Nine hours nine persons nine doors pc download
Since there are multiple paths, I chose to write this guide in a linear path according to the ending. There are nine doors to explore and so I will explore each every one of those in the 5 possible endings instead of say, doing them in a order.
I'll create a specific tag for each door so you can revisit if you don't remember how to solve the areas for the door. I will also describe the puzzles to the best of my abilities. Some are awfully hard to solve without some hint which is why there are always some sort of hidden hint in the room. Or almost. I think there's one or two I solved randomly. I suggest starting with the bad endings at first to gather useful information then the normal ending and I will save the true ending at last.
Finally, this should go without saying but there will be spoilers. I suggest going through Ending 3 first. It's a bad ending that is excellent for the first ending. It gives enough information to pique your interest but it doesn't have a lot of character development. So it's best to do it first. You wake up in an unknown room and it's sinking, water in coming and it's starting to flood.
You have no idea where you are and how the hell you came there. You have a watch with the number 5 on your wrist and you can't remove it. Also, there's a door a red 5 painted on it and you can't open it. You need to figure how to escape this room to save your life. In the first screen, examine above the sink. There are two items that you need to check. First, there's a billboard with a card. It'll show some sort of code you can't understand yet.
We'll get it to it soon enough. Next, there's a picture frame you need to touch. There's some screws behind. Guess we'll need to unscrew those. Turn left, you'll be facing the exit door. Touch the bottom right bed. Similar to the other one but it goes blue to red instead of red to blue.
There's a mirror in the left, open it to find a mirror and a red key taped on it. You then suddenly remember how you got kidnapped and figure out how you ended up here. Turn left and check out the stove on the left with a pot on it. Remember the picture frame? Combine the screwdriver with it. Turn it around and It's the solution to the code. So you can now figure out the blue code and the red code using the three cards.
Now touch the blue case on the bottom right. There's a key and a code. Make sure you have the blue key selected on the bottom left and touch the lock.
Use the blue code we deciphered : Then touch the key. Open the case and touch the red file. It'll give an explanation on the digital root. Keep that in mind because it's vital and used very often in the game. You'll also finally have access to the file menu. Go back to the main screen and touch the white wardrobe on the left.
Open it to see a red wallet. Touch it, select the rey key and use it on the lock. The code is Finally go to the door and use the red cards on the lock. Let's try the blue cards then. Then you have a flash! That's what the 5 is for. Touch the lock and it finally unlocks! Now touch the door and exit this death trap! You then meet up with the other 8 characters! After all the talk is done You'll have a choice to check Room 5.
Select the pair you want, it doesn't change anything. You'll realize how sick and twisted this "game" is. The next question's answer is " You'll get some more info on how to open doors and to avoid what just happened. Next question's answer is 4. Now, you finally have a choice. Door 4 or Door 5. From where you start, you can see a locked door. No doubt one of many. After a short scene, turn left and touch the piano.
You'll pick up a map of the area. You can try using the score but it's of no use yet. We need more of them. Go back, turn left and you'll face two doors. Open the right one. The safe is locked and there's nothing we can do about it. Turn back and go in the left door. You'll be facing two other doors. Let's enter the other at the end the right one.
Turn around to the left to face two doors. The right one is where you came from. Examine the blue vase to get VASE. If you turn to the left, you can examine the fireplace. There's some white scoresheet but you can't reach it because of the fire.
Go back into the hall and enter the second door on the right. Touch the bath. Now you know what to do with the vase. Then touch the bath plug to drain the water. Clever hiding place! Exit the bathroom and go back to the previous room. Quick scene concerning Seven. Turn around and check the left door this time. Open the door then the cabinet. Exit then go through the right door and return to the first screen of the area. Go to the piano and use the score plate on the stand. Finally, your first puzzle!
It's not very hard you just need to play the notes in the right order. From the left of course. You come upon a lock with the Venus symbol.
You obviously don't have the key yet. You'll find another way that leads you to From the first screen, touch the table in front to find CARD 5. Then touch the bar in the back to approach it. Touch the shelf on the right to find CARD 4. Touch the card on the counter on the left to get CARD 7. Wonder what these cards might be used for.
I hope it's for Poker or something. Go back and turn to the right. You'll come upon a locked door and a fireplace with some strange glass item. There's two flashlights. Touch both of them to uncover a secret code! Clubs, Diamonds, Hearts. Oh and don't forget to pick up CARD 6 in the middle. It's easy to miss. Turn to the right to see 3 slot machines. You only need to use the second one. The 2 others will get broken if you use them. Use the coin bag on the slot to start another puzzle!
Remember the code we uncovered? Our goal is obviously to have them in the same order. If you get frustrated trying to time it right like me Go back and turn right. Click the dark orange in the right corner. A card game! Pick up CARD 3 first and then let's play. Turns out it's Baccarat and not Poker. Figures, it's a japanese game after all. The goal is simple. Just hit 9. We now finally have what it takes to unlock the exit door.
So exit the table and turn left. Approach the door. Touch the lock with a 9 on it. Touch the card shaped lock with "LOCK" above it. First off, the casino. Lotus will propose something, you can listen to her or blow her off. You can choose to talk to Clover or not. Your choice, it doesn't change anything.
Next up, the hallway with all the rooms. You can choose to chat with Ace or not. Finally, time to go back to the hospital room. You can talk to Junpei and tell him who you think is responsible for this. Finally, choose to Finish searching. We have a problem. We'll have to leave someone behind. Or 3 actually. Ace will decide to volunteer. And doesn't give you much choice anyway. You'll come to the 2nd big choice that affects the ending. You can choose Door 3, Door 7 or Door 8. If you pick Door 3, you'll leave 3 people behind so it's pretty risky.
Door only let Ace behind. You'll arrive at Clover gets trapped and you need to release her then exit the room. From where you stand, turn left. Touch the glass. Then touch the papers on the right table. You'll need to find something to erase some permanent marker. Go back, turn left. You'll see the exit door for you and the other one for Clover. Turn left again. Turn left. Open the left lockers with the green lights.
That's how we'll erase the permanent marker. Go back one screen and touch the monitor on the right. It's lacking a power cable so use it on the monitor. Wrong plug. Talk about crappy luck. Turn left and touch the bars blocking Clover with the ethanol to give it to her. Then turn left and touch the glass again.
Then touch the right table to erase the permanent marker. She'll find some numbers. Now touch the monitor in the top right. She'll find what you need for the power cable. There's also a note. No doubt used for a puzzle. Go back one screen, turn right and touch the monitor. Use the power cable on it.
That's some unexpected skill that Lotus is displaying. And she talks about some rare disease where some people can't recognize human faces. Random tidbit out of the blue. Obviously, it means it'll be of use at some point. Go back one screen and unsurprisingly, the lockers on the right and unlocked. Clover talks to you about her brother quickly. Now turn right twice. Touch the console and use the key on the red square with a lock.
Unfortunately, the levers don't do anything. Turn right twice, look into the glass. Touch the top left controls twice to get Clover to increase the voltage. Oh crap! Gotta run! Turn left and don't forget Clover! Open the right door first then the left one. You'll rejoin your teammates again! Seems like the game is designed to have everyone meet up together up to the end.
And you'll find yourself into a familiar place. Seven gives your the Jupiter key and Lotus gives you the Saturn key card. You'll split up because Clover wants to explore Door 3 for obvious reasons.
You'll explore to find where the Jupiter key and Saturn key card lead to. At the question from Santa, answer however you want. After this, you'll be asked another choice. The first one is pretty hilarious but it doesn't change anything so choose what you prefer.
And you'll come upon Door 6! You'll go back the the hospital room for some shocking news. Who the hell could have done that? Ace will ask you if you think Zero's on this ship. The correct answer is that he indeed is but you can get it wrong. Clover casts suspicion on the entire group. If you're like me, you calculated who could have done such an evil deed. To open Door 3, you need two killers. So the most likely explanation is that Zero has an accomplice.
Now, it's down for some basics maths. Snake is 2, so you need to get to 12 to push him inside Door 3. And that means the killers needed to combine 10 together. So there's a few possible solutions:. Unless of course Zero has some trick to open doors. But wait a second Didn't they say that a dead man's bracelet can be taken off after his death? In which case Ace would be also a suspect since he was with us when we went in Door 5 where 9's corpse was.
And more importantly, who can be trusted? Recent Reviews:. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 1 more. View Steam Achievements Includes 38 Steam Achievements. View Points Shop Items 3. Points Shop Items Available. Publisher: Spike Chunsoft Co. Share Embed. Read Critic Reviews. Add to Cart.
Bundle info. Add to Account. View Community Hub. About This Game Kidnapped and taken to an unfamiliar location, nine people find themselves forced to participate in a diabolical Nonary Game by an enigmatic mastermind called Zero. Why were they chosen to put their lives on the line as part of a dangerous life and death game?
Who can be trusted? Tensions rise as the situation becomes more and more dire, and the nine strangers must figure out how to escape before they wind up dead. A remastered and revamped Nine Hours The well-received classic Nintendo DS game has been updated with hi-res graphics and a variety of new features including both Japanese and English voice acting!
However, Akane June has been playing the Nonary Game with Junpei and the rest of the group the whole time, implying a mysterious paradox. Akane notices Junpei and tells him not to worry about her. Sometime in the next few minutes, she sneaks out of the incinerator while Junpei and the rest of the group aren't looking.
Ace holds Lotus hostage with Santa's revolver and forces her to authenticate. The door does not open, to Ace's dismay. He tries over and again, but the door still won't budge. Seven then charges at Ace and floors him. Junpei, using logical reasoning, gets Ace to confess to the murder of the 3 other executives of Cradle Pharmaceutical and he is shocked to find that Snake is still alive. Junpei also reveals that Ace was being manipulated by Zero to purposely kill the other executives and that he concluded to have done did it so he could get revenge for the events of the First Nonary Game.
Since Junpei thinks Santa is Zero, he questions him and he admits that he is Akane's brother, but that he is not Zero, but merely an assistant to Zero.
Santa says that this whole Nonary Game was set up so Junpei could save Akane from dying in the incinerator in the past. The player learns that the gameplay they have witnessed has been through the viewpoint of young Akane during the first Nonary Game. She was able to connect to Junpei in the second Nonary Game nine years in the future through morphic fields and watch his actions. Akane was able to see multiple futures for Junpei depending on his choices i. Akane solving the Sudoku puzzle with Junpei's help through the morpogenetic field.
Junpei, under duress and linked by the same situation, is able to communicate back to young Akane, and demonstrates the solution to the puzzle to her. Back in the past, young Akane reunites with Seven, Aoi, Light, and the other children, and escapes the Gigantic ship with Seven in a rowboat before it sinks into the Atlantic Ocean.
In the present, Junpei and his friends escape, discovering they were not inside either the Titanic or Gigantic, but rather, Building Q in the Nevada Desert all along, and that their bracelets did not contain detonators except for Kubota and Nijisaki. They encounter a female hitchhiker in Egyptian clothing, who Junpei recognizes to be Alice , and Clover stops the car to let her on.
A tall, grave older man with a streak of gray in his hair, he is often the voice of calm reason when events descend into chaos. His bracelet number is 1, hence the name Ace.
A young man with a princely demeanor, he is an unending source of information, but tends to only reveal it when there is no other option. His bracelet number is 2, from the term "snake eyes". Ironically, Snake is blind but that does not stop him from being able to work as well as another normal person. Little more than a punk with silver hair and a bad attitude at first glance, this clever guy keeps pushing forward and doesn't like dealing with indecisiveness.
His bracelet number is 3 so his name comes from "san", the Japanese word for "three" and that he references Santa Claus several times. Prone to rapid swings of emotion, this pink haired girl doesn't hesitate to speak her mind or put people in their place. Her bracelet number is 4 so her codename comes from the four-leaf clover, which is a symbol of good luck.
She is the sister of Snake and so does everything to try to stay with him, unless he goes against her intentions. The main protagonist of the game. After he wakes up to find he's been transported to a strange location, he takes it upon himself to figure out all the cryptic clues and ensure the survival of everyone trapped with him. His bracelet number is 5 and is the only one not to choose his own codename due to June accidentally mentioning his name. The childhood friend of Junpei.
Akane Kurashiki is her actual name, although she chooses the codename June once she accidentally reveals Junpei's name. She is a delicate girl who wants no one to be left behind during the Nonary Game. Her bracelet number is 6, from the month June. A large, bumbling mountain of a man, his appearance and behavior hide an intelligent mind well-equipped for solving problems.
His size gives him the strength to do certain functions that only he or Ace are able to do. His bracelet number is 7 and obviously, his codename is his bracelet number. A self-serving, barely-dressed woman with unknown skills and knowledge, she does whatever she can to find her way out.
Her bracelet number is 8 and Lotus comes from the flower itself, which has 8 petals. A fidgety, nervous man from the start, he knows more than he's letting on. The 9th Man is the only one who does not get to pick what his codename is so the rest of the players refer to him as the 9th Man during the Nonary Game. There are 6 endings in total one exclusive to the iOS version. The player's decisions affect which ending is received.
Only one ending is the true ending. Unfortunately, the player must re-watch cutscenes and re-solve the puzzle rooms to obtain all the endings in the DS version. In the iOS version, the escape room puzzles were removed in favor of narration of the events that happened in the room.
The story is now presented in a comic book style and a flow chart that allows the player to skip to different parts of the plot.
Because of the bottom screen being removed, the narration appears in the same screen as the dialogue. While in an escape room, only the cutscenes are seen in each room. Although in-game the ship will sink in 9 hours, there isn't a single time limit in the entire game so the player can play the game and solve all of its puzzles at their own pace.
It is unlocked after obtaining at least one ending. It will let the player revisit and replay escape rooms that they have already cleared in the main story. The difference in the escape rooms is that it skips any and all of the interactions between Junpei and the players during cutscenes, instead replacing them with "I feel like something has happened here".
Escape rooms that haven't been unlocked have a picture of which door they are behind. Santa , June and Lotus. Snake and Seven. Santa , June and Seven. Clover and Seven. Clover and Lotus. Chart room and Captain's Quarters. Ace and Clover. Confinement room and Torture room. Seven and Lotus. Steam engine room and Cargo room.
Ace , Santa and June. Library , Study and Incinerator. Snake , Clover and Seven. Note that the Incinerator is not an escape room in either ending but it does have a puzzle in the True ending. Excluding the Door 9 visited in the Safe ending which contains no escape rooms, the character who travels through the most doors with Junpei is Seven, with 5.
Clover is in second place with 4. Akane, Santa and Lotus are all tied at 3. Ace and Snake are tied at two, and the 9th Man never goes with Junpei or anyone else into an escape room since he dies at the beginning of the game. The iOS version of the game features higher-quality music compared to the compressed DS version. A fan-rip of the iOS music can be found here. The Nonary Games versions of the game have the highest-quality music of the soundtrack.
A playlist with all the tracks of the PC version can be found here. Critics have also praised its experimental hybridization of visual novel, puzzle and "choose your own adventure". In the following years since its release, and the Zero Escape series have gained a bit of a cult following in its fandom, primarily in the anime and video game fan community, and it has inspired a lot of fan material such as cosplay, music, fan-fiction, art, etc.
However, this isn't to say the game is perfect by any means. For the majority of the game, it is portrayed as a realistic murder detective mystery, and then at the end of the game, paranormal and supernatural ideas are introduced such as time paradoxes, morphogenetic fields, and communicating through time.
These paranormal plot twists may be off-putting to some players and viewed as poor writing depending on the opinions of the player , in the same vein as Indigo Prophecy. However, in defense of this aspect of the game, it can also be argued that these ideas are gradually introduced in conversations, such as Lotus explaining the morphogenetic field early in the game in the 2nd class cabin.
There are also some strange plot points, for example:. One can only solve the 3rd class cabin so many times before getting a migraine There is some criticism pertaining to the DS version. Many players were dissatisfied with the amount of repetitive tutorials in the beginning of the game, and having to re-do the same escape rooms in order to achieve another ending.
For example, if the player wants to achieve all six endings, they must solve the 3rd class cabin six times although since the Coffin ending is essentially useless and its icon is automatically obtained if the player receives the True ending, the player can skip it, but they still must solve the 3rd class cabin five times. This was rectified in the game's remaster and two sequels which added flow charts.
In the DS version of the game, it is possible to fast forward text that is already read using the d-pad, however, there is no auto advancing text, so newcomers of the DS version should expect a lot of tapping, clicking and reading.
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