05 July 2018

Nine Hours, Nine Persons, Nine Doors - Escape Rooms Guide & Ending Route

This guide is as spoiler-free as I could make.


Escape Rooms

Prologue: 3rd Class Cabin

How to escape:

  1. Get 'note from bulletin board': tacked on board above the sink, it was hint for minigames
  2. Get 'picture frame': placed on the shelf above the sink
  3. Get 'memo from bed': hidden underneath the pillow on the bottom bunk bed near door 5, it was hint for minigames
  4. Get 'small key (red)': taped on the mirror, story triggered after taking it
  5. Get 'small key (blue)': hidden inside tea kettle
  6. Get 'screwdriver': hidden inside antique stove
  7. Get 'picture of an old cruise liner': combine 'screwdriver' & 'picture frame' at inventory, it was hint to decode 'note from bulletin board' & 'memo from bed'
  8. Blue briefcase minigames
    Location: on top of bottom bunk-bed near the antique stove
    How to start: use 'small key (blue)' on the keyhole and tap the number lock
    Hint: 'note from bulletin board' & 'memo from bed'
    ! MINIGAMES SOLUTION ! Highlight to read
    Blue briefcase code: 0263
    Minigames solved and the blue briefcase unlocked
    Get red file, it unlock Files menu (where all notes stored) & Calculator menu
    Get 'stack of blue key cards': hidden underneath the red file inside blue briefcase
  9. Red briefcase minigames
    Location: inside the closet with curtain door near the antique stove
    How to start: use 'small key (red)' on the keyhole and tap the number lock
    Hint: 'note from bulletin board' & 'memo from bed'
    ! MINIGAMES SOLUTION ! Highlight to read
    Red briefcase code: 7485
    Minigames solved and the red briefcase unlocked
    Get 'stack of red key cards': inside red briefcase
  10. Card reader minigames
    Location: beside the Door 5
    How to start: use 'stack of blue key cards' and 'stack of red key cards' on the card reader
    Hint: after using both cards, player notice to use digital root
    ! MINIGAMES SOLUTION ! Highlight to read
    Cards to use: 1-6-7
    Minigames solved and the exit door unlocked
  11. Open the exit door to escape

After escaping, you'll meet everyone and get to choose which door to go through.
Door 4 lead to 2nd Class Cabin.
Door 5 lead to 1st Class Cabin.

Door 4: 2nd Class Cabin

How to escape:

  1. Get 'matches': on top of table at room 92 living room, story triggered after taking it
  2. Get B Deck map: inside frame at room 92 bedroom, story triggered after taking it
  3. Get 'dresser key': inside the drawer of dresser at room 92 bedroom
  4. Get 'candle': on top of table at room 93 living room
  5. Get 'lit candle': combine 'candle' & 'matches'
  6. Use 'lit candle' when entering room 93 bedroom, automatically place it on top of dresser
  7. Get the first 'plate': use 'dresser key' on the dresser drawer at room 93 bedroom
  8. Get 'curtain': on top of bed at room 93 bedroom
  9. Get 'candlestick key': on top of dresser at room 93 bedroom after the candle light went out
  10. Get the second 'plate': use 'candlestick key' to open glass case at room 93 living room, story triggered after taking it
    June Ending story check: take the '4 leaf clover bookmark' from Santa
  11. Use 'curtain' on the curtain hook at room 93 bathroom, one tile can be seen through the hole, it was hint to get the tile on room 92 bathroom
  12. Get the third 'plate': shower wall tile at room 92 bathroom (5th from the top and 3rd from the right)
  13. Black-white picture minigames
    Location: picture frame at room 93 hallway
    How to start: use any 'plate' on the picture
    Hint: the picture at room 92 hallway
    ! MINIGAMES SOLUTION ! Highlight to read
    Picture solution: use diagonal button, turn top left tile 2 times, use vertical button, turn top right tile
    Minigames solved and the picture frame slide down to reveal hidden small alcove
    Get 'Mars key': stored in the hidden small alcove behind picture frame at room 93 hallway, story triggered after taking it
  14. Use 'Mars key' on the double door at the main hallway
  15. Open the exit door to escape

After escaping, you automatically exploring the Kitchen.

Door 4: Kitchen

How to escape:

  1. Get 'whetstone': near the sink at kitchen
  2. Get 'bottle of oil': hidden behind the centermost cheese wheel on the cheese shelf at pantry
  3. Get 'rusty knife': inside wooden box stored on the covered shelf at pantry, story triggered after taking it
  4. Get 'knife': combine 'whetstone' & 'rusty knife' at inventory
  5. Use 'bottle of oil' on freezer door rusty bar at kitchen, story triggered after using it, automatically trapped at freezer room
  6. Get 'chunk of pork': right shelf at freezer room
  7. Get 'sturdy rope' & 'water bottle': inside the floor cellar at freezer room
  8. Get 'frozen chicken' & 'dry ice': inside the fridge at freezer room, story triggered after taking 'dry ice'
    June ending story check: choose 'It did strike Junpei as rather odd' when prompted
  9. Get 'dry ice (crumbled)': combine 'frozen chicken' & 'dry ice' at inventory
  10. Get 'water bottle with dry ice in it': combine 'water bottle' & 'dry ice (crumbled)' at inventory
  11. Get 'water bottle bomb': combine 'sturdy rope' & 'water bottle with dry ice in it' at inventory
  12. Use 'water bottle bomb' on the doorknob at freezer room, story triggered after using it, automatically back to the kitchen
  13. Use 'chunk of pork' on the grill at kitchen
  14. Get 'pork note': use 'knife' on the cooked meat at the grill, it was hint for minigames
  15. Oven keypad minigames
    Location: oven at kitchen
    How to start: tap the keypad
    Hint: 'pork note' & voucher on counter full of dishes
    ! MINIGAMES SOLUTION ! Highlight to read
    Oven code: 43 (turning hexadecimal to decimal, C(12) + 10(16) + F(15) = 43)
    Minigames solved and the oven door unlocked
    Get 'Saturn key card': stored inside oven at kitchen
  16. Use 'Saturn key card' on the card reader at kitchen
  17. Open the exit door to escape

After escaping, you meet with everyone else again and get to choose which door to go through.
Door 3 lead to Shower Room.
Door 7 lead to Operating Room.
Door 8 lead to Laboratory.

Door 5: 1st Class Cabin

How to escape:

  1. Get 'score plate (A)': hidden underneath the pillow on bed at bedroom, story triggered after taking it
  2. Get 'score plate (C)': inside the standing cupboard at bedroom closet
  3. Get 'vase': on top of the corner table at living room
  4. Get 'score plate (G)': inside the standing cupboard at living room closet
  5. Get 'vase filled with water': use 'vase' the on water stored in the bathtub at bathroom
  6. Get 'score plate (D)': hidden under the murky water on the bathtub at bathroom, tap the plug to drain the water
  7. Get 'score plate': use 'vase filled with water' on the fireplace at living room, story triggered after taking it
  8. Get B Deck map: on the piano music score stand at bedroom
  9. Piano minigames
    Location: piano at bedroom
    How to start: use 'score plate' on the music score stand
    Hint: all the notes are jumbled
    ! MINIGAMES SOLUTION ! Highlight to read
    Piano keys sequence: counting from the left key, hit key 3-4-5-6, 3-5-4-3, 4-3-5-6, 6-5-4-3
    Minigames solved and the exit door unlocked
  10. Open the exit door to escape

After escaping, you automatically exploring Casino.

Door 5: Casino

How to escape:

  1. Get 'card 5': on top of card table
  2. Get 'card 4': on top of wine glass shelf counter
  3. Get 'card 7': on top of bar counter seen from inside
  4. Get 'card 6': on top of fireplace mantle
  5. Get 'coin bag': turn on both lights on top of fireplace mantle, the shadow projected from the lights was hint for minigames
  6. Slot machine minigames
    Location: the middle slot machine from the rows of three slot machines
    How to start: use 'coin bag' on the coin slot
    Hint: projected shadow above the fireplace mantle
    ! MINIGAMES SOLUTION ! Highlight to read
    Slot machine button: press in sequence Club, Diamond, & Heart (you don't need to time it when pressing the button)
    Minigames solved and the middle slot machine drawer unlocked Get 'card 2' & 'Venus key': inside middle slot machine drawer
  7. Get 'card 3': on top of baccarat table
  8. Baccarat minigames
    Location: quarter circle table at corner of the room
    How to start: tap the glass case
    Hint: Seven explain the baccarat rule after tapping the glass case
    ! MINIGAMES SOLUTION ! Highlight to read
    Card to use: card 2,3,4
    Minigames solved and the glass cover opened. Get 'card 8': inside glass cover
  9. Card holder minigames
    Location: locked device near the exit door
    How to start: tap the empty card holder
    Hint: match the total written on the cover on right
    ! MINIGAMES SOLUTION ! Highlight to read
    Card to use (part 1): card 8
    Card to use (part 2): card 5,6,7

    Minigames solved and the exit door unlocked
  10. Open the exit door to escape

After escaping, you meet with everyone else again and get to choose which door to go through.
Door 3 lead to Shower Room.
Door 7 lead to Operating Room.
Door 8 lead to Laboratory.

Door 3: Shower Room

How to escape:

  1. Get 'red key card': inside toilet tank at right stall from rows of three stall
  2. Get 'toilet paper with markings': stack of toilet paper on the floating shelf at left stall from rows of three stall
  3. Get 'luminol': stored inside box on the floating shelf at the left stall from rows of three stall
  4. Get 'bucket' & 'broom': inside the left stall from rows of three stall, story triggered after taking 'broom'
  5. Get 'broom wrapped with toilet paper': combine 'toilet paper with markings' & 'broom' at inventory, it was hint for minigames
  6. Use 'luminol' on the wall with bloody alphabet, turn off the light to reveal more alphabet, it was hint for minigames
  7. Get 'bucket filled with hot water': use 'bucket' on rows of shower heads
  8. Lever minigames
    Location: panel below rows of shower heads
    How to start: tap the lever behind the panel door
    Hint: bloody alphabet on the wall
    ! MINIGAMES SOLUTION ! Highlight to read
    Lever direction: from left to right, Left-Left-Right-Left-Right-Left
    Minigames solved and the drain on floor overflow
  9. Get 'blue key card': float from the overflow drainage on the floor
  10. Get 'screwdriver': use 'bucket filled with hot water' on the toilet tank at middle stall from rows of three stall
  11. Flush the toilet at middle stall from rows of three stall that already filled with water, open the toilet lid to reveal number previously hidden by tar, it was hint for minigames
  12. Get 'thermometer': use 'screwdriver' on the thermometer on the wall, story triggered after using 'screwdriver'
  13. Get 'a piece of paper': use 'thermometer' on rows of shower heads, it was hint for minigames
  14. Keypad minigames
    Location: near the exit door
    How to start: use 'red key card' & 'blue key card' on the card reader then tap the keypad
    Hint: 'broom wrapped with toilet paper', hidden number on the toilet bowl, & 'a piece of paper'
    ! MINIGAMES SOLUTION ! Highlight to read
    Lever direction: Keypad code: 1776 (634+957+185 = 1776)
    Minigames solved and th exit door unlocked
  15. Open the exit door to escape

After escaping, you meet with everyone else and automatically go to Door 2 that lead to Confinement Room.

Door 7: Operating Room

How to escape:

  1. Get 'kocher forceps': on top of cart near the covered bed at operating room
  2. Get 'fake chest': on top of table near the medicine cabinet at operating room
  3. Get 'scalpel': on top of table near medical torso mannequin at operating room
  4. Get 'fake organ': use 'kocher forceps' on the lung of medical torso mannequin at operating room
  5. Get 'organ key': combine 'scalpel' & 'fake organ' at inventory
  6. Use 'organ key' on door lead to chemical closet near the entrance door to unlock it
  7. Get 'blue liquid' & 'red liquid': near the locked box on top of table island at chemical closet
  8. Box minigames
    Location: locked box on top of table island at chemical closet
    How to start: tap the box
    Hint: notes near the box & tapping all the shelf in chemical closet
    ! MINIGAMES SOLUTION ! Highlight to read
    Box code: 349 (total atoms for Carbon Dioxide (3), Ammonia (4), & Ethanol (9))
    Minigames solved and the box unlocked
    Get 'fake heart' & 'fake right arm': inside locked box at chemical closet, story triggered after taking 'fake right arm'
    June Ending story check: Choose "...Know about Ice-9?" when asking Seven "Do you..."
  9. Use 'organ key' on door lead to preparation room across the hallway to unlock it
  10. Get 'The medical record' notes: inside the drawer from desk near the exit door at preparation room
  11. Use 'red liquid' on the beaker near the exit door and turn on the light to open red locker
  12. Use 'blue liquid' on the beaker near the exit door and turn on the light to open blue locker
  13. Use 'red liquid' & 'blue liquid' on the beaker near the exit door and turn on the light to open purple locker
  14. Get 'fake right leg': inside red locker at preparation room
  15. Get 'fake left leg': inside blue locker at preparation room
  16. Get 'fake stomach': inside purple locker at preparation room
  17. Mannequin minigames
    Location: covered bed at operating room
    How to start: remove the white sheet and use any mannequin part on the mannequin head
    Hint: 'The medical record' notes
    ! MINIGAMES SOLUTION ! Highlight to read
    Mannequin part exchange: Switch everything except for the heart to get the correct weight
    Minigames solved and hidden drawer on operating table scale at operating room unlocked Get 'Jupiter key': inside hidden drawer on operating table scale at operating room, story triggered after taking it
  18. Use 'Jupiter key' on the exit door at preparation room, story triggered after using it
    June Ending story check: Give the '4 leaf clover bookmark' to Clover
  19. Open the exit door to escape

After escaping, you meet with everyone else and get to choose which door to go through.
Door 1 lead to Chart Room.
Door 2 lead to Confinement Room.
Door 6 lead to Steam Engine Room.

Door 8: Laboratory

How to escape:

  1. Get 'ethanol': inside the center locker on left
  2. Get '3-pronged power cable': on the shelf near control panel
  3. Get 'Clover's Note' notes: give 'ethanol' to Clover through iron gate, from the glass window tap the table until she saw writing hidden underneath, back to the iron gate to get the note
  4. Get '2-prong plug': from glass window tap the console near the mannequin until Clover got the plug, back to the iron gate to get the plug
  5. Get '2-pronged power cable': combine '3-pronged power cable' & '2-prong plug' at inventory
  6. Locker minigames
    Location: computer near the locker
    How to start: use '2-pronged power cable' on the monitor, story triggered after using it
    Hint: 'Clover's Note' notes
    ! MINIGAMES SOLUTION ! Highlight to read
    Locker code: tap in sequence, bottom right, upper right, upper left, & center
    Minigames solved and locker on right unlocked
    Get 'Earth key' & 'activation key': inside the center locker on right
  7. Use 'activation key' on the control panel keyhole framed in red to turn on the power
  8. From glass window, tap the control panel on wall until the mannequin catch on fire, the door automatically unlocked
  9. Open the door on right near the exit door to free Clover
  10. Open the exit door to escape

After escaping, you meet with everyone else and get to choose which door to go through.
Door 1 lead to Chart Room.
Door 2 lead to Confinement Room.
Door 6 lead to Steam Engine Room.

Door 1: Chart Room

How to escape:

  1. Get 'stack of nautical charts': inside the long desk drawer near the door to wheelhouse at chart room
  2. Get 'A nautical table' notes: use 'stack of nautical charts' on the world map at chart room, it was hint for minigames
  3. Get 'The ship's log' notes: on the shelf above the desk near the entrance door at chart room, it was hint for minigames
  4. Get 'pocket watch': inside the middle drawer on desk near the entrance door at chart room, story triggered after taking it
  5. Wheel minigames
    Location: wheel between two telegraph at wheelhouse
    How to start: tap the wheel
    Hint: 'The ship's log' notes
    ! MINIGAMES SOLUTION ! Highlight to read
    Wheel direction: S-W-SW-NW-E-N
    Minigames solved and automatically get 'handle'
  6. Telegraph minigames
    Location: the left telegraph near the wheel at wheelhouse
    How to start: use 'handle' on the telegraph
    Hint: 'A nautical table' notes
    ! MINIGAMES SOLUTION ! Highlight to read
    Speed direction: Full, Half, Slow, Full, Half, Dead Slow, Stop
    Minigames solved and time board near the exit door light up
  7. Use 'pocket watch' on the pocket watch shaped lock, Ace will adjust the time and use it again
  8. Open the exit door to escape

After escaping, you automatically exploring the Captain's Quarters.

Door 1: Captain's Quarters

How to escape:

  1. Get 'music box': on top of nightstand near the bed at captain's quarter
  2. Get 'The numeral system chart' notes: inside the drawer from desk filled with monitors at captain's quarter, it was hint for minigames
  3. Tap the keyboard on desk filled with monitors at captain's quarter, screen on the monitor change and story triggered
  4. Get 'small screwdrivers': on top of desk near captain's quarter door at communication room
  5. Get 'cylinder': combine 'music box' & 'small screwdrivers' at inventory
  6. Get 'ink': inside the drawer on desk near captain's quarter door at communication room
  7. Get 'dirty cylinder': combine 'cylinder' & 'ink' at inventory
  8. Get 'paper': inside left drawer on desk housing telegraph machine at communication room
  9. Get 'Morse code chart': combine 'dirty cylinder' & 'paper' at inventory
  10. Morse code minigames
    Location: telegraph machine on top of desk near the entrance door at communication room
    How to start: tap the telegraph key
    Hint: 'Morse code chart'
    ! MINIGAMES SOLUTION ! Highlight to read
    Morse code: the chart are shown so just copy it
    Minigames solved and middle drawer of desk housing telegraph machine at communication room unlocked Get 'Information about ALICE' note & 'unique key': inside middle drawer of desk housing telegraph machine at communication room, story triggered after taking 'Information about ALICE' note
  11. Keypad minigames
    Location: locked device on the exit door at captain's quarter
    How to start: use 'unique key' on the keyhole and tap the keypad
    Hint: zero spelling at the monitor & 'The numeral system chart' notes
    ! MINIGAMES SOLUTION ! Highlight to read
    Keypad code: enter 35-14-27-24 (it's hexadecimal for zero)
    Minigames solved and the exit door unlocked
  12. Open the exit door to escape

After escaping, you automatically proceed to one of three the ending route based on your previous door you go.
Any door will lead to Axe Ending.
Sequence of Door 4→7→1 & didn't saw Safe ending first, will lead to Coffin Ending.
Sequence of Door 4→7→1 & saw Safe ending, will lead to June Ending (Door 9).

Door 2: Confinement Room

How to escape:

  1. Get 'rod': on the toilet paper holder at left room
  2. Get 'handle': tap toilet flusher handle at left room
  3. Get 'screwdriver': combine 'rod' & 'handle' at inventory
  4. Open the toilet lid at left room, it was hint for the toilet
  5. Get 'desk drawer': use 'screwdriver' on desk drawer at left room
  6. Get 'towel': on top of bed at middle room, it was hint for the sink
  7. Get 'center room drawer': tap the desk drawer at middle room
  8. Get the first 'tile': use 'desk drawer' on the empty desk drawer at middle room
  9. Get 'knob': combine 'screwdriver' & 'center room drawer' at inventory
  10. Use 'knob' on the faucet sink at middle room and turn it on until the sink is full of water
  11. Open the toilet lid at middle room, it was hint for the toilet
  12. Use 'center room drawer' on the light strip, tap mirror both side, it was hint for the toilet
  13. Open the toilet lid at right room, it was hint for minigames
  14. Get the second 'tile': floating on sink full of water at left room, story triggered after taking it
  15. Get the third & fourth 'tile': flush the toilet at left room until you heard a click (4 times), flush the toilet at middle room until you heard a click (7 times), open the drawer at right room
  16. Tiles minigames
    Location: exit door at hallway
    How to start: tap the tile
    Hint: toilet lid at right room
    ! MINIGAMES SOLUTION ! Highlight to read
    Tiles swap: swap all 'E' alphabet with all tiles you had
    Minigames solved and the exit door unlocked
  17. Open the exit door to escape

After escaping, you automatically exploring the Torture Room.

Door 2: Torture Room

How to escape:

  1. Get 'wrench': on top of table on corner
  2. Get 'Sun key': use 'wrench' on the tank lid under the catwalk
  3. Brain adjustment (part 1) minigames
    Location: green screen console near the chair
    How to start: tap the green screen
    Hint: copy the arrangement shown on other screen
    ! MINIGAMES SOLUTION ! Highlight to read
    On/Off Button:
    (NDS version) everything was ON except the top left
    (bundle version) everything was ON except the bottom left

    Minigames solved and need to do few thing for preparation stage
  4. Tap the yellow lever on the control panel near the exit door
  5. Head to glass panel on floor under the chair, remember the code on shark belly
  6. Enter the code on shark belly (EDBF) on the keypad at control panel near the exit door
  7. Use 'Sun key' on manacles at chair, story triggered after using it
  8. Brain adjustment (part 2) minigames
    Location: green screen console near the chair
    How to start: tap the green screen
    Hint: copy the arrangement shown on other screen
    ! MINIGAMES SOLUTION ! Highlight to read
    1/2 Button: everything on right side must be 1 and everything on left side must be 2
    Minigames solved and the exit door unlocked
  9. Open the exit door to escape

After escaping, you automatically lead to Submarine Ending.

Door 6: Steam Engine Room

How to escape:

  1. Get 'wheel': on the winch behind door B (must go through door A first) at upper level catwalk
  2. Use 'wheel' on the winch behind door C (must go through door A first) at upper level catwalk, story triggered after using it
  3. Get 'control panel for something': inside wooden box lowered into the conveyer belt at ground level
  4. Get 'box filled with the coal': use 'control panel for something' on the empty slot behind the panel on the conveyor belt machine at ground level, push the button to turn on the conveyor belt and the coal get into the box
  5. Use 'box filled with the coal' to three small circle on the boiler at ground level
  6. Go to the panel on the wall in the middle of 2 stories stairs, pull the rightmost switch to turn on the boiler and turn three big gears around
  7. Get 'gold disc': big gold gear at ground level, remember the disc position, it was hint for minigames
  8. Get 'silver disc': big silver gear at ground level, remember the disc position, it was hint for minigames
  9. Get 'bronze disc': big bronze gear at ground level, remember the disc position, it was hint for minigames
  10. Disc minigames
    Location: standing console near the exit door
    How to start: use 'gold disc', 'silver disc', & 'bronze disc' on the indentation
    Hint: each disc position when it still inside the big gears
    ! MINIGAMES SOLUTION ! Highlight to read
    Disc position & line up: gold at bottom left, silver at top, bronze at bottom right and rotate the disc until red sun appear in the middle
    Minigames solved and story triggered
  11. Open the exit door to escape

After escaping, you automatically exploring the Cargo Room.

Door 6: Cargo Room

How to escape:

  1. Get 'card with head-shot' (Santa): inside white small bag on top of right crate near fence
  2. Get 'card with head-shot' (Ninth Man): inside white small bag on top of left crate near fence
  3. Get 'card with head-shot' (Snake): inside white small bag on floor near the crates beside the stairs
  4. Get 'card with head-shot' (Clover): inside white small bag on top of crates beside the stairs
  5. Get 'card with head-shot' (Ace): inside small wooden box on top of crates beside the stairs
  6. Get 'card with head-shot' (Seven): inside small white bag on floor near blue boxes
  7. Get 'card with head-shot' (Junpei) & 'card with head-shot' (June): inside open crate near blue boxes
  8. Tap the blue boxes and story triggered, get 'card with head-shot' (Lotus) from Ace, the puzzle automatically solved and get '9 pins'
  9. 6 pins minigames
    Location: bottom panel of standing console on top of stairs
    How to start: use '9 pins' on the holes in 3x2 grids
    Hint: Santa explanation earlier when trying to know how the puzzle works, find the digital root of the number you want to light on/off
    ! MINIGAMES SOLUTION ! Highlight to read
    Numbered pins position: (one of the possible combination)
    5+4+1=1 & 6+3+2=2
    6+4+2=3 & 7+5+1=4
    9+4+1=5 & 8+5+2=6
    9+6+1=7 & 8+7+2=8

    Minigames solved and the cover on right slid open
  10. 9 pins minigames
    Location: bottom panel of standing console on top of stairs
    How to start: use '9 pins' on the holes in 3x3 grids
    Hint: it was magic square
    ! MINIGAMES SOLUTION ! Highlight to read
    Numbered pins position: the number for magic square was 15 (15=F in hexadecimal)
    top row: 2-9-4
    middle row: 7-5-3
    bottom row: 6-1-8

    Minigames solved and screen on top turn on
  11. Pushmaster minigames
    Location: screen of standing console on top of stairs
    How to start: tap the screen
    Hint: Santa give 'Pushmaster 5000 Instructions' he found
    ! MINIGAMES SOLUTION ! Highlight to read
    Pushmaster direction: the move limited to 50 moves,
    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

    Minigames solved and created path to the coffin
  12. Open the coffin and story triggered, get 'rusty key'
  13. Use 'rusty key' on the exit door to unlock it
  14. Open the exit door to escape

After escaping, you automatically lead to Knife Ending.
Or lead to Safe ending if you go through Door 5→8→6.

Door 9: Library

How to escape:

  1. Tap the desk with paper on top of it at upper level, it was hint for the podium
  2. Get the first 'powerful lightbulb': on the upper left bookshelf while facing shelf with desk at right at upper level, the bulb hidden behind the book with wide spine
  3. Book spine minigames
    Location: bottom right bookshelf while facing shelf with desk at right at upper level
    How to start: tap the books
    Hint: rearrange the alphabet
    ! MINIGAMES SOLUTION ! Highlight to read
    Book spine position: move the book until it spelled OPEN HERE FIND BULB
    Minigames solved and hidden cache on right opened
    Get the second 'powerful lightbulb': inside hidden cache after solving book spine minigames
  4. Get 'pop-up book' (native american): get 'book' (native american) on bottom right shelf while facing the side with empty shelf at upper level and examine it
  5. Get 'pop-up book' (baseball): get 'book' (baseball) on right bookshelf near the entrance door at upper level and examine it
  6. Get 'pop-up book' (magic wand): get 'book' (magic wand) on left shelf while facing the stairs with podium on right at lower level and examine it
  7. Padlock minigames
    Location: locked cabinet at lower level
    How to start: tap the padlock
    Hint: book inside the cabinet with glass window
    ! MINIGAMES SOLUTION ! Highlight to read
    Padlock code: 632415
    Minigames solved and the padlock unlocked
    Get the third 'powerful lightbulb': inside the locked cabinet at lower level
  8. Head to the podium at lower level, use any 'pop-up book' on the book pedestal, use any 'powerful lightbulb' on the bulb holder, it show 'SHELDRAKE-5' and story trigger after tapping the shadow
  9. Head to not filled-up shelf at lower level, tap the fifth book to reveal hidden button, press the button to move bookshelf upstairs
  10. Keyboard minigames
    Location: middle alcove in newly exposed wall at upper level
    How to start: tap the keyboard
    Hint: Roman numerals above the screen
    ! MINIGAMES SOLUTION ! Highlight to read
    Keyboard code: DEAD (it's hexadecimal for 13-14-10-13)
    Minigames solved and the exit door on right unlocked
  11. Open the exit door to escape

After escaping, you automatically exploring the Study.

Door 9: Study

How to escape:

  1. Get 'A nautical table from the study' notes: on top of drawing desk
  2. Magic square minigames
    Location: large console across the entrance door
    How to start: tap the screen
    Hint: Seven explanation to make 'ALL' word green and '9 Panel Cross Puzzle' notes that Clover found
    ! MINIGAMES SOLUTION ! Highlight to read
    Cell to tap: in sequence, middle right - middle center - top left
    Minigames solved and cover on the right side of keyboard opened
    Get 'cross emblem': inside the cover on the right side of keyboard
  3. Get 'Morse code chart 1' note, 'Morse code chart 2' note, & 'Morse code chart 3' note: inside metal cabinet
  4. Compass direction minigames
    Location: wide console in the middle of room
    How to start: tap either the compass or wheel
    Hint: 'A nautical table from the study' notes
    ! MINIGAMES SOLUTION ! Highlight to read
    Wheel direction: S, W, SE, NE, E, N, E
    Minigames solved and cover on the right of screen opened
    Get 'helm emblem': inside the cover on the right of screen
  5. Morse code minigames
    Location: large console across the exit door
    How to start: tap the screen
    Hint: 'Morse code chart' note & plague on coffin
    ! MINIGAMES SOLUTION ! Highlight to read
    Morse code to input: tap for dot and hold for dash, input ICE in morse code
    Minigames solved and cover on the right side of keyboard opened
    Get 'code emblem': inside the cover on the right side of keyboard
  6. Digital root minigames
    Location: computer with three monitors at the back of the room
    How to start: use 'helm emblem', 'cross emblem', 'code emblem' on the indent on the table
    Hint: rules that Clover read before the start of the minigames
    ! MINIGAMES SOLUTION ! Highlight to read
    Digital root:
    box 6: 4-5-6 & box 3: 1-2-3-7-8
    box 1: 2-3-5 & box 7: 4-6-7-8
    box 7: 4-5-7 & box 7: 2-6-8

    Minigames solved and the coffin unlocked
  7. Get 'Neptune key' & 'coffin emblem': inside coffin that stored behind the metal shutter near the exit door
  8. Digital root minigames
    Location: computer with three monitors at the back of the room
    How to start: use 'coffin emblem' on the indent on the table
    Hint: rules that Clover read before the start of the minigames
    ! MINIGAMES SOLUTION ! Highlight to read
    Digital root: box 8: 2-4-5-7-8 & box 9: nothing
    Minigames solved and the left drawer on computer desk unlocked
    Get 'A Picture Taken 9 Years Ago' notes & 'key card 0': inside the left drawer on computer desk, story triggered after taking 'A Picture Taken 9 Years Ago' notes
  9. Use 'key card 0' on the exit door to unlock it
  10. Open the exit door to escape

After escaping, you automatically lead to the Last Puzzle.

Last Puzzle

Sudoku solution for Nintendo DS

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

Grid solution for PC:
Switch all the number at the bottom with alphabet until form word "PASSWORD", then the password is 9.


Ending Route

There are 6 endings on the game. What ending you get depend on which door sequence you pass through.


June Ending

Also known as the true ending. In order to unlock this ending, you must saw the Safe Ending and pass the 'Story Checks':

  • Door 4 - 2nd Class Cabin: Take the '4-leaf clover bookmark' from Santa
  • Door 4 - Kitchen: Choose "It did strike Junpei as rather odd." while June and Santa talking about CO2
  • Door 7 - Operating Room: Choose "...Know about Ice-9?" when asking Seven "Do you..."
  • Door 7 - Operating Room: Give the '4 leaf clover bookmark' to Clover

Coffin Ending

You'll receive this ending if you didn't saw the Safe Ending when trying to attempt June Ending. It isn't necessary to saw this ending to get the badge, you'll automatically get Coffin Ending badge when you get the June Ending badge.


Axe Ending

You'll saw this ending by going through Door 1 if you didn't pass the Story Check. This is one of the bad ending.


Safe Ending

You'll saw this ending by going through Door 5 → 8 → 6 in consecutive order. You need to saw this ending to unlock the June Ending.


Knife Ending

You'll saw this ending by going through Door 6 if you didn't mean to attempt Safe ending. This is one of the bad ending.


Submarine Ending

You'll saw this ending by going through Door 2. This is one of the bad ending.


Flowchart

Ending Route Flowchart
1st Door 2nd Door 3rd Door Ending
4 3 2 Submarine Ending
7 1 Axe Ending (story checks not passed)
Coffin Ending (story check passed & didn't saw Safe Ending)
True / June Ending (story checks passed & saw Safe Ending)
2 Submarine Ending
6 Knife Ending
8 1 Axe Ending
2 Submarine Ending
6 Knife Ending
5 3 2 Submarine Ending
7 1 Axe Ending
2 Submarine Ending
6 Knife Ending
8 1 Axe Ending
2 Submarine Ending
6 Safe Ending


Nine Hours, Nine Persons, Nine Doors
Generals Game Information | Escape Rooms Guide & Ending Route

Source: See Source page.

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