THIS
IS A COMPLETE WALKTHROUGH FOR 9 (NINE) FROM GT INTERACTIVE AND TRIBECA,
NOT JUST HINTS!
(This
walkthru should work for both the PC and MAC versions of the game.)
Here 's a quick intro for you first. What's 9 all about? It 's like Shivers. So if you liked Shivers, you'll love 9. You've just inherited a hotel called the Last Resort from your Uncle Thurston Last. He was some kind of musical genius and his hotel used to be THE place for all the hot musical artists to come and write their songs. But an evil entity known as the Toxic Twins has invaded the hotel and killed Thurston. The Twins have taken over the place and it's up to you to set everything right again. You must put a machine together. It's parts are hidden in the Resort and to get the parts, you have to play puzzles. And playing the puzzles unlocks the rooms, too. 9 is a beautiful game. The graphics are amazing. Some of the puzzles are really tough, though. That's why you need this walkthru.
A few quick points: The game interface is not intuitive, meaning you have to press CTRL and M on the PC every time you want to save your game or just get to the preferences. You can't just move the mouse on the screen and have your interface pop up. That's annoying. And the game will crash on you when you try and save. It's bugged. Just be careful and save multiple games as you play. If you can live with the annoyance of the interface, you'll love the game.
Now, on to the Walkthru! :)
There
is no intro to the game. You just get a blank screen while the game loads.
Then you are at the front of the Last Resort. So just walk up to the front
door. You'll hear and see a man on the other side of the door telling you
to enter the door code. So look at the keypad next to the door.
For
this one, you need the envelope that came with the game. It
has
a Will in it with the door code at the bottom. 0821-1996-A92C (I'm told
some people got 9 with a Gateway computer and did not receive the letter
with the game, so try this code. Also, the Will states that you just inherited
this Resort, just so you know what the game is supposed to be about.)
Enter
the code. Be sure to include the dashes. Then push the enter button.
Open
the gate.
Grab
the Monocle and you will fall down the stairs don't worry that
the
Twins take the Monocle, you will get it back later.
Listen
to Salty whenever he comes up, he will give you clues.
Explore
the Lobby.
To
the right of the furnace is a ladder, go up and get the CD.
Put
the CD in the empty holder to the left of the ladder, turn on
the
fuel.
Face
the furnace (boiler) and turn the red wheel to the right and
the
fill boiler.
Push
the red button, when the gauge reads 7, pull the red knob down.
Go
to the steps on the opposite side of the room and walk to the
left
side of the steps (don't go up the steps, just walk next to them) as far
as you can
go.
Pull
the lever and hold it for a second or two.
Turn
right twice and you will see the water wheel turning. This powers up the
bridge to the Organ and the neon "Muse" light below you.
Turn
right and get the coin off the floor (this is one of five).
(Make
sure the furnace is on now. If it's not, pull the lever on
the
furnace again. Just so you don't get stuck.)
Put
the coin in Isadora's machine and listen to what she says. She always talks
doubletalk, so don't pay much attention to her.
Go
up the ladder to the left of Isadora to the balcony.
Click
on the center of the door and solve the match-the-sounds puzzle. This changes
with each game and is time consuming but not difficult. To solve it, look
at the diamonds. Each facet can be played, not just the top. Click each
one, listen to its tune. You have to match the notes. It's like Mahjongg.
When you get a match, the two facets disappear. Keep doing it until they
all disappear and you'll be able to enter the door.
Go
straight ahead to the Muse Machine and look it over. You won't be able
to
do much with it now, but you can play around with it alittle if you like.
Now, turn around, look at the back of the door to see the chart of what
goes in the Muse Machine. Here's you first major clue as to what you have
to do in this game. You need to find all the parts of the muse machine.
And to find the parts, you must play puzzles.
Go
to the Organ. Turn left and look and touch the Dog skeleton. Just something
fun to do. (There are alot of animated things in the Resort. Don't forget
to explore each room just for fun.)
Look
at the lever in your path to the organ. Pull the lever and a bridge comes
up.
Go
forward to the Organ.
Look
up at the monkey. Notice how the monkey has four arms
stretched
out. This is where you will receive the next four coins for Isadora, but
you will have to play some music first.
Read
the sheet music on the Organ. This music will tell the Tiki Gods to let
you into their room. SAVE your game here!!
Play
the notes from left to right. DON'T touch the levers above the keys!!
Leave
them all down for now. (This is why everyone gets stuck here. Don't touch
those levers. You don't need them till later.) You should hear some music.
Make sure you're playing the right notes as indicated on the sheet music.
You
might
run out of steam for the organ if you keep playing the notes. If you do,
just go back to the furnace/boiler, turn the wheel, wait till it gets back
to 7 and pull the lever. Just fiddle with it, you'll get it working again.
However, it's better to save your game BEFORE playing on the organ, that
way, you don't have to keep running back to the furnace/boiler every time
you run out of steam. When you do it right, you should hear some music.
The Tiki Gods will now let you into their
room.
Go
to the Tiki Gods guarding the door beside the stairs. They should
laugh
and let you into the Drum Room.
Explore.
To
the right, you will see a big drum. Click on it to see an image of a monkey.
To your immediate left, you'll see the drum machine. Click on it for a
puzzle. This is an easy one. On a sheet of paper, number the keys from
left to right, top row, 1, 2, 3, bottom row, 4, 5, 6. Get familiar with
the riffs they play. When you feel pretty comfy, click the button to start
the puzzle. You'll hear one riff and be asked to play it. Click the key.
Next, you'll hear two riffs and so on. This puzzle just keeps adding a
key. So if you first heard 1, then 3. Next you'll hear 1, 3, and a new
one. So if you keep track of which ones have already been played, and just
keep adding the new one, you can solve it easily.
The
drummer will tell you he's got something for you. So go over to himand
click on him till you get the maraca for the muse machine. Go back to the
muse machine and put the maraca in it. You can fiddle with the machine
a little again, but you still won't be able to do much with it.
Go
back to the Tiki room.
Go
through the door at the end of the room and go forward till you see the
juke box.
Look
over the juke box. Look at the colors on the buttons, they're important.
In order to solve this puzzle, you must first solve the masks puzzle in
the Tiki room, so turn around and go back to the Tiki room and face the
masks. Click the masks for a puzzle. The faces must be in order from left
to right. Look closely at the faces. Each mask must have a characteristic
of one next to it. Try the round face with big eyes at the left, then the
next with big eyes, then the next with funny fangs, and so on. When you
get a match, the faces should nod at you; when you do it wrong, they shake
their heads. When you get one that doesn't seem to move it's head, it's
the end one. Some have matching teeth, some have a tongue that sticks out.
Just look closely, and try and match them up, you will it eventually. When
you do it right, you'll see four faces with colored backgrounds. WRITE
it down. The colors and the backgrounds and which order they are in. This
is the solution to the Juke Box.
Go
back to the Juke Box, press it's four keys in the same sequence of masks
and colors you just saw. The needle should fall through the record and
drops the gear into the grate.
Look
down and open the grate and get the gear.
Turn
left and go forward to end of hall.
Turn
left and touch the sign with colors, it should start blinking, the number
of blinks for each color will be important later. (WRITE DOWN the number
of blinks for each color. Like red=4, blue=2, they may be different for
every game, so write yours down. They are part of the solution to the last
puzzle in the Resort.)
You
can look at the other picture opposite, but it doesn't do anything, and
the dripping sac thing at the other end of the hall doesn't do anything.
Remember, alot of the animations in the Resort of just for fun. Explore
them if you like.
Now
go to the other end of the hall where the sac thing is.
Turn
right and touch the cat picture. Remember the part of the guitar that you
see there. (this is called a notation clue) It's part of the solution to
one of the Tapestry Room puzzles.
See
the door next to the cat picture? Click the door to the Tapestry Room.
You won't be able to enter. Salty will come and fight a creature in there
for you. Just sit and watch the sequence. Listen to what Salty says when
he comes out. You will have to revitalize him, but you won't be able to
do it yet. You have to solve the gear puzzle first using the gear you just
got from the juke box.
Leave
here and go to the main red staircase. Walk up the stairs. Notice how you
can't get to the second floor? The floor at the top of the stairs is moving
toward you. It's going the wrong way! Look to left and see the picture
of Last. Click on it for the notation clue. You should be able to lift
up the picture and see a weird shape. That's the second clue to that Tapestry
Room puzzle you'll be doing later. Remember it or sketch it down on a piece
of paper. Now look to the right at the railing of the stairs. There's a
ladder you can climb down.
Climb
down the ladder, now look left at the Clown Pole.
Click
on the heart on the Clown Pole to reveal the gears.
Pull
the bottom gear all the way down. (it takes twice)
Pull
the left gear down twice.
Insert
the gear you have in the center. This will reverse the walkway right above
you to let you in to the upstairs hallway. When you've done it right, the
gears should be in an S shape. Now, DON'T go upstairs yet. You have to
get the clue to revitalize Salty first. Go back downstairs.
Go
to the CD on the wall to the right of Isadora and turn it over to get the
number of the song to play for Salty. In my game it was 17, I don't know
if it changes from game to game, but you'll see the number clearly marked.
Now
you can go upstairs.
Turn
left and see the picture of Last. He speaks to you, but it doesn't mean
anything. Just listen to it for fun.
Go
to microwave looking thing and open it and look at another notation clue.
It's the third piece to one of the Tapestry Puzzles. Just write it down
somewhere or remember it.
Go
to the record player and set the lever to the number of the song on the
CD you just looked at. Push the button and Salty should go crazy. You've
just energized him! If he doesn't make alot of noise, you didn't set the
right number of the song. Just do it, till he makes alot of noise.
Go
to the end of the hall and look into the binoculars, they justshow the
void It's alittle like a maze. And, yes, you will have to go in there soon.
It's not that difficult, so don't worry. There are a few ways to get in
and out, so you won't get lost for long.
Now
turn left and look at the weird moving dots board. You have to reach out
and turn it over. So click on it and pull it till it turns over. You should
see your first notation clue with music to play on the Organ. Write this
down or push the "PrintScreen" button and go to Paint and paste and print.
This is a pain, because you have to quit the game to do it. I just jotted
it down on a piece ofpaper. Make sure you copy it exactly, and all the
weird symbols. Everything. This is the easiest music clue. It uses the
same notes that are printed on the sheet music on the Organ. Playing it
will give you a coin for Isadora.
Go
to the elevator and push the button.
Go
in and turn left and push whatever lights up.
Turn
left and move the lever to 1. (2 is where you are and the basement doesn't
work yet) The Attic you can go up and look but not enter, so just go to
1.
Exit
the elevator and go down the stairs, across to the ladder and up.
Now,
you can try and play the music clue if you like. So go down to the Organ.
SAVE your game FIRST!! Look at the sheet music and your clue. The symbols
are there. So just match up which ones you have to play. At the bottom
of your clue, you should see a dot that's colored in. That's for the Organ
levers. If you have a dot that's colored in, click that lever on the organ
before playing your notes. Play the notes from left to right. If you do
it right, the monkey will makenoises. Then you can look up at the monkey
and a coin will appear in one of his hands. That should be coin number
2. Since you already used the one you found on the floor. Now go to Isadora
and put the coin in the slot. She'll spout some more nonsense at you that
really means nothing.
You
can now go and enter the Tapestry Room.
On
your right, you'll see a little octopus thing that talks to you. Listen
to what she says. She gives clues sometimes. Now turn to the right and
click on the first right tapestry. Enter the room, and turn the gears to
show the throne. All three gears have to show that chair. If you do it
right, the eye under the screen will be blinking and the octopus will say
something, I think, sorry, I don't remember what she said, but you'll know.
And you'll be able to get a clue out of the throne.
Now
go sit on the throne, push the red button, and your clue should show up.
This is really IMPORTANT now! Make a note of the alignment of letter and
symbol. This is your main key to creating the keyboard for the music clues
you will get. It is THAT important.
Now
go and face the door. Click on the tapestry that's on your right, the one
next to the door. Go in the tapestry room and you'll see the Wheel of Fortune
(WOF). You must align the wheel of fortune with the clue from the throne.
Say your clue is V and you have this % as your symbol. Match the V and
the %. That's all you have to do to the Wheel. But you MUST now copy all
the letters with the corresponding symbols onto a piece of paper. It is
THAT IMPORTANT. This sequence of symbols and letters will be applied to
the Organ keyboard. You must create your own keyboard. The WOF changes
from game to game, so I can't show you my keyboard. It won't help you.
But I can tell you how tocreate
yours.
Sketch
a keyboard on a piece of paper. It has to have the same number of keys
as the one on the Organ, including the black keys. There are a total of
24 keys. Just look at the Organ while you're sketching it. Now take the
symbols from the sheet music on the Organ and place them on your keyboard
in the proper places. Check the last symbol you place and find what letter
corresponds with it on the WOF. Letter that one. Now, say you checked and
it's V. Label the next
key
W,
and
so forth. Use the black keys like this:
X,
Y,
V,
W
Z,
A,
So
you are wrapping the keys alphabetically in an up and down motion (W is
white, X is black, Y is black, Z is white, A is white. Match up the appropriate
symbols to the letters on the keys. So now you know that you should NOT
start your keyboard with the letters A, B, C. Remember, you are wrapping
the keys, starting with the last symbol/letter from the organ sheet music,
which means you will be starting your alphabet in the middle somewhere
and continuing left to right as you wrap the keys around. On my game, I
started with V, in the middleof the keyboard, continued till I had K as
my last right key, then wrapped to the front with L as my first left key,
where I continued till I had finished the keys. Also, you will be MISSING
TWO letters. Just forget them. Pretend they don't exist. If you are missing
M, label the keys L, N and continue on as if M didn't exist in the alphabet.
There are only 24 keys on this keyboard.
Okay,
we're still in the WOF room. Now, look down. Under the Wheel, you'll see
a mouse thing you can take. Take it.
Back
out, turn right, go forward, turn left, go to the cat
tapestry,
put the mouse in the cat's bowl. You'll see a cute little animation.
DON'T
enter yet!! (this takes you to the Void).
Turn
left, click on the center tapestry to enter the guitar book room. Read
the guitar book and write down the letters to tune the guitar. You won't
need it just yet. But it will solve a later puzzle. Look in the three drawers
below the book.
IMPORTANT!
Write down or print the music notation clue in the center drawer. It will
give you another coin for Isadora when you play it. You don't have to play
it right away. And you have to figure out a garage chart before you can
figure out how to play it anyway. So just write it down and keep it safe
for later. Write the letter of the guitar string, but don't take it. You
won't really need it till later if at all. (It might be used as a missing
key in the final organ puzzle, so keep a note of it.)
Now,
instead of going right into the Void, Go to the guitar picture tapestry,
the first one to the right of the throne and click on it for a puzzle.
Using
the clues you got from the top of the stairs, microwave, and cat picture,
drag the correct pieces to the center to build your guitar. You'll be able
to enter the tapestry when you get it right. You'll see a movie projection
room. Pull up on the small toggle switch to watch the movie.
After
the movie, look to your right, open the small door and get the vacuum tube.
The
twins will take it from you. Damn! :( Now, you'll have to go into the Void.
But guess what, we won't be getting the vacuum tube back just yet. You
have other puzzles to solve first. And a few of the them are in the Void.
Now, if you looked around in the upstairs hallway, you noticed a weird
slotted door. That's the door to the garage. If you tried to get into it,
you saw a snarling dog that wouldn't let you get in. So what we're going
to do now is get a bone out of the Void for the dog.
Go
back to the cat tapestry (SAVE YOUR GAME HERE!!! Or you will be stuck in
the Void if you make a mistake!) and click on it to enter into the Void.
You will pass through a door. Turn right and go ahead 1 time. Turn left,
go ahead twice, turn left, go ahead once. You will be facing the skull.
Turn left and go ahead once, turn left, go ahead once to the bar.
Open
the right hand panel, click on the center and drag left.
Get
the bottle. turn left twice, go ahead once, turn right, go ahead once back
to the skull.
With
the skull to your back, turn right, go ahead once, turn right,
go
ahead twice, turn left to the door.
With
your back to the door, go ahead once, turn right, go ahead once, turn left,
go ahead to the skeleton. Turn right and give the bottle to the skeleton,
and get the bone.
Turn
right, go ahead once, turn right, go ahead once, turn left, go ahead twice
to the door. Open the door back to the tapestry room. (I hope this is accurate
enough. I copied these directions from the walkthru I used when I played.
I got a little turned around with them at one point, but never really got
lost. So they should work for you, too. If you're wondering about the walkthru
that I used, it was really vague and horrible through most of it. I got
stuck a million times. That's why I created this walkthru, so you don't
have to suffer like I did.)
Okay,
now we're going to the Garage to give the dog his bone:
Go
upstairs to the garage door in the center of the upstairs hallway.
Click
on the handle in the middle and drag up.
Give
the bone to the dog. Explore.
In
the car is another notation clue. IMPORTANT! Write it down!
Go
to the robot and click on him.
Pick
the car on the right, the slowest one.
Right
after you click on the starting lights hold down on the mouse button until
the race is over. It may take several times till you get it right.
When
you have won, listen to the robot.
Turn
right twice and go to the round tool shed left of the door.
Click
on the handle and drag right.
Look
at the notation clue and draw it or print screen. This is really, really
IMPORTANT. It's the chart you need to figure out so you can play the music
clues. Look at the chart. Take a piece of paper and draw a graph with nine
spaces in it. See the tiny arrows in the last right column? Put those in
the last right column of your graph. What you want to do is create numbers.
If the tiny arrows are facing left, it's a - number. If the tiny arrows
are facing right, it's a + number. Count the tiny arrows in each square
on the right. Say your first square has two arrows facing left. That would
be a -2. And if the one under it had two arrows facing right that would
be a +2. Now look at the shaded squares on the graph. Place them next to
the appropriate boxes. You should have three down the left side and three
across the top of your graph.
Every
game is different, so I'll tell you what happened with mine. The first
line across my graph was already filled in for me. The letter was V with
a half shaded box and the first organ lever was marked. I changed the arrows
to numbers and placed them in the first three boxes across the graph. I
had -8 +9 +2. My second row across was the letter W from the music clue
in the second floor hallway near the Void binoculars. Looking at the W
clue, I placed +2 -5 +2 in my second row. For my third row, I looked at
the H from the music clue I just got from the car. So for the third row
across I had: -6 +4 +4. Now, you're wondering, how the heck did you get
that. I did this chart after I got the last music clue from the Guitar
room. It gave me the second column down. (You can wait till you play the
Guitar room, or do as much of the chart as you can right now. It's up to
you.)
qNow,
reading this chart what you want to do is count the spaces between your
letters to get to the next letter. Let's start with V since it was marked
on my chart already by the game. We have V -8, which means you count left,
8 keys from V and you get L. From L we have +9, so you count nine keys
to the right and you get W. Then we have +2, so you two keys to the right
of W and you get Y. So you look at the shaded box, the lever for the organ
that's marked, and the letter V. That's your music. VLWY. Set your organ
lever. Write down the letters you have to play for each clue separately.
You only play four notes per clue. Starting with the first letter on your
clue. Then you do the next three letters. So you would play VLWY and the
monkey will give you a coin. I know this is really, really confusing, so
bear with me. Here's what your chart should resemble. Remember your numbers
and letters might be different from mine since every game is different.
O
V
-8 +9 +2
W
+2 -5 +2
H
-6 +4 +4
The
O at the top is a letter. You should also have the shaded boxes next to
your letters. You'll know if you did the chart right because the numbers
add up in a weird way. Like, 5 and 4 are nine. Two and Two are four. Six
and two are eight. So you would then take your chart and be able to play
the music by counting the spaces between the letters up or down the keyboard
and using the appropriate organ lever. To play each clue, play it's letter
on the clue notation first, like V, then the last three letters. I hope
I was as clear as I could be with this. It looks really hard at first.
And I was stuck for a few days on it. But once I really looked at what
was supposed to be done. It made some sense.
You
don't have to play the music right now. So just do what you want of the
chart or wait till we get to the guitar room so you get your last music
clue. I explained the chart here because it's really that important. If
you do figure out your whole chart now, you can play a few clues and get
a few coins, but I'd wait and save the Guitar room clue for later. It'll
give you the key to the attic. And you won't be ready for it yet. Also,
if you noticed the monkey's FOUR hands, you're supposed to wait and play
each clue one right after the other till the monkey is holding all four
coins in his hands, even though you can only give them one at a time to
Isadora. If you don't do it this way, you might get some interesting script
error/bugs and have to restart the game.
Okay,
now back to the game play. We're still in the garage tool shed. Take the
spark plug and go back to the muse machine. Put the plug in. Play around
a bit with the muse machine. I still don't think you'll be able to do too
much
with it yet.
Go
back to the garage, and get the toothed wheel from the tool shed. SAVE
your game here!!!
Look
down in the tool shed and enter the hole. It leads to the Void. We're going
to play a puzzle in the Void that will unlock the Guitar Room.
You
should be at the skeleton. So face the Skeleton, then turn right, go ahead
once, turn right, go ahead once, turn left, go ahead twice to the door.
Turn
left and go ahead 1 time. Turn left, go ahead twice, turn left, go ahead
once.
You
will be facing the skull.
Look
down, and click on the center of the compartment. (SAVE your game here
under another name! That is the only way to start this puzzle from scratch.
It doesn't seem to reset itself. So if you get stuck and want to start
over as though you hadn't touched it, you need a different saved game.
The reason I said use another name is because you are in the Void and you
don't want to get lost getting out. So you'll have one game right before
you entered the Void and one game right before you touched this puzzle.
It's a good precaution to take.)
Put
the toothed wheel in the empty spot. Here, since every game is different,
you will have to experiment. The goal is to have all 12 holes showing pink.
Or
10 holes or whatever your game will allow. On mine it was 12, but I've
heard of it being 10 for others. One wheel arrangement was 1, then 3, then
4, then 2. The secret is to add the total of pink dots on each wheel, and
turn the top wheel until all available pink dots are showing. So you would
count the dots on the wheel and slide it to the center. Say it has 3 dots.
And you slide another wheel on top that has 2 dots. Rotate the top wheel
till you have 5 dots showing. Then add another wheel. And rotate that wheel
until you have as many dots as you can showing. All pink dots that you
have so far must show before you add your next wheel. Just keep switching
the wheels till you get it right. It's time consuming, and it really frustrated
me, but you can do it.
When
you get the wheels aligned properly, you should hear something opening.
It's the Skull's mouth. If you don't hear it, just keep checking the Skull
as you do the puzzle till you get it right. Look up, and click on the Skull's
open mouth to enter the Guitar Room.
Explore.
Go
click on the guitar case in the chair. She will tell you she needs a string.
SAVE
your game here!! Go up the steps to enter the skull.
Turn
right, go ahead once, then turn left, go ahead one to the bar.
Open
the left hand or center panel, get the string.
Turn
left twice, go ahead once, turn right, go ahead to the skull, enter
the
skull. Give the string to the guitar. Now you have the tuning puzzle.
Tune
the guitar using the tuning box on the left. The secret is to watch the
light on the tuning box. When you've tuned a string properly, the light
goes on and MUST stay on. Then immediately move on to the next string.
Notice that the guitar head is bent down, so tune from bottom to top (as
though you were climbing stairs) with the guide from the guitar book. First
push the letter on the box, I don't know if every game is different here,
but my guitar book said the letters were EEADGB. So I pressed B on the
box and clicked the first bottom string. So, essentially, I played the
notes backward from bottom to top because the head was bent down making
them backward. So I pressed B, clicked the first bottom string, and watched
the light on the box. When it lit up and stayed lit. I had the string properly
tuned. Then I moved on to the next one. The tricky part is getting the
light to stay on. You have to be careful when you click on the string.
You can drag the string from left to right, but do it gently. The guitar
lady will let you know if you're doing it wrong. If she says it's too high,
drag it to the left. If it's too low, drag it to the right. When you've
done it right, the guitar lady will give you a tuning fork.
Get
the tuning fork.
Go
to the white door, and click in the middle. You know where you are now.
You're back in the hall with the Juke Box. Just turn right at the Juke
Box and go in the door to the Tiki room. From there, go to the muse machine.
Put
the tuning fork in the muse machine.
You
can play around with the muse machine again. You might be able to
get
alittle more out of it now and Last might make some comments to you about
it.
Now,
go back to the Guitar Room. Just make a left at the Juke Box to get
there.
After
you enter the Guitar Room door, turn right, and go to the ball machine.
You must align the cups to get the ball to the bottom of the board. This
puzzle will give you the last music clue so you can get the last coin for
Isadora, who will then give you the key to the attic. Test out the cups
by dragging them left and right to see how they move. You want to get the
ball from cup to cup all the way down to the last cup at the bottom where
you'll turn it over so the ball goes down.
On
my game, I got the ball down by concentrating on the left cups. First align
as many cups as you can, then pull the pepper to start the game. Just move
the cups from left to right till you get the ball to fall into each one.
Make your way down to the bottom. It's actually an easy puzzle, but if
you get stuck, just listen to the voice that tells you to pull the pepper
for a fresh ball :) When you've done it right, click on the ball at the
bottom and get the notation clue.
Write
down the clue! There are 2 notation clues on this sheet. The first one
is for the jungle organ. The second one is missing the second note. Now
you can finish your graph if you haven't already done so. This clue is
confusing, so just concentrate on the letters in the brackets. I had OTX,
which confused the hell out of me. I needed to put a letter in between
the O and the T. When I did the graph it came out as Y. So I had OYTX and
the organ lever was marked at the bottom of the clue. To get the Y, I had
to add the numbers under the O which were +9. So that gave me Y. Then I
did the -5 and got T, so I knew I had done it right. The last one was +4
which gave me the X. If you looked at my graph, you saw the O column went
down. So even though your letters and symbols will be different in your
game, I think this last column might be positioned the same way--down.
You don't have to play the music yet. We have to go back to the Void first
and get the vacuum tube that the Twins stole from you.
We're
still in the Guitar Room (SAVE your game here!!), so turn around and climb
the stairs to enter the skull. Turn right, go ahead once, turn left, go
ahead once, go ahead once over the bar. ( The chest with the tube in it
is behind the bar.) Turn left twice, go forward, open the chest marked
time bomb, get the vacuum tube, back away, go ahead twice, turn right,
go ahead once, turn right, go ahead to the skull, enter the skull.
Now
go back to the muse machine.
Put
the vacuum tube in the muse machine. You should now be able to do some
cool stuff with the muse machine. Pull the lever towards you and the room
should change backgrounds. Play with the buttons, too.
It's
now time to go back to the Organ and play your music clues for the coins.
Let's hope you did that graph right. (SAVE your game here!!!) Remember
to click the appropriate lever on the organ for each clue. It doesn't matter
what order you play the clues in. Just play them separately. Four notes
a piece. When you get one right, the monkey makes noises. Just keep going
until you have all the coins in the monkey's hands. When you're done. Look
up at the monkey till you see the coins. Click one and take it to Isadora.
She'll either give you the key to the attic right away, or she'll spout
more garbage at you. Give her each coin, even after she gives you the key.
If you still have a coin left, I'd give it to her anyway. When you're all
done, you can head to the attic with your key. If for some reason you don't
get the key and you think you've played all the coins, play the first clue
again. The one you got from the moving stone picture next to the binoculars
upstairs. That might be the missing coin. That happened to me. Salty kept
saying "turn over a few stones around here, and you'll find more than garden
snails". He was telling me I'd missed that clue. Even though I thought
I had played it. Maybe you have to play it twice, I don't know. It was
weird. So I played it again and there was the coin. If you get stuck here,
just keep playing through your clues till you're sure you have ALL the
coins. You must have that attic key or you're not going anywhere. And DON'T
throw away your keyboard chart and graph. You will need them for the final
organ puzzle later.
Go
up the main red staircase to the upstairs hallway. Turn right and go forward
to the attic door. Use the key on the door, open the door.
Look
left and right. You should see a picture of a chemist with colors on it.
It's a clue as to a later puzzle, so just kind of look at it a second and
remember it. It means you have to mix colors for that puzzle.
Now
go ahead twice to the checkerboard puzzle. It'll just materialize in front
of you. Your goal is to get to the chest at the other side.
Watch
the way the figures move to figure out how to get to the door at the other
end. I moved left as far as I could go, then kind of zigzagged right, forward,
left. Just try zigzagging at either the left side or the right side of
the board and keep moving forward when you can. It seems to be a eye/hand
coordination puzzle. You have to be fast. Keep clicking that mouse button.
It might take a few tries, but it's not as difficult as it looks.
When
you reach the door, turn left and click on the chest.
Get
the elevator card.
Turn
right and push the button to enter the elevator.
Turn
left and put the card in the panel.
SAVE
your game here!! If you get stuck on the Rat puzzle, you'll end up
back
in this elevator anyway. Might as well save it here.
Turn
left and move the handle to the basement.
Go
forward, you will get a gun. This is the Rat puzzle.
Shoot
as many rats as you can. Each time you shoot a rat, a lightbulb lights
up. The goal is to get all the bulbs in the room lit. You only get 5 bullets,
you must reload when the cylinder is empty by clicking on the cylinder
in the lower left. You can turn your pistol into a machine gun by holding
down on the control and shooting a rat. (This didn't work for me for some
reason, but it has worked for others.) As you're trying to shoot all the
targets, huge rats will come out of the doorway across the room. You must
use all 5 bullets to kill each big rat before he reaches you or you will
be dumped back at the elevator.
The
strategy here is to reload as soon as you see the rat appear in that doorway
and shoot him really fast until your clip is empty. Of course you'll be
distracted by the moving targets, so keep an eye on that doorway and keep
reloading that gun. Don't worry about how many targets you're shooting.
You can do them at your own pace. I found it easier to slow down a little.
And kept looking at the doorway for the large rat to appear. The first
one seemed to appear when I was halfway through with the lights. This is
an eye/hand coordination puzzle. It's tough. It took me a few tries. I'd
get so close and then get killed by a huge rat. Just keep plugging away
at it.
When
all of the lights are lit, go forward through the doorway where those large
rats came from to the boarded up door and turn to your right.
You'll
see a cabinet. Click on it and drag up to open it. Click on the map and
unroll it. The monocle is inside :) Yes, you've finally gotten it back!
Take a look through the boarded up door. That's the place you'll be doing
the final puzzle. Now, go back to the elevator and all the way back to
the muse
Put
the monocle in the muse machine. Last will make a comment. And guess what,
the machine blows up on you. The damn thing shorts out :( You can fiddle
with the machine, but it won't work now. The bridge behind you has blown
up as well. So turn around and listen to the Twins.
You
must now follow the Twins down. So click down.
Once
you are down, turn left and click on the boat.
The
boat will take you to the jungle room. Just click forward to move the boat
once you are in it.
Explore
this room. Click on anything you can, and look at it. The green on the
palette is to tell you that green is the missing color in the color-number
notation clue at the left end of the t-shaped hall. In my game, green was
three beats, or play the note three times.
Now
for the final puzzle in the game--The Jungle Organ.
SAVE
your game here!!!
Go
to the organ. Here is where you will need your organ keyboard chart again,
and your graph. This puzzle is timed, which makes it really hard. If you're
not fast enough, you lose and you'll hear Last tell you that you lost.
Then the game ends on you and you're back in Windows! It rots. My best
advice is figure out all the notes to play first, by playing them. If you
lose, just restart the saved game until you figure out all the notes to
play. (You can also try and click away from the organ before you get thrown
out of the game to start again.) Then play them as fast as you can. If
you click a wrong note the little creature will tell you or the Twins will
tell you and the totem set will reset itself with the same notes you're
trying to play. Remember, it's a timed puzzle, so if you think you have
the right notes, but they're not working, you might not be fast enough.
This
puzzle is a follow the leader kind of puzzle. There are three totems. You
will get five sequences from the three totems to play. You will play the
totems from left to right. Like label the first totem on the left number
1, middle is 2, last is 3. Now, you'll be shown symbols or letters on each
totem. Some may be colored. Use your keyboard to figure out which letter
to start with. My first totem sequence was four letters all yellow. Both
the shaded box and the letters were yellow. (That's right, look at the
colors on the letters and shaded boxes. If you have a colored box and a
colored letter, play the sequence that many times. If you just have a colored
letter, play only that letter that many times.) Yellow in my game meant
I had to play the notes or sequence only once. My letters were V E E C.
The
first totem is always easy. I believe my totem labeled 1 had the V first,
then the E under it. That's how you play it. If a totem has more than one
letter on it just play the top letter first.
The
second totem set was a little more involved. I had C Z Q (now I had to
count using the graph to get to the next letter to play. So I looked at
the shaded box on my graph that matched shaded box on the Q totem. I got
T then L. You're counting to the letters the same way you did when playing
for coins. Just match the shaded box symbol on the totem to the one on
your graph. If you have a letter on the totem and a shaded box, match the
shaded box and play the totem letter, then count using your graph the number
of spaces to the next letter and from that one, the final letter. My final
letter was D, but it was red. I had to play the letter D four times. I
think the red was on the totem, sorry, I can't remember where the red came
from, but it was there.
The
third totems were harder still. I was given an A and from there I had to
count by matching the shaded box on my graph. I got S B D. I think it was
yellow, so I only played it once. I was also given a Q, which was blue
and so was its box, so I had to play the set twice. I matched the shaded
box to the totem and came up with A V Z. I had to play Q A V Z twice. That
finished that set for me.
The
fourth set of totems actually wasn't too bad. I had a B, counted the letters,
got D Y A. This set was blue because the B was blue and so was its box,
so I had to play it twice. Totem 2 had a green B on it. That meant I had
to play the letter B three times. Totem 3 had B again, only it was yellow
this time with a shaded yellow box. So I had to play B D Y A once. That
finished set four for me.
Now
for the final totem set. From what I understand, although every game is
different in terms of the letters and symbols you will have, the final
totem set usually just asks you for a missing letter. Remember how you
were missing two letters from your keyboard? You'll be asked for a missing
letter. Mine was R. To play your missing letter, move your mouse to the
place the letter should be, right between the keys, for me it was Q and
S. I put the mouse right on the line between Q and S and clicked so that
the two keys were pressed down together.
That's
it! It wasn't so hard, was it? :) (Yeah, I know this one is tricky. You
might have to do it a couple of times till you get both keys pressed together.)
And you've solved the game! Now you should get a cute sequence of Salty
flying you back to the main hall. Then all the characters in the game sing
and dance, it's a really cool video sequence. After that, the credits roll,
and you're done.
(If
you're missing the video sequence, I think you need the 32bit Quicktime
to see it. I'm not sure if the 16 bit Quicktime will show it.)
If
this walkthru has helped you, please let me know. And if you have any questions
and are stuck, email me at JulieAn130@AOL.com and I will try and help you.
Check
me out! :D The GT Interactive website.
They have a few tips on the game, but not much. Special thanks to Bob for
sending me the game in the first place :D