.

Down the corridor and into the the other room there. Take the curtain and hang
it up. Now to the bathroom in the other room. Hit the tile the hole in the
other bathroom showed. You have the last plate. Exit, and look at the picture
before leaving to the other picture frame. You'll have to match the picture.

After, you'll get a key out and a conversation.


  Kitchen
�������������������������������������������������������������������������������
Thought you were done? Hah. Click the square plate for a reference. :P

Behind the serving table, you'll find a sink. Next to it is a whetstone. Go
left from there and enter the door. Remove the cloth and open the box for a
knife. Combine with whetstone. Go for all the wheels. Cut the--

You know where that one's going. Kidding aside, move the central cheese to get
cooking oil. Take it to the bolted door and loosen it up. Freezer is open. As
soon as you enter, you get trapped. Open the large door for frozen chicken and
dry ice.

True end: When you pick up the dry ice, say you want to know about why it
��������  doesn't melt (even if you know). Ice-9 is very important for the true
          end. Show interest.

Hit the shelves to get some pork. Then check the floor for rope and a water
bottle. Now turn to the door. Combine dry ice and chicken, then crushed dry ice
and water bottle. Combine bottle and rope. Bottle in tow, tap the door. Escape.

To the grill, meat in tow. Then cut the meat with that knife. The paper gives
you a clue to open the lock. Enter 43. Claim the Saturn key card and use it
to exit.


_______________________________________________________________________________
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                                    Door 5                             [PUZZ2]
_______________________________________________________________________________
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Look under the pillow of the bed. It's a music sheet with A notes. You'll learn
a bit about Snake afterward. In the same room, look above the piano to find a
map of the ship, which allows access to the map screen.

Face the doors. Open the right one, then the cabinet. You'll get another score
plate.

Open the left door. Then open the far door to get to another room. Turn around
till you find a vase. Face where you came from and enter the right door. Then
enter the closer one. You'll be in a bathroom. Fill the vase with water and
unplug the drain for a score plate. Go back to the fire and put it out for
another one.

Open the left door in there. Open the cabinet and get the score plate. Return
to the piano.

Hit the keys in this order:
3, 4, 5, 6
3, 5, 4, 3
4, 3, 5, 6
6, 5, 4, 3

Recognize the tune? You should.


  Let's Gamble!
�������������������������������������������������������������������������������
After exiting, you get stuck in another room. Check the table in front of you
to find a 5 card. Then hit the bar, and look at the counter for the 7 card.
Below the glasses is the 4 card.

Back out and face the fireplace. On the mantle is the 6 card. Turn on both the
lights to see a Club, Diamond, and Heart. Look below the the mantle to see
a coin bag.

To the slots! Enter a coin in the to the middle and hit the buttons in this
order: Club, diamond, then heart. You get a Venus key and a 2 card.

Now look around for the baccarat table for the 3 card. Seven will mention
something blue mounted in the table. He'll explain the rules of the game when
you hit it. Another 9 game. Hmm. Play the game, and insert cards 2, 3, and 4.
Claim your 8 card as a prize.

Head towards the white thing on the wall (near the slots). Insert 8 into the
slot. Put your remaining cards into the new slots that open. Leave.

_______________________________________________________________________________
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                                    Door 3                             [PUZZ3]
_______________________________________________________________________________
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To the right. Search the junk up high for luminol and toilet paper. Look in the
tank of the middle stall for a screwdriver. The first stall has a bucket and a
broom. The third stall's tank has a red key card. Turn to the right, then hit
the small thermometer. Screwdriver time.

Turn to the showers and turn 'em on. You'll open the thermometer for a piece of
paper. Then fill the bucket. Go to LLR and spray the luminol. You'll see LLR,
then LRL after turning off the lights. Back to the shower. Open the small door
and arrange the valves like that. Then turn left and open the drain to claim
Mercury key card.

Combine broom and toilet paper. Open the middle toilet's tank and use the hot
water to flush.

From all the clues you found:

957 + 634 + 185 = 1776

To the door. Enter key cards, then the number. Exit.

Door 2 for you!


_______________________________________________________________________________
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                                    Door 7                             [PUZZ4]
_______________________________________________________________________________
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The doll... has a name. So does the other under the nearby cloth. John and
Lucy. Heh. Next to Lucy is a table with forceps on it. Head right from there.
On the table is a fake chest. To the left of the original doll is a mannequin
that you can take the lung out of with the forcepts. Go to the table and get
the scalpel. Combine with the lung. You get an organ key.

Go to the right behind the curtains and open the door. On the table is a note,
red liquid, and blue liquid. The note is concerned with the number of atoms in
each compound. The missing ones are the combination.

Enter 349 in the safe to get your right arm and heart.

True End: Seven will talk about EDT upon leaving. Mention Ice-9 to him and
��������  he'll mention All-ice.

          You'll get part of the conversation if you took Door 5. However, it
          has nothing to do with the True end.

Now go to the left behind the curtains and use the key. In the room, open the
drawer for medical notes. Then check out the table. Turn on the light and pour
the red liquid. Back out, look to the right, and open the red door for a leg.
Do this again for blue, then purple for the other leg and a stomach.

Back to Lucy. Exchanging time. John is 51.3, Lucy is 53.2. Swap everything but
the hearts. Then to John. You get the Jupiter key.

True End: Upon trying to open the door. Clover will vanish. Give her the
��������  bookmark you got from Santa.

          Again, the Door 5 route has a similar scene, but you lack the
          uber important bookmark. :P

_______________________________________________________________________________
�������������������������������������������������������������������������������
                                    Door 8                             [PUZZ5]
_______________________________________________________________________________
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Aaand Clover is sealed. To the left of the doors is a machine. Searching to the
right gets you a Power Cable. Take it to the regular computer monitor. Now look
out to where Clover is. Hit the object near the mannequin for a conversation
about the power cable.

To the bars to get the 2-Prong Plug. Combine plugs, and take to the monitor.
After a scene, you'll come to a puzzle. Hit it like so:

+---+---+---+
| 3 |   | 2 |
+---+---+---+
|   | 1 |   |
+---+---+---+
|   |   | 4 |
+---+---+---+

(The hint comes from giving alcohol in the lockers to Clover after looking at
a table in her area.)

To the previously locked lockers. Get the Activation Key. To the machines.

New monitor to play with. It'll bring power to the area below. Click the
machine at the top of the screen a couple times to put a head on fire. Door's
open. :D

_______________________________________________________________________________
�������������������������������������������������������������������������������
                                    Door 1                             [PUZZ6]
_______________________________________________________________________________
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In the desk is a stack of nautical charts. Turn to the map on the wall for a
new file. Then tap the books for more files. Open the desk for a watch.

Ace will pop in now. You'll get a conversation with Clover for shooing him,
true end only. S + S is the only combination shown that adds up.

Through the door now. Then turn to the second steering wheel in the room (hit
the compass first). Go South, West, Southwest, Northwest, East, North. The
handle will pop off. Use that handle on the device to the left.

Full, Half, Slow, Full, Half, Dead, Stop.

Go up to the display with the watch and it'll tell you 10 seconds past 3
o'clock. With it moved, go through the door that was locked.


  Captain's Quarters
�������������������������������������������������������������������������������
Hit the music box on the nightstand. Hit the stuff on the desk now. Open the
drawer for a new file. Zero will show up in the screens. 

True End: After hitting the screens, you should have a unique conversation with
��������  Clover about the captain.

          Otherwise, you're on your way to an another end.

Now to the other room. 

On the desk in front of you are screwdrivers. Combine with music box to get a
cylinder. Open the drawer to get ink. Then turn to the desk. Open what you can
for paper. Combine ink and cylinder, then cylinder and paper. The game is kind
enough to leave it up on the screen for you to copy, so head to the little
telegraph key and enter the pattern.

Open the drawer for ALLICE, the Uranus key card, and a unique key. To the lock!
Insert key, then enter 35, 14, 27, 24 (which is Zero, converted from
hexadecimal... A = 10, B = 11, etc.).

You'll get different text for the ALLICE book on the True end path, but this is
not required for the end itself.

Oh, and the answers you need on a particular path:

right left right left right left

Se + J + C

_______________________________________________________________________________
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                                    Door 2                             [PUZZ7]
_______________________________________________________________________________
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Might as well start with the door right in front of you. Pull the handle next
to the toilet. It'll fall off. Tap the toilet paper and then the holder, and
combine that with the handle to make a screwdriver. Then to the desk. There are
screws on top. You'll yank out the whole thing.

In the second room, you'll find a towel on the bed. Turn to the desk and take
out the drawer. Then replace with the other one from the first door. New tile.
Combine screwdriver and drawer. Take the knob to the sink. To the first door to
claim the tile. Door number three is dark.

Keep tapping the mirror and you'll be allowed to reflect light around. You'll
see 4 and 7, then sun and moon, the toilet symbols. Go to door 2 and flush 7
times. Flush door 1's toilet 4 times. Back to door 3 and open the drawer. Get
the tiles.

Door 4 has Emergence written on it. The third toilet has the hint E=14 on it,
which is a conversion from hexadecimal. The tiles have 14 written on them.
Replace the E's in "emergence" with tiles and you're done.


  Torture
�������������������������������������������������������������������������������
On the green thing next to the chair, a puzzle will pop up. Hit the bottom
right, top left, then bottom left buttons.

After that, the dirty cloth has a wrench on top. Below the catwalk is something
circular (a covered up hole, if you will). Use the wrench on it. You get the
Sun key.

Pulling the right lever on the machine will make the EDBF appear below the chair
on a dead shark. You know what buttons to hit. Now use the sun key to
unlock the chair's restraints.

On one side of the head, you need both 2's on. On the other, 1's should be on.
I forgot to keep track of which side, but that'll get you through. :P

And out.

Anyone else think of a Beatles song?

As a side note, this is the only door which has a guaranteed end.

_______________________________________________________________________________
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                                    Door 6                             [PUZZ8]
_______________________________________________________________________________
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You'll start facing something with a small door. It'll have a slot for you to
put something in. Anyway, turn till you see a ladder-looking thing (stairs,
actually). Hit them to go up. You'll come to four sliders. Keep going up to
find a wheel with A over it and go through it. From there, go through B.

Turn the wheel you see there. Now go back through the door and go through C.
You can operate that winch with the wheel you just got. It's below you now. You
should get a bit of text about June and Rats. Back through the C and A doors.

Next to the initial machine is the box you want. Take the control panel inside
to the small door. Perfect fit. Conveyor belt moves. Take the box of coal now.
Look down the really blank looking hallway and hit the circles on the wall.
You'll put the coal in there. Head up to the four sliders to ignite the coal.

You have to check out three gears to get discs. Then go to the thing that
operates the lock on the door. The gold disc goes in the bottom left, the
bronze disc in the bottom right, and the silver disc at the top. Then align the
red lines to open the door.


  Cargo Room
�������������������������������������������������������������������������������
Of course, you get launched into a new puzzle. Hit the boxes right in front of
you and claim the contents of the bag. 9th man, huh? Open the other bag you can
see for a Santa card. To the left are the Clover and Snake cards. Open the box
for Ace. Turn to the other part of the room for Seven. Hit the blue boxes to
get Lotus. Now hit the big crates for Junpei and June.

Back to the blue numbered boxes. After a bit of reading, Junpei will open them.
You get numbered Pins. To the top of the stairs. Insert pins into the machine
in the following order:

712   713   914   913
345   854   862   456

The shutter opens to reveal... F. A magic square, and you want 15 (convert F
from hexadecimal to get 15). Insert more pins in this order:

8 1 6
3 5 7
4 9 2

So up, down, and diagonal combos all equal 15. :)

You unlock a block puzzle!

           #### - Blocks you don't have to worry about.

Lettered Blocks - Push the blocks in the center to the corresponding slots on
                  the right.

        Push Me - Self explanatory. Follow the numbers and you can't go wrong.


+-----+-----+-----+-----+-----+
|#####|     |     |     |#####|  Push: Up, right, up, right, right, down,
|#####|  3  |  4  |  5  |#####|        right, down, down, down, left, left, up,
+-----+-----+-----+-----+-----+        right, down, right, up
|     | AA  |     | DD  | AA  |
|  1  |  2  |     |  6  |  7  |
+-----+-----+-----+-----+-----+  Desired results shown below. Block 2 should be
|PUSH |     |#####|     | BB  |  in place.
| ME  |     |#####|     |  8  |
+-----+-----+-----+-----+-----+
|     | CC  |     | BB  | CC  |
|     |     |  13 |  14 | 9/17|
+-----+-----+-----+-----+-----+
|#####|     |     |     | DD  |
|#####|     |  12 |11/15|10/16|
+-----+-----+-----+-----+-----+

+-----+-----+-----+-----+-----+
|#####|     |     |     |#####|  Push: Down, left, left, left, up, left, up,
|#####|     |     |     |#####|        up, right, right, right.
+-----+-----+-----+-----+-----+
|     |     | AA  |     | AA  | 
|  8  |  9  |  10 |  11 |     |
+-----+-----+-----+-----+-----+  Block A should be over AA now. Push me to the
|     |     |#####| DD  | BB  |       left of AA.
| 7   |     |#####|     | BB  |
+-----+-----+-----+-----+-----+
|     | CC  |     |     |PUSH |
| 6   |  5  |     |     | ME  |
+-----+-----+-----+-----+-----+
|#####|     |     |     | DD  |
|#####|  4  | 3   |  2  |  1  |
+-----+-----+-----+-----+-----+

+-----+-----+-----+-----+-----+
|#####|     |     |     |#####|  Push: Down, down, left, down, right
|#####|     |     |     |#####|
+-----+-----+-----+-----+-----+
|     |     |     |PUSH | AA  |  Block D should be in place.
|     |     |     | ME  | AA  |
+-----+-----+-----+-----+-----+
|     | CC  |#####| DD  | BB  |
|     |     |#####|  1  | BB  |
+-----+-----+-----+-----+-----+
|     |     |     |     | CC  |
|     |     |  3  |  2  |     |
+-----+-----+-----+-----+-----+
|#####|     |     |     | DD  |
|#####|     |  4  |  5  |     |
+-----+-----+-----+-----+-----+

+-----+-----+-----+-----+-----+
|#####|     |     |     |#####|  Push: Up, Up, up, left, left, Down, left,
|#####|     |     |     |#####|        down, right, right, right.
+-----+-----+-----+-----+-----+
|     |     |     |     | AA  |  Block C should fill the final slot. Congrats.
|     |  5  |  4  |  3  | AA  |
+-----+-----+-----+-----+-----+
|     | CC  |#####|     | BB  |
|  7  |  6  |#####|  2  | BB  | 
+-----+-----+-----+-----+-----+
|     |     |     |  1  | CC  |
|  8  |  9  |  10 |  11 |     |
+-----+-----+-----+-----+-----+
|#####|     |     |PUSH | DD  |
|#####|     |     | ME  | DD  |
+-----+-----+-----+-----+-----+

Many thanks to a Japanese wiki for helping me draw this.


With that done, approach the fence below, hop on the crates and take a look at
the Coffin. Rusty key and... see for yourself. Not a body. Take the key to the
door upstairs and open.

The sinister hand is the left one. You'll understand if you're on the right
path.

_______________________________________________________________________________
�������������������������������������������������������������������������������
                                    Door 9                             [PUZZ9]
_______________________________________________________________________________
�������������������������������������������������������������������������������

I hope you like books.

Go ahead and click the note on the table in front of you. Then hit the lower
right part of the books.

OPEN
HERE
FIND
BULB

Then hit the wall next to it and find... bulb. Turn right, and hit the lower
right part again for a book. Search it for a pop up book. Facing the iron door,
hit the right side, then the middle. Search the book for a new pop-up. From the
table, head left. Search the books at the upper left section for a bulb.

Downstairs. From the yellow... pit, turn right twice and tap the left side of
the books. Search the bottom right for a new book, then search the book for a
new pop up book. Facing the yellow again, hit the blank part of the wall to the
left. Enter 632415 on the lock. At the bottom of the shelves is a bulb.

Back to the pit. You'll put the bulbs in first, then the books. After the
bombshell, head right twice from the pit and hit the books. Bottom right is
Shelldrake, go for the fifth and watch things move.

Upstairs and to the middle of the new doors. The numerals are as follows:
XIII, XIV, X, XIII. Convert to the hexadecimal equivalents (A = 10, B = 11,
etc.) to get DEAD. Enter it and open the right door.


  Study
�������������������������������������������������������������������������������
Grab the yellow paper for a new file. Turn left and tap the machine. Clover
will give you a piece of paper. Enter like so:

+---+---+---+
| 2 |   |   |
+---+---+---+
|   | 1 | 3 |
+---+---+---+
|   |   |   |
+---+---+---+


Get the Cross Emblem from the right side of the machine. This machine is very
similar looking to the morse code machine, so don't confuse the two. Left
twice, open the double doors for a new file. Right once, and go to the machine
on the left. The puzzle should be familiar to you, and you have the map needed.
Claim the Helm Emblem from the machine.

Then hit the machine in the middle. Enter ice (the coffin is the hint, btw):

��
-�-�
�

Get the Code Emblem and back out. Go for the shutter at the back of the screen,
open the coffin for the Neptune Key and the Coffin Emblem. Now hit the trio of
monitors to the right (you can see the back of them).

First, with the Helm Emblem:         Second, with the Cross Emblem:

    6           3                        1           7
 -------     -------                  -------     -------
| 1 4 5 |   | 2 3 7 |                | 2 3 5 |   | 4 6 7 |
|  6 8  |   |       |                |       |   |  8    |
 -------     -------                  -------     -------


Third, with the Code Emblem:         Fourth, with the Coffin Emblem:

    7           7                        8           9
 -------     -------                  -------     -------
| 2 6 8 |   | 4 5 7 |                | 2 4 5 |   |       |
|       |   |       |                |  7 8  |   |       |
 -------     -------                  -------     -------


Under the keyboard for the captain's identity... among other things. Key card,
let's go to Neptune!


  Sudoku
�������������������������������������������������������������������������������
Shoulda known. Sudoku is the ultimate 9 puzzle. And what the hell? Upside down?

Anyway. I made it extra spacey so you could read the solution easier. Wish I
could do colors. It's an easy puzzle.

For those who don't know the rules:

   1. All columns must have the numbers 1 through 9.
   2. Same with rows.
   3. Same with each 3x3 square.
   4. No number may be repeated in any row, column, or square.

+---+---+---+   +---+---+---+   +---+---+---+
| 4 | 3 | 1 |   | 8 | 7 | 2 |   | 5 | 6 | 9 |
+---+---+---+   +---+---+---+   +---+---+---+
| 5 | 8 | 7 |   | 6 | 4 | 9 |   | 2 | 1 | 3 |
+---+---+---+   +---+---+---+   +---+---+---+
| 6 | 2 | 9 |   | 3 | 5 | 1 |   | 8 | 7 | 4 |
+---+---+---+   +---+---+---+   +---+---+---+

+---+---+---+   +---+---+---+   +---+---+---+
| 2 | 4 | 5 |   | 9 | 6 | 8 |   | 7 | 3 | 1 |
+---+---+---+   +---+---+---+   +---+---+---+
| 1 | 6 | 8 |   | 7 | 2 | 3 |   | 4 | 9 | 5 |
+---+---+---+   +---+---+---+   +---+---+---+
| 9 | 7 | 3 |   | 4 | 1 | 5 |   | 6 | 2 | 8 |
+---+---+---+   +---+---+---+   +---+---+---+

+---+---+---+   +---+---+---+   +---+---+---+
| 3 | 9 | 4 |   | 2 | 8 | 6 |   | 1 | 5 | 7 |
+---+---+---+   +---+---+---+   +---+---+---+
| 7 | 1 | 6 |   | 5 | 9 | 4 |   | 3 | 8 | 2 |
+---+---+---+   +---+---+---+   +---+---+---+
| 8 | 5 | 2 |   | 1 | 3 | 7 |   | 9 | 4 | 6 |
+---+---+---+   +---+---+---+   +---+---+---+

END. For really real.

You're going to enjoy the the last moment. I promise. Good luck figuring out
why THAT popped up. Among other mysteries.

_______________________________________________________________________________
�������������������������������������������������������������������������������
                                    Legal                              [LEGAL]
_______________________________________________________________________________
�������������������������������������������������������������������������������

drachenmeister13 at gmail dot com

Email is only if you create an account for me on your website or have some
special thing you want to ask about.

If you are a webmaster that wishes to host my guide, you can under the
following conditions:

 * The guide is free to view
 * The guide is unaltered
 * Credit is given to me, Drache the Dork. (*)

I reserve the right to revoke permission to host my guide at any time.

Sites forever denied permission:
  * scribd.com
  * CheatCC.com (Super scummy site. Do not support.)
  * cheatsguru.com

If you display signs that you are reading this, I love you.

----

(*) I have gone under the following usernames in the past:
    - drachemeister
    - ridalnae_drache
   
    Either username is an acceptable form of giving me credit. I prefer my new
    username going forward, however.