Nine,
The Last Resort
Written by Angela Clayton, Maryland USA
April, 2002
With
special thanks to:
Bob (www.gameboomers.com)
and
Bert (www.gamesover.com)
for their great help in creating this walkthrough...
Save
often and examine everything. Have pens (preferably pencils) and lots of paper
ready!!! Note: this guide will walk you through every aspect of the
game--not just hints. Therefore, this is a complete walkthrough. This guide will
support both PC and Mac formats.
Open
the envelope and read the will. At the bottom of the letter you'll find the code
to open the door. If the will is missing, enter this code: 0821-1996-A92C (be
sure to includes the dashes too). Click okay and open the gate. Get the monocle
and you'll fall down the stairs. The twins will take the monocle; you'll get it
back later. Examine the lobby. Go to the furnace and turn right. Climb up the
ladder on the wall, go forward and pick up the CD. Put the CD in the empty slot
above the Panty Slice poster, at the left side of the ladder.
Turn
the wheel to release the fuel. Go to the huge red staircase. At the left of the
staircase you'll see a handle. Pull the handle down and water starts streaming.
Walk to the right 2 times. Pick up the coin beneath the staircase. Go to the
furnace. Turn the wheel and wait for the gauge to stop on 7, then push the red
button and pull the handle down and hold it for a couple of seconds, then
release. You should hear a monkey and an organ playing. Back away from the
furnace and make sure that the furnace is glowing. Put the coin into
Isadora's fortune machine and listen to what she says (pure babble).
Climb
up the red staircase to the left of lsadora and click at the center of the door.
This is some kind of music memory puzzle. Solve the puzzle by matching the
sounds (which isn't hard, but could be time consuming). Go through the door to
the Muse Machine. Examine the machine and you'll see that some parts are
missing. Go back and click at the center of the door, the chart of the muse
machine. Write down on a piece of paper the items that go in the Muse Machine.
Go to the organ. Pull the handle in front of the organ and a bridge appears.
Look
at the monkey. Read the music sheet and make an exact drawing of it.
It’s a good idea to save your game. Note: there are 5 buttons (organ
stops) above the keyboard, do not touch them. Play the notes from the left to
the right (with no stops) on the keyboard. The best way is to number the
keys from one to eight so that you can play them relatively quickly without
stopping since you can't play the keys and look at the music book at the same
time. Make sure you match the line to the correct key.
Look
at the eight symbols--start numbering with the first symbol on the far left
side, then write the number on that key until you number all eight of the
symbols. Just follows the line to
each key. Later on in the game, you will be able to figure out what symbol
matches to the corresponding alphabet. This part is easy, just follow the line
to the key and number each one until you finish all eight. Note: These are
the eight keys that I had to play, but each game is different, so you may get a
different variant, but the principle is still the same.


When
done correctly, a little music is played. Go to the door with the Tiki Gods, at
the left side of the red staircase. If you played the music correct, they laugh
and let you through to the Drum room. Look for a large drum (monkey points to a
symbol, write this clue down). Go to the left to the Acme Drum Machine. Pull the
handle down and play what the Voodoo drummer is, by pushing down one of the six
red buttons.
First
practice a little before you actually start, then push the red button to start
the puzzle. Get a piece of paper, you will be listening to 6 riffs.
Some of the riffs could repeated, so listen carefully. He will play each
riff and when you select the correct one, he will add another riff, until he
plays a repetitive sequence of 6. Each game is different, but I had to play 5,
3, 5, 1, 3, 6.
When
you identify the correct sequence of 6 riffs, go towards the Voodoo
drummer and he will say something like "funky rhythm, man"…walk and
you'll get the maraca. Place the maraca into the Muse Machine. Go back to the
Drum room and left of the Acme Drum Machine on the wall you'll see a painting
with masks. You have to place the 10 masks in order so that each and every one
has something from the other ones. If you take too long to order them, the masks
start moving by themselves.
Start
with the round face with white bulging eyes, then the white eyes with fangs,
green fangs with horns, red face with horns, clown with tongue, blue face with
red tongue, red eyes with feathers, feathers with circle on head, huge eyes and
the last one you can figure out yourself, I guess. Once you order them
correctly, the masks will turn around. Make
a note of what you see (4 masks and background color under each mask)--it's the
"mask sequence." Exit the door by the Voodoo drummer. Walk to the
Clown Music machine. Click on it until you see the records with the hand. Enter
the "mask sequence" as you saw it when the masks turned around. The
hand gets a broken record and the needle goes through the record. Look down and
pull down the grill. Pick up the gear.
Go
to the right. Look at the painting and you'll see a part of a guitar. Make a
note of it (Tapestry room clue). Click on the brown door. Salty goes
inside for a fight but loses his energy. Walk to the other end of the corridor
and you'll see a flashing painting. Remember the sequence of the flashing lights
(yellow=lx, blue=2x, red=4x). Head back to Isadora. At the right side of her
steps you'll see a music poster Sounds of War CD.
Open
it and write down the number of the song with an (*) asterisk by
"Dogfight." Go to the red staircase and look at the left underneath
Thurston's painting = 2nd clue of the guitar (Tapestry Room). Write this
down. Go to the right in front of the moving stairs. Notice you can't go
upstairs-not yet anyway. Near the railing is a ladder, climb down. Go to the
left. Click on the heart of the clown pole. Move down the lowest gear twice.
Move down the left gear twice. Now place your gear from the Clown Music machine
between the left and the right gear which is in the center.
Since
the gears have been reversed, you can go upstairs now. Go to the record player
and place the switch on the number of song "Dogfight" from the
Sound of War CD, you wrote this number down earlier. Push the button. If Salty
doesn't go nuts, you have chosen the wrong song. Go to the
"microwave". Note this is the 3rd clue = for the guitar (Tapestry
room). Make a sketch of it.
Walk
further and try to open the garage door on the left side. You will be able to
open it later. Further down on the left, you'll see a checkerboard with
moving discs. Flip the board over and write exactly each letter, color and
symbols of what you're seeing (very important clue for solving the second organ
sequence). You really have to write down everything in detail in this game,
especially the colors. Look through the telescope and study the room; you have
to enter it later. Go to the elevator and push the piece on the top control
panel back in its slot. Elevator control flashes red and you hear pinging
sound like a pinball game.
Go
to the left and move the lever to the "1" position. You can now exit
to access the 1st floor (weird, forward, turn right, forward, up the ladder,
turn left twice and then down the stairs). Now go back to the Clown Music
machine and go to the right. Enter the brown door. You are now entering
the Tapestry room. Notice there are several tapestries to explore (facing the
throne)-2 on the right and 3 on the left. As soon as you enter, go into
the first one on the right, turn the dials behind the tapestry in such a way
that all 3 eyes are focused on the throne. If you did this correctly, all 3 eyes
on the screen blink. Sit down on the throne. Push the red button and remember
VERY GOOD what you're seeing. You'll see a symbol and a letter beneath it. You
will need this soon, so write it down. Walk back towards the door and click on
the red lion tapestry on your right side.
Enter
and you'll see a "Wheel of Fortune" (W.O.F). Extra hints!! When you
sat on the throne and you pushed the red button, you saw a little bit of the
W.O.F. Remember this. You saw two things: (1) a sign, the first letter and (2)
the letter on which it stays. Now turn the wheel until the "new"
letter is beneath the symbol which you saw from the throne. Make a perfect
drawing of this including all the symbols and letters (I placed the letters on
top and the symbols at the bottom because you have to change the symbols into
letters).
Write
all the symbols and letters on a blank keyboard as in the example below. The
example shows how the keyboard was started with the throne clue. As you can see
this alphabet is missing 2 letters. Just act if they don't exist, for the
purposes of this game you will have 24 letters Note: (this is how your keyboard
should be setup since "M" and "R" are missing). You have to
count the 24 keys as follow: 1 white, 1 black, 1 white, 1 black, 2 white, 1
black, so count every key from top to bottom and so on. Confused?? Let's
review… While looking at the W.O.F., look at the keyboard that you used to
play the 8 symbols.

| J | S | T | U | W | X | Z | T |
The
revised keyboard was derived from taking the throne clue and matching it with the
symbol that you just played the first organ sequence. Once you align the
information given on the throne, you just fill in the rest of the alphabet by
matching the symbol to each letter, write exactly what you have seen on the
W.O.F. This example happens to be A (left margin) through Z (right
margin), however, this is not the case in all games. Randomly the J has
been assigned to the symbol above. It all depends on the clue that is
given by the throne and where the symbol is placed on the organ sheet
music. Symbols and letters can change with each game, so keep this in
mind. Start at the center, then go to the end of your keyboard, and go on with
the beginning of your keyboard. The letters wrap around the keyboard.
When
you finish drawing the keyboard, look down and get the mouse. Feed it to the cat
on the tapestry. Don't go in yet. Enter the tapestry with the horse. Read the
book on the table. Make a note of "How to Tune a Guitar" and save it
for later, the letters are important. In the first drawer you find a guitar
string. Leave it alone (I didn't need it, it’s a phony clue). The
guitar string that you need is located elsewhere in the Chasm. In the second
drawer, you'll find an important clue, make a complete note of this one (you
will need it later to play on the organ). In the third drawer you'll find an
alphabet. Now go to the Tapestry with the cat and enter the room. You'll go
through the door. Go to the right, 1x forward, left, 2x forward, left, 1x
forward. You'll see a skull. Turn left, 1x forward, left, lx forward to
the bar.
Open
the door at the right side and take the bottle. Turn 2x left, 1 x forward, turn
right, 1x toward, turn left to the skull. With the skull behind you: 1x forward,
left, 1x forward, left, 1x forward, turn right to the skeleton. Give the bottle
to the skeleton and you'll get a bone. Turn right, lx forward, turn right, 1x
forward, turn right, lx forward, turn left, go through the door. You're back in
the Tapestry room. Now go to the 2nd floor. Head for the garage door. Enter by
pulling up the middle handle. Notice the dog behind the garage door. Give the
bone to the dog. Talk to Charlie, the robot and join the race.
Choose
the white car (it's the slowest one) and push the green start button. Now click
with your mouse cursor on the car and keep it pressed. You have to win the race
(maybe you have to try several times, it's fairly easy). After you win the race,
you may take something from the tool shed. First look inside the car on the
floor. Make a note of everything on the sheet. Now go to the tool shed. Move the
handle to the right and on the shelves you find a toothed wheel, a sparkplug and
another important hint (the decoder). Make a note of everything. Don't
forget any arrow, block or what ever, note everything as usual. The
notation sheet must be accurate in order to decode clues needed to finish the
game. Watch closely if you have to add or to subtract to get to the second
letter! If this is wrong, nothing happens! Pay close attention to detail
such as the direction of the arrows and the number.
Since
you can only carry one item at a time, first take the sparkplug to the Muse
Machine. Go back to the tool shed, take the toothed wheel and go down the pole
into the Chasm. Now you have to go back to the skull. Face the skeleton, go to
the right, lx forward, turn right, 3x forward, turn right, 1x towards the door.
In front of the door go left, lx forward, turn left, 2x forward, turn left, 1x
forward. If you followed the correct route, you're standing in front of the
skull now. Save your game now. Look down and click on the little
skull. Place the toothed wheel in the empty slot. Your goal is to align all pink
dots so that all of them are showing on the top wheel.
Before
you start, count the number of holes on each wheel. The secret is to start
with the wheel that has the lowest numbers of holes, include the pink dots in
your count. Every game differs, but with my game the correct order was: 1,
3, 4, 2 and I counted 12 pink dots. If done correctly, you'll hear a noise and
the mouth of the skull opens. Enter skull. Now you are in the Guitar room.
Go to the guitar. She tells you that she needs a guitar string. Go up the stairs
to the skull and enter the Chasm again. Head for the bar. Turn right, 1x
forward, turn left, 1x forward to the bar.
Take
the guitar string out of the left or center door. Go to the left 2x, lx forward,
turn right, enter the skull via the opened mouth. You are back in the Guitar
room. Give the string to the guitar and now you have to tune her. She bends down
her head, so you have to read your notes "upside down." For example, I
had to play ADBEEG. Remember her head is down so you start with the letter G and
the last letter is A. You may get
another set of letters, but the idea is the same.
Refer to your notes from the "How to Tune a Guitar" book. If
you do the tuning incorrectly, she gets angry and you'll have to start over. If
you do the tuning correctly, the red light comes on. After that you have to do
the rest of letters and the red light needs to stay on. After you tuned the
guitar, you'll get the tuning fork.
Go
through the white door and you'll enter the hall with the Clown Music machine.
Take the tuning fork to the Muse Machine. Head back towards the Clown Music
machine. Turn left and go through the white door. Play the game with the ball
and the disks. You have to turn the disks until a little ball comes out at the
bottom. If something goes wrong, pull one of the peppers to start over
again. Click the ball and you'll get another very important clue. Make an
exact notation of it, colors, arrows etc. Notice after playing with the pinball,
you can easily calculate the missing letter!
Exit
the room via the white door. Enter the brown door, now you are in the Tapestry
room. Go and stand in front of the last tapestry near the throne. Choose the
three guitar parts: the one from Thurston's painting, the microwave and behind
the cat painting. Build the correct pieces of the guitar and the tapestry
will go up. Click on the small button and watch the movie.
Turn
right and open the little door. It's the vacuum tube. Alas it's taken by the
twins. But don’t worry you can get it back.
Enter
the Guitar room and go up the stairs via the skull. Go to the bar, turn right,
go 1x forward, turn left, 1x forward, turn left 2x, forward and you're behind
the bar. Turn left twice, open the Twins Time Bomb chest. Take the vacuum tube.
Go back 1x, 2x forward, turn right, 1x forward, turn right, 1x forward to the
skull. Go inside the skull back to the Guitar room, then go to the Muse Machine.
Place the vacuum tube in the Muse Machine. Go to the organ. Save your game so
you can go back if you make mistakes or the steam goes out of the organ.
Time
for a real puzzle: Have your revised keyboard ready, letters on top of it and
the corresponding symbol at the bottom. Place all your notes around you. Also
the notes of the tool shed after the car races. Change the symbols into letters
(see W.O.F). Take the left part and try to fill these in with your notes. Notice
the blocks with the shadow. Below see an example of the completed chart.
All the columns on the right and left should add up when you finish. The
right and left sides of the chart mirror one another. In other words, the same
identical numbers. The only difference is that you read the numbers on the
left side horizontally and the left side is read vertically.
After
you placed the last symbol of the music sheet, you are ready to work with the
decoder from the tool shed. Once you complete the decoder, you will be
able to play the second organ sequence. While playing the organ, pay
attention to the knob that has to be pulled out; is indicated by the staff with
the 5 circles (use the dark one). Verify if your calculation is corresponding
with the note of the tool shed. In the left part after the block with the
shadow, you have to indicate from the left to the right plus or minus arrows in
the 3 empty spaces, arrows pointing to the right (+), pointing to the left (-).
The upper row was filled in for me -5, +1, -8. This corresponded with the note
from the Tapestry room.
The
second row from the left to the right corresponded with the note of the box with
the moving discs (symbols changed into letters, then compared with W.O.F. and
counting the spaces between the letters!) became +2, +3, +2. The third row on
the left is calculated by adding up the first two rows and you use the hint from
of the note inside the car. In my game, it was the letter "U."
Below is how my decoder looked when it was completed. Your numbers
probably will be different, but your chart should look similar to this example.
Decoder (Tool Shed):


I
made 4 keyboards to prepare for playing the second organ sequence. Don’t
forget to set the organ stop first, then play the keys in order. This is
what I played, your sequence will be different, but the principle is the same.
You are numbering the keys after you decipher the 4 letters to get the coins
from Isadora. Below see how I prepared the four keyboards, but I only
numbered the Guitar Tapestry as an illustration. Look at the example below as a
suggestion to setup each of the 4 organ sequences. Just remember write down your
keyboard, organ stop and which notation clue you are playing. Your organ stops
probably will be the same since they don’t seem to change from game to game.
Now
play the 4 musical sequences on the organ: the guitar tapestry, the car, the
pinball game, and the checkerboard. If you played all the notes correctly,
you'll get a coin for each of the four sequences. Leave them alone until you got
all 4 coins, black, gold, red and green. They are on the hands of the monkey
above the organ. Give the coins to Isadora. For one of the coins you'll get a
key. The green key yields the key. She also tells you some nonsense
as usual.




Go
up the red staircase and go to the right up the stairs towards the door. Use the
key and enter the Attic.
At
the left, you'll see a poster of a chemist which indicates that you have to mix
colors. Go to the left and walk towards the board with blocks on the ground. You
have to go to the opposite side, but you'll be thwarted by a creepy figure and
have to start over again. You can zigzag across the board, but I waited until
the middle row was empty and then I quickly clicked my mouse cursor which got me
on the opposite side in no time. The smoking bear allows you to get something
out of his toy chest. Take the elevator card.
Enter
the elevator and place the card in the slot. You should hear pinball sounds and
you can now access the basement. Put the handle on B (the basement). Save your
game!!! Now you have to shoot a lot of rats. You'll get a gun and 5 bullets.
Every time you hit a rat with a target, a light along the wall goes on. However,
from the opposite corridor huge rats come towards you which you have to
shoot each one with 5 bullets. Shoot the small rats that hide in the holes with
one bullet. You can reload your gun by clicking on it. Its easier if
you hold the Ctrl key down while shooting since this turns the gun into a
machine gun.
Do
this as often as possible because you have too little time to shoot, you have to
start all over again if you run out of bullets. Just take your time and
concentrate on the huge rats. When all lights are lit you can enter the corridor
and there you find a cabinet. Open it, unfold the paper you you'll find a
monocle. Go back to the elevator, enter it and go to the Muse Machine. Put the
monocle into the machine and listen.
The
Muse Machine explodes. Turn around and the bridge is also collapsed. Walk
forward and you'll join the Twins on the way down. Go to the left and click on
the front of the boat and you'll end up in a room in the jungle. Examine
everything, especially the palette. It shows that the color you are missing is
green and is connected between yellow and blue. (yellow=1, blue=2, so
green=3 and red=4).
Now
go to the jungle organ. Save your game!!! You have three attempts to play each
sequence correctly, after the third attempt the game stops and you'll be back in
Windows or Mac desktop. Take your notes and your keyboard drawing. This is the
final organ sequence of the game. There are 5 repetitive sequences that
you have to play correctly without errors. Have your decoder and revised
keyboard ready. Complete the clues
on each totem. Now you have to calculate again! The colors on the
totems are important because they indicate how many times you will play the clue
on each totem. You have to play the keys without any pauses, otherwise
it's wrong and you have to start all over. When the Twins are talking, you
cannot play any keys. As soon as the critter stops talking, quickly start
playing the sequence. The second
sequence I had to play 9 keys, 3rd-12 keys and 4th--15 keys.
There is not enough time to try to calculate what to play and then play
it. You play over and over until you get it right. Once you get the correct sequence to play, then you have to
get the timing right. Before I
played each sequence, I had the revised keyboard in one hand so I could keep
myself orientated on the position of the keys and I used my other hand to work
the mouse. I memorized what I had to play so that I could quickly play the
sequence. If the Twins start
talking, just remember where you stopped and continue to play as soon as the
totems turn around again. Have your
mouse positioned on the next key so that you can play it when the talking stops.
The Twins talking is just a distraction. Stay
focused. By the time you finish
sequences 2 through 4, you can take a sigh of relief. The last sequence is a relatively easy. You just point to where it would be if that key would have
been on the keyboard (the letter M or R)--this is easy. If, it's M, you would hit between the between L and N keys.
If you make a mistake, start the game over or better yet back away from the
keyboard and start again with the first sequence (this resets the puzzle).
It's better than listening to Thurston Last over and over.
This is not a problem since you writing down what to play in each
sequence. You know if the sequence is correct because you advance to
the next sequence. Let's begin...
Put
the hand on the key and keep your mouse button pressed until you hear the
sound!! First try a sequence (you must begin with the first one every time).
You'll see 3 totems. They show you symbols and letters. You have to change the
symbols into letters and on your revised keyboard you can see what you have to
play. The sequences start off easy
and become more difficult. Unless
you are a genius, write each of the clues on each totem and then figure out the
letters to play. Sequences 2
through 4 involve colored boxes. Just
match the box from the decoder, this will indicate the three numbers that you
will use to calculate the next 3 letters of the clue on a particular totem.
Then you play that clue the number of times indicated by the color on the
block.
My
first 4 symbols were yellow, so I had to play them 1 time from the left to the
right. The letters were J, S, S, N. The second series of totems showed a symbol,
a yellow letter, a yellow/black block and a red letter, namely P, then, Z,
yellow/black block, and S. After the calculation it seemed that I had to play:
P, Z, U, W, T, S, S, S, S. (The block was equal to the one on the left guard so
I had to use those letters. The S was red, so play 4x).
The
third series was indicated with a symbol and a yellow/black block, the next
totem was empty and on the third one was a blue G and a blue/black block. The
first block was equal to the one of the first guard and was also on the left
part of my note of the tool shed, with the sum next to it. My first letter
was U, then via calculation: U, O, P, G, G, H, K, P, G, H, K, P (the last 4
notes, two times because they were colored blue). There also was a blue circle
around the letters, which was on the note of the pinball game.
The
fourth series showed a symbol with a blue/black block, a green B, after that a
yellow B with yellow/black block. The shading of the blocks matched the second
row of the decoder. The symbol was the letter B from the revised keyboard. So I
had to calculate from the symbol using +2 +3 +2. The color was blue = 2x. The
green B = 3x. The third totem was equal to the first one, but yellow so: B, D,
G, I, B, D, G, I, B, B, B, B, D, G, I. After having played the music the twins
are stuck in green rings. The fifth and final sequence, now you are asked
for a letter which didn't show up in the alphabet. With my game it was the
letter M and I had to point exactly between the L and the N on the line, so that
two keys are going down at the same time. This was the last act. Now swing
along with Salty and Isadora and others. Enjoy the finale!!!