Nine (9) Walkthrough

 
                                          9 (Nine) Walkthrough
                                                 ************************
By
JulieAn130@AOL.com

        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 him and 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 alittle 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 
get 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 just show 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 of paper.  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 
make noises.  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 to create 
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, 
sta