Warning: The following is a detailed walkthrough of 9. It
contains information that will show you how to beat the game. Please,
DO NOT READ FROM START TO FINISH! You will ruin the game for yourself.
Use wisely and ye shall prosper...
9 Walkthrough
First open the envelope and read the will, the code for the door
is at the bottom. Be sure to include the dashes. Then push enter
button. Open the gate.
Grab the Monacle and you will fall down the stairs don't worry
that the Twins take the Monacle, 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 CD in empty holder to the left of the ladder, turn on fuel. Face
furnace (boiler) and turn red wheel to the right and fill boiler. Push
red button, when gauge read 7 pull red knob down. Go to the steps on
the opposite side of the room and go down the left side.
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
coin.
Put coin in Isadora's machine and listen to what she says. The
grub means nothing. Just something wierd. Go up the ladder beside
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 Go straight ahead to the Muse Machine and
look it over. on the way back look at the back of the door to see the
chart of what goes in the Muse Machine.
Go to the Organ. Turn left and look and touch the Dog skeleton.
Just something fun to do. Pull the lever beside the canal and a bridge
comes up. Go forward to the Organ. Look up at monkey. Read sheet music
on Organ. Play notes from left to right WITH NO STOPS. You should hear
some music.
Go to the Tiki Gods guarding the door beside the stairs. They
should laugh and let you into the Drum Room. Explore. Go through the
door at the opposite end of the room into the T-shaped hall.
Look over juke box. Turn left and go forward to end of hall. Turn
left and touch sign with colors, it should start blinking, the number
of blinks for each color will be important later. Look at the other
picture opposite. Just weird, not important as is the dripping sac
thing at the other end of the hall. Now go to the other end of the
hall. Turn right and touch the cat picture. Remember the part of the
guitar that you see there. (this is called a notation clue)
Click to open the door and watch the Salty sequence. Listen to
what Salty says when he comes out. Go back to Drum Room to the masks
and click on them for mask puzzle. The masks have to be in order from
left to right. 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.
IMPORTANT Make a note of the color of the background and the
masks to use on the Juke Box.
Use that on the Juke box and the needle falls through the record
and drops the gear.
Look down and open the grate and get the gear. Go to the Clown
pole which is at the top of the stairs and down the ladder. Turn left
and click on the heart revealing 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 the upstairs hallway. Be sure to go to the CD
to the right of Isadora and turn it over to get the number of the song
to play for Salty. Also be sure to turn left at the top of the stairs
and look under Thurston's picture for another notation clue. Go
upstairs.
Turn left and listen to Thurston. just fun stuff. Go to microwave
looking thing and open it and look at another notation clue. Go to
Victrola and set lever to the number of song on the CD you just looked
at. Push button and Salty goes crazy. Go to the end of the hall and
look into binoculars, just shows chasm. Turn left and turn board over
and get 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, but we found
it the best way. Go to elevator and push button. Go in and turn left
and push whatever lights up. Turn left and move lever to 1. (2 is
where you are and the basement doesn't work yet) Attic you can go up
and look but not enter. Exit elevator and go down the stairs, across
to the ladder and up. Go to drum room, turn right, click on drum with
face on it. Turn left, go to drum machine, pull lever on left side.
Pull all the buttons down and listen to the drum solos. When ready
push red button and play "Simon Says" with drummer. Get maraca from
drummer.
Go to muse machine and insert maraca. Go to door in right side of
t-shaped hall. Enter tapestry room, turn right. Click on tapestry.
Enter room, and turn gears to show thone ( eye under screen will be
blinking). Go set in thone, push red button, make note of the
alignment of letter and symbol. Go to door, turn right, click on
tapestry, enter, align wheel of fortune with clue from throne.
This sequence of symbols and letters will be applied to the Organ
keyboard. Starting from the left side of the keyboard, assign the
letters and their corresponding symbols to the keys using both black
and white keys. you will notice that there are two letters missing
from the alphabet since there are only 24 keys. We found it best to
make a chart of the keys with the alphabet right above them, or we'll
E-Mail you our chart. leland@ozsome.com
Look down, get mouse. Back out, turn right, go forward, turn
left, go to cat tapestry, put mouse in bowl, but don't enter yet (this
takes you to the chasm). Turn left, click on center tapestry to enter
guitar book room, read guitar book, make notes on letters to tune
guitar, look in three drawers below. Make note,or print the music
notation clue in the center. Remember the letter of the guitar string,
but don't take it. Now for the Chasm. Go to the cat tapestry and click
on it, go ahead into the Chasm. 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 bach 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 bottle to skeleton, and get 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.
Go to the garage door in the center of the upstairs hallway.
Click on handle in middle and drag up. Give bone to dog. Explore. In
the car is another notation clue. 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 untill the race is
over. May take several times. When you have won, listen to the robot.
Turn right twice and go to the round tool shed left of the door. Click
on handle and drag right. Look at the notation clue and draw it or
print screen. Get spark plug. Look at notation clue in floorboard of
car, and draw it. Go to muse machine and put in spark plug. Go back to
garage, and get toothed wheel. Look down and enter hole. Face
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 compartment.
Put toothed wheel in empty spot. Here, since every game is different,
you will have to experiment. The goal is to have all 12 holes showing
pink. Our arrangement was 1, 3, 4, 2. The secrete is to add the total
of pink dots on each wheel, and turn the top wheel untill all
available pink dots are showing. When you get the wheels aligned
properly, look up, and click on the skull to enter the Dolly room.
Explore.
Go click on guitar case in the chair. She will tell you she needs
a string. Go up the steps, 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 string. Turn left twice, go ahead once, turn right, go
ahead to the skull, enter skull. Give string to guitar. Tune the gutar
using the tuning box on the left. Notice that the guitar head is bent
down, so tune from bottom to top with the guide from the guitar book.
Get the tuning fork. Go to the white door, and click in the middle. Go
put it in the muse machine. Go back to the Dolly room at the left end
of the t-shaped hall. After you enter the door, turn right, and go to
the ball machine. You must align the cups to get the ball the the
bottom of the board. We found it best to turn the lower cups first to
see which way they will turn. This is fairly easy, it only took us a
couple of tries. Click on the ball and draw the notation 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, this will be the
letter of the unused guitar string in the left drawer in the guitar
book room
Go to guitar picture tapestry, the first one to the right of the
throne and click on it. Using the clues from top of the stairs,
microwave, and cat picture, drag correct pieces to center to build
guitar. Pull up on toggle to watch movie. Turn right, open door and
get vacuum tube. Since the twins take it from you, go back to the
Dolly room, climb the stairs, enter the skull. Turn right, go ahead
once, turn left, go ahead once, go ahead once over 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 skull, enter skull. Put vacuum tube in muse
machine.
Go to the organ. Build another keyboard chart below the first
one, take the first symbol from the sheet music and place it and the
letter on the second chart as indicated on the sheet music, then
continue your alphabet from there, wraping around at the end of the
keyboard back to the begining of the keyboard on the left. On ours we
had to move up the keyboard to the right five notes counting both
white and black keys. Using the chart from the tool shed, the right
and left side will overlay. Using the notation clues fill in the blank
spaces in the second row by matching the shaded boxes. In the first
column add the first two rows of arrows to get the third row (f you
have 4 arrows right in top box and 2 arrows left in the second box,
the third box will be 2 arrows right). When finished this will be the
sequence for the notation clue from the race car. Now play music from
notation clues. When it is right, you will hear noises from the monkey
above. We played all the notation clues, and the monkey was holding 4
coins to give to Isadora We used the blue coin first and got the key.
Go up the red stairway the the hallway. Turn right and go forward
to the attic door. Use key on door, open door. Go ahead twice to
puzzle. Watch the way the figures move to figure out how to get to the
door at the other end. This one is kind of tough. When you reach the
door, turn left and click on the chest. Get the elevator card. Turn
right and push button, enter elevator. Turn left and put card in
panel. Turn left and move handle to basement.
Go forward, you will get a gun. Shoot all the rats, 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 key and shooting a rat. When the clip is empty,
you must repeat the process. Watch out for the big rats coming in from
the hole ahead and a little to the left. It takes about five shots to
kill them. This was one of the hardest sequences to finish for us.
When all of the lights are lit, go forward to the boarded up door,
turn right. Click on the paper, and get the monacle. Put monacle in
muse machine.
After the muse machine blows up, listen to the twins, and follow
them down. Turn left and click on boat. Explore. Click on anything
that lights up, 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. On ours, green was three beats,
or play the note three times.
Now for the most nervewracking puzzle in the game. Go to the
organ. Here is where you will need your organ keyboard chart again,
and the completed chart from the tool shed. Play the notes on the
totems from left to right using your second keyboard chart. When you
run into a shaded box, play the first note on the top of the totem,
then move up or down the keyboard the number of arrows indicated on
the notation clue from the tool shed. If the note is colored, play
that note that many times, if the box is colored, play the sequence
that many times. Good luck, Happy playing.
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