9: The Last Resort Walkthrough
Version 1.0
Djibriel, March 2013
"Lost Your Muse?
The Last Resort is an Effective Way to Help You Find Her Again."
- Thurston Last, 19XX
Contents
No number: Contents
Foreword (05/21/2008)
1.0 Version History
2.0 Introduction and Feelies
3.0 Characters
4.0 Walkthrough
5.0 Teleport Code
No number: Disclaimer
**********************************
Foreword (05/15/2008, by Djibriel)
**********************************
While it's certainly very artistic to cross logical boundaries when it comes to
titles, giving a game the title '9' poses several problems. Like the 2002
Vin Diesel flick XXX, it's not very easy to find through Google. In addition,
you have no idea where to search for the game in your local alphabatized bargain
bin. Finally, it's being really hipster, even before hipsters were a thing.
That's like a few Inception-layers deep into hipsterdom. This game's thick-
framed glasses have thick-framed glasses of their own, and its ironic indoor
scarf listens to bands you've never heard of.
The title does have one thing going for it, though. It being Artistic Yet
Commercially Problematic is not only descriptive of the title, but it's this
game all over. It had everything going for it; state of the art prerendered
images, an all-star cast of voice actors and a release at what the producers
undoubtedly felt as being the peak of graphic adventure genre. However, 9
tried to leap for the heavens a bit too late. The high hardware requirements
and high cost of the game should have produced a perfect example of its genre,
and while that may be close to the truth, the buyer felt that the genre
of the point and click adventure games was starting to become stale. Sales were
poor.
However, it's exactly games such as this one that can be a treasure to find
years later. No matter the commercial situation at the time, when you're
looking for a graphic adventure game, 9; The Last Resort is a fine example
indeed, rich with surreal environments, a large cast of equally bizarre allies
and antagonists and a heavy sense of wonder at every turn. Why, the only thing
the modern player needs to enjoy this game is patience, and while that may
be a scarce thing these days, going back to a game such as 9; The Last
Resort gives you something very, very original.
Well anyway, I started writing the first few words around 2008 and finished
the last in 2012. If you're one of the (lucky) few to read this document and
play the game, I hope you have fun.
**********************************
2.0 Introduction and Feelies
**********************************
You have received a mysterious package...
An enigmatic relative, your distant Uncle Thurston, has
bequeathed you his entire estate, including the
centerpiece of his holdings, the famed Last Resort...
A will, a postcard, a tourist's brochure... all
indicative of the splendor that once graced this faded
temple to the creative spirit... but those days,
apparently, were long ago...
Now you are entrusted with the care of The Last
Resort... and soon you will realize you've inherited not
just a deteriorating mansion, but also your family's
twisted legacy...
Honest buyers of this game received a box filled with several pieces of
'merchandise' of the Last Resort, and the last will and testament of your
uncle, Thurston Last. This real-world items held some clues you could take
with you even before you started the game for the very first time, and for
that reason I've chosen to type them out for you. There are also links to
uploaded .png files to high-definition scanned images of all the 'feelies'.
Table of Contents:
2.1 The Last Will and Testament of Thurston Last
2.2 Tourist Brochure
2.3 Postcard
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2.1 The Last Will and Testament of Thurston Last
**********************************
(The text typed below is in handwriting, on somewhat yellowed paper, folded
four times, printed with a large LR logo. Note that 27,Lat, 153 Long is a long
way south-east of Japan, in the middle of the Philippine Sea, where no islands
are known to exist)
The Last Will and Testament of Thurston Last
I, Thurston Last, of the island of Era, latitude 27 South longitude 153 West,
do make and publish this my last will and testament. Though I do so in haste,
with the sound of drums pounding deafeningly in my ears (Note: I must fix
that boiler), let no other documents supercede that which is written hereupon.
Let the reader beware of that which has transpired, the attacks, the ringing,
and the invisible doors into creative satisfaction that must be reopened. I
do not have the strength.
First: I give, devise and bequeth to my closest living relative, whomever
that may be as judged by my lawyer at Levine & Levine, the deed and title to
The Last Resort and all its property therein. It shall in no way fall into the
hands of the twins. Their toxicity, though delicious and reassuring, is not
alone satisfying. Remember these and all other notations.
Second: To Salty, my trustworthy servant, I give you your place in The Last
Resort, to help with the care of the machines there-in. Keep up the sound-
ware my good friend.
Third: The drums have stopped. However my works stand on their own. Beware
of the false temple that has been built, formed from the sweat of wine,
women, and song.
Fourth: To Isadora, my siren of riddle, please help those that dance at your
feet paying tribute to strict interpretations of house lore. We must keep
the rats at bay.
Fifth: God speed to Charlie, play fast and dirty. I give you care of the
tools in the shed.
Sixth: I hereby revoke all the wills by me heretofore made. Let all eyes
link on this tapestry of tribute. Those illiterate fiends are looking for
the notes to play, don't let those fall into their hands.
In Testimony Whereof & hereunto subscribe my name at the island of Era,
the twenty-first day of April, in the year of our Muse, One Thousand Nine
Hundred and Ninety-Six. Sound has stopped, soon only the deaf will be able
to hear.
Thurston Last Open: 0821-1996-A92C
copies to: Salty, Isadora, and Muses: Drum God, Lucille, Aura, Charlie,
T. Bear, Voodoo Man, Mr. Bones, (Twins, crossed out)
Here's a scanned image of the letter:
http://tenchinohoukai.cavesofnarshe.com/WillTestament.png
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2.2 Tourist Brochure
**********************************
The tourist brochure is a pamphlet with both sides printed on, folded three
times to make six different 'pages'.
(Page 1 shows a black-and-white drawing of the entrance door of The Last
Resort, with "The Last Resort" printed underneath.)
(Page 2:)
Lost Your Muse?
The Last Resort is an Effective Way to Help You Find Her Again.
----------------------------------
Reputable - Discreet - Instructive
----------------------------------
Relax in Our Care and Recover Your Inspiration
----------------------------------
Strengthening to your Body and Mind.
Fortifying to the Nerves.
----------------------------------
Come and See Us.
(Page 3 shows a black-and-white drawing of the main hall of The Last Resort, and
the following text:)
Restore Your Inspiration.
Luxury accommodations, fine dining, recreational activities, and the elusive
spark of creativity are all to be found when you visit the seclusion of our
facility.
Unburden yourself from the worries and aggravation of modern times in a
private setting custom-tailored to the forward thinker and creative artist.
No One Needs To Know.
At The Last Resort we take your privacy very seriously. Our loyal staff prides
itself on tight-lipped exclusivity. You won't even know we are here, unless
of course you call upon us.
Take your mind away from the public and work on your Craft.
(Page 4 shows a black-and-white drawing of the one-man music machine found
in the game, with the following text:)
A Modern Marvel.
Enjoy the benefits of our world-famous MUSE Machine, built atop the legendary
Wellspring of Inspiration discovered by Thurston Last.
Utilizing up-to-date scientific advances, the Machine will help you channel
the creative energies of the ancients. Board an authentic gondola and take an
experiential excursion limited only by your capacity for imagination.
All the Conveniences of Home.
Our exclusive shopping arcade provides all the comforts of civilization.
Barber Shop - Beauty Parlor - Garage
Sports wear & Formal wear
Jeweler - Chemist - Psychic
Sundries - &c.
(Page 5 shows a black-and-white drawing of the guitar room you'll find in the
game, with the following text:)
Personalized Experiences.
Do you desire communion with other creative types, or complete isolation
from humanity? Our staff of professional muses will attend to your every need.
A variety of cottages and apartments await your inspection, from primitive to
contemporary decor. Select an environment as refined or decadent as your needs
dictate.
Readily Accessible.
Don't concern yourself with the hazards and delays of maritime travel. Our
modern Aeroport, complete with Fire Brigade, makes The Last Resort a brief
propellor hop away from most metropolitan centers.
(Page 6:)
Apply Today for Reservations.
The Last Resort
Thurston Last, owner and proprietor.
Tel. Muses-369
Printed in U.S.A. by the Due-And-Dye Corp.
04-1126AD2
Here's a scanned image of both sides, containing all six pages:
http://tenchinohoukai.cavesofnarshe.com/TouristBrochureFront.png
http://tenchinohoukai.cavesofnarshe.com/TouristBrochureBack.png
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2.3 Postcard
**********************************
A simple postcard of the Last Resort. It looks like the Last Resort as it
shows in the opening of the game, before it shifts to its current state.
Here's a scanned image of both sides:
http://tenchinohoukai.cavesofnarshe.com/PostcardFront.png
http://tenchinohoukai.cavesofnarshe.com/PostcardBack.png
**********************************
4.0 Characters
**********************************
Thurston Last
Your... enigmatic uncle. Tragially deceased, Thurston will nevertheless have a
profound impact on your quest to rid The Last Resort of its poison. Though
the several depictions of him you encounter in the Last Resort paint him as
looking more like a sad clerk than a well-traveled man with a taste for the
bizarre, he most definately is the latter.
When he first came to the place in the jungle that would later carry The Last
Resort, Last drank from some spring water that would 'hit him like ten too many
beers'. He spends 10 years contemplating near the Totem Poles before deciding
to build The Last Resort, a physical representation of imagination itself,
where one can meet nine muses, a pit-stop for 'worn-out creation types'.
Thurson dissappeared from The Last Resort after banishing the Toxic Twins, and
was found killed later. The Toxic Twins have returned to The Last Resort to
twist its powers for purposes unknown. He left the fate of The Last Resort and
inspiration itself into your hands...
The Toxic Twins
Your demonic antagonists. All who live in The Last Resort resent the strange
beings yet seem powerless against them. Thurston Last banished them from
The Last Resort, but they returned after his dissappearance and subsequent
death. What exactly they're planning and how they have defiled The Last Resort
so thoroughly already is beyond your current understanding, but they cannot be
allowed to wreak havoc much longer. They are two of the nine Muses as mentioned
by Thurston Last himself, who described their "toxicity" as: "delicious and
reassuring", but "not alone satisfying".
The Toxic Twins are voiced by Steven Tyler and Joe Perry, two members of the
band Aerosmith who are themselves nicknamed the 'Toxic Twins' for their heavy
partying and drug use.
Salty
Once part of a military-industrial complex, Salty crashed on the jungle
island but was found, fixed up and taken in by your uncle Thurston Last. He's
been carin' for the place ever since. Salty has struggled in vain to keep The
Last Resort from the Toxic Twins. The unusual nature of Salty's body is a
question left unanswered, perhaps justafiably so. Salty's not too impressed by
you and lacks the hope the muses put in you, but he's not too bad and the main
source of backstory on your uncle and the history of The Last Resort. Salty is
voiced by John Belushi.
Isodara
One of the nine muses which inhabit The Last Resort, Isadora is a mechanical
fortune teller whose advice is often more puzzling than helpful. In addition,
her services require a small fee... and pocket change is hard to come by in
The Last Resort. Isadora handles the menu screen. She is voiced by Cher.
The 9 muses
Just for the record, the title is supposed to be a reference to the nine muses
which inhabit The Last Resort. These are all the other characters in the game.
In order of likely appearance:
Toxic Twins
Drum God
Aura
Mr. Bones
Lucille
Charlie
T. Bear
Voodoo Man
**********************************
4.0 The Walkthrough
**********************************
Table of Contents:
4.1 The Entrance
4.1 The Lobby
4.2 The MUSE Machine
4.3 The Drum Room
4.4 The Hallway
4.5 The Tapestry
4.6 The Chasm
4.7 The Garage
4.8 The Dali Room
4.9 The Attic
4.10 The Cellar
4.11 The Jungle
This game relies on careful note-taking from your end. While playing, always
have a notebook ready. I find that switching between 9 and a software text
editor may have it problems; your experiences may differ.
This game also features a musical puzzle that serves as the main puzzle of this
game. There are six possible puzzles that every new game may include in its
game, so the contents of several slips of paper, as well as the solution to the
puzzle itself, may differ from game to game. This means that I can only explain
the puzzles to you, as my eventual answers may differ from yours.
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4.1 The Entrance
**********************************
The game will start with an old postcard of The Last Resort, the deteriorating
mansion and your uncle's legacy, placed on the "Island of Era" a jungle island
far, far away from civilization. The exterior of the place certainly has seen
better days, it seems, as waiting for a bit or clicking the picture will
reveal its current state. A far cry from the image of The Last Resort on the
postcard your uncle sent you. Clicking again will take you to The Last Resort.
At the front door you'll see a number code lock. The doors are closed, and
trying to open them will summon Salty, whose odd movements and accompanying
chopper humming surely will have your eyebrows raised. If you recognize the
voice, you might be on to something; Salty's voice actor is none other than
John Belushi! Salty'll yammer endlessly while you rummage around for your dear
uncle's will, which contains the entry code. Make no mistake; I'm talking about
an actual letter which accompanied the game in its original box. Hardware,
see?
While buying this game in a sealed box is surely both the most legal and
most rewarding option, finding one in this day and age is a feat alltogether.
Wanting to enjoy The Last Resort without spending long nights on eBay is
no crime, and there are undoubtedly those who want to enter yet lack the
necessary code. Alternatively, you lost the letter. Luckily, unlike several
other bits and pieces within the Last Resort, this code is the same for every
game, so I can give it to you:
0821-1996-A92C (OK)
Don't forget the dashes. If you take too long, Salty will be gone already; if
timely executed, Salty will leave to 'lay out your red carpet'. Typing in a
wrong code will obviously get you nowhere, though there is a single
alternative one which will open the doors while unlocking a teleport cheat
code (noted in section 5). Note that the middle part, 1996, is the year of
9's release; if the other two sections have a specific meaning, they are lost
on the author.
When you enter, the gate leading to the staircase will close and you'll see
the Toxic Twins, the menace of The Last Resort. They're voiced by Steven 'The
Demon of Screamin' Tyler and Joe Perry, resp. lead singer and lead guitarist of
Aerosmith, and who will immediately dissappear. Before you open the gate,
have a look around; you'll see a picture of your dear uncle Thurston Last, a
picture of Isadora, a woman we'll soon encounter outside of File I.O., a
painting of a crowned monkey and a bizarre creature in front of a jungle shack.
When you open the door by pulling down the lever, the voice of Thurston Last
(Reeve!) appears. He'll grant you the Monocle, which appears to be vital in
discovering the truth behind The Last Resort. However, as you take the Monocle
and descend the stairs, the Toxic Twins will leap from the darkness, throw you
down and take the Monocle away. Salty'll help you get up.
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4.1 The Lobby
**********************************
Welcome to the lobby of The Last Resort, the most surreal hotel this side of
the Sombrero Galaxy. Take a look around, nothing makes sense here. Salty will,
on occassion fly by for some random advice or sneer if you stand still for
a while. If you hear his chopter coming, stand still for a bit so you won't
miss his sometimes amusing but rarely useful advice.
I'll walk you through all the features of the Lobby step by step. You can
take the stairway back, but the gate will close. It looks like you're trapped
in The Last Resort.
To the right of the staircase, you can find Isadora, but outside of File I.O.,
she won't function without a coin. We don't have one yet, so abandon the
machine for now. To the right of her hangs an LP 'Sounds of War'. As opposed to
all other LPs on the wall, this one can be flipped to see its contents. One of
the songs, Dogfight, will have a red asterisk which points to THUNDER! Write
down the number of this song, as it has some special meaning to Salty and is
required to advance the game at some point.
To the left of the entrance is the Boiler! This is where and how steam is
made. You'll need fuel to create heat and water as the base ingredient for
steam. For what exactly? Do you see the crowned monkey image? This is the
Monkey King, who sits atop of the large organ which is instrumental (heh) to
solving the truth behind all this. But this all in the future; we still have
no idea how to get fuel into the boiler. If you try to set the boiler without
the fuel, Salty will scold you for your stupiditiy.
Look to the right of the boiler. You'll see some LP albums hanging above their
covers, but the album of the Panty Slice cover seems to be missing. Ascend the
ladder to find it! If you pick it up, the Toxic Twins will get their panties
in a bunch over you taking it, but will not stop you. Place the disc on the
empty spot to reveal the fuel control wheel. Turn the wheel clockwise as far
as you can to allow Fuel to enter the boiler. Now, operate the boiler by
turning the wheel on the boiler from E(mpty) to F(ull) with a clockwise motion,
push the button to initiate the process of creating steam and pull the lever
to send steam to the organ. If you hear the Monkey King of the Organ make noise
in the back, you've succesfully powered the organ!
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4.2 The MUSE Machine
**********************************
On the same wall that holds the Panty Slice over, there is a large pathway
leading somewhere else, but two Tiki Gods will stop you from entering. Further
down the same wall, you'll seem an empty indoor moat of some sort, which makes
the large wheel down the stream turn. This wheel powers some unknown device
somewhere, undoubtedly. If you pull the lever towards you, you'll open the hatch
and make the wheel turn, but when you let go the hatch closes again. You'll see
a neon sign that says: "Muse" flicker red when you've made the wheel turn.
Nearby the neon sign, to the right, you can see a coin! Pick up this coin and
take it to Isadora.
Isadora will speak in riddles, much like a true oracle. The comments she
makes come from a long list and tips that range from barely helpful to pure
nonsense, and are randomly delivered. You won't hear all lines in a single game.
When facing Isadora, there's a vertical stairway to your left. You should
find a door that can't be opened. Instead, a puzzle will jump from the door
at you. This is a kind of musical memory game; tap the two squares with the
same sound behind it consecutively and they dissappear. Once all are gone,
the door is open to you. It should take a while for you, but it's doable.
The image that appears is that a skeletal creature holding blueprints away
from you. Enter the door, and before you proceed turn around to see the
other side of the door. You see the blueprints of the MUSE Machine, which
contains several key components. You recognize the Monocle which was bestowed
upon you by the spirit of Thurston. This is a list of components:
Vacuum Tumbe
Spark Plug
Tuning Fork
Maraca
Monocle
It IS 1 of 2, though, so apparanly there is another part of the Machine we
don't know about yet.
Walk over to the MUSE Machine and be not at all surprised; befitting of an
adventure game such as this one, all components are missing and must therefor
be restored. We'll need all of them if we are to 'gaze upon the primal soup of
man's imagination'. We have none now, so return to the Lobby.
Now try to reach the organ. You'll need to pull a lever to raise a bridge to
the other side. This is not possible if you didn't power the big wheel earlier
by pulling the lever to your left. If you look up, you can see the Monkey King.
If you examine the sheet music (Fun with Music!), you discover that the organ
has something to do with the Tiki Gods guarding the pathway to your left.
Isadora may have talked about the 'flattering one' which resides in that place.
We want to go there. Write down these symbols and the keys they correspond to on
a sheet of paper , as you'll need to know which symbol corresponds with which
key. If you have photograhic memory, good for you. Leave the five brown buttons
alone; one the sheet music, they were blank. You'll need to play both sequences
of four symbols from left to right in order to proceed. If you are succesful,
you'll hear a riff.
Before you leave the Lobby, check out the big stairway to the left of the
organ. You can't proceed past the moving floor and to the right is nothing but
the entrance to a stuck elevator, but there is one thing you should take note
of: a painting of your uncle to your left. Lift it to see a guitar Neck.
Describe it on paper or copy it; you'll need to recognize its shape later on.
Now, move past the Tiki Gods, who'll let you enter.
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4.3 The Drum Room
**********************************
There's a bit of music to indicate your succes. You can now pass the Tiki Gods
into the new room! To your right is a drum set with a serene and slightly
eerie moon face on it. Examine it to show a creature pointing to four
different symbols which look like organ notes, but you don't know the sequence.
There's a figure in the far left corner which is likely the flattering one
Isadora mentioned, though he refuses to talk to you Babylon man unless you show
him rhytm. Luckily, a drum machine is nearby. Sit down and pull the lever on
the left to open up the machine and excite the being that Isadora called the
'flattering one' and Thurston Last referred to as the Drum God. The Drum God
will want you to copy his moves; he has six of 'em, and you have six buttons.
Funny how that works out. You'll have to copy him six times, too and each
string is the same as the previous one with a new bit attached. Not too hard.
Eventually, he'll reward you with a piece of the MUSE Machine: the Maraca!
Sweet.
The Drum God calling you "Babylon Man" and mentioning 'Jah' indicates he's a
Rastafari, who use the term 'Babylon' to describe western culture by likening
it to the ancient oppressive and evil Babylon that fell.
Before you go, examine the board full of masks in this room. You may recognize
some of them from paintings in the Lobby. They'll start to jitter when you
move up close. If you don't do anything for a while, they'll start to mix
around on the board. Just as Salty says if you back off and wait a bit: There's
a certain order in which things get done around here. You'll have to create
order amindst the chaos; match the masks in this order:
- Grey mask with large eyes
- Red skull with large eyes and Satanist's sign
- Frightened brown skull with Satanist's sign and five feathers
- Mask with pig nose, five features and beady red eyes
- Long mask with beady red eyes and tongue sticking out
- White mask with tongue sticking out and black curved line on forehad
- Horned red mask with curved black line on forehead
- Horned green mask with long fangs
- Red mask with long fangs and normal eyes
- Yellow round mask with normal eyes
The masks paired up with the right neighbour on both sides will stop shaking
and start nodding a bit. When it's all done, you'll hear some insane laughter
and four masks are shown. Note which masks these are and note the background
color; write these down as you'll need this sequence.
Past the Drum God is a door with a skull doorknob. If you enter this new room,
you'll hear the same insane laughter you heard before. It seems it comes from
the Clown Music Machine. It's very annoying. By setting different masks and
different background colors, you can change the LP and get different kinds of
laughter. They all suck. Only putting in the sequence you got from the masks
will make it shut up; the Machine will take a broken record, thus ending the
horror. Also, a cog will fall, which you can pick up if you look down and
pull down the grate. Let it rest there for now, as you're still holding onto
the Maraca.
To the left of the Clown Music Machine, you'll find a locked door and a flashing
painting containing the three primary colours. Write down how many beeps are
given by each colour. Also note the image with the four faces, containing a
fourth colour: green, a mixture of yellow and blue.
Also, note that Salty will not randomly fly by in this area; this is only
in the Lobby and the room of the Drum God.
Return to the Lobby and ascend the vertial stairway on the other side; both
Thurston and the Drum God hinted that this MUSE Machine will be the key to the
defeat of the Toxic Twins. Plug in the Maraca, and the voice of Thurston Last
will congratulate you. The MUSE Machine already has a function; if you
synchronize the button pressed above the building panel (this will also show a
room of The Last Resort, all equally bizarre but otherwise featureless) and the
position of the lever, the voice of Thurston Last will come to you, messages
from back when your uncle built the Last Resort. Do this whenever you acquire an
additional piece of the MUSE Machine; while not directly useful, Thurston's
voice will provide interesting details about the game's story.
You'll meet the Toxic Twins once you leave the room of the MUSE Machine.
Let's look further beyond the Drum God. If we can find the other parts of the
MUSE Machine. First, let's take the cog from the Clown Music Machine. The rest
here is all silly. A neon-painting of primairy colors flashes in a pattern
we'll need later, and you can touch the painting of the cartoon cat to get a
new piece of the guitar, the Body. Describe this form on your notebook. Now,
walk to the door.
Salty will stop you; the Toxic Twins are behind this door, cooking up
something or whatever. Whatever, we're not afraid. Open the door. Salty'll
do battle with the other chopper but lose, rendering the area off-limits.
If you try to open the door again, Salty'll rival will just close it again.
So, what now? We have no coins for Isadora, no sheet music for the organ, no
pieces of the MUSE Machine. We're going to try to reach a new area; get
behind the moving floor. To do so, we'll need to tinker with the conveyer
belt of whatever it is. The black-green pillar with the heart on it can be
opened to show the mechanics of it. The heart on the pillar is identical to
the heart that featured on the Clown Music Machine. If we take it apart - all
four cogs can be moved - it just reverts. Luckily, we have a spare cog! Move
down the bottom and left one and place the fifth cog in the middle to revert
the floor and send it the other way. We won't be able to go back... but it's
a risk we'll have to take. We arrive in a new hallway.
-------------------------------------------------------------------------------
4.4 The Hallway
**********************************
To the left there's a new painting of Thurston. You can look at it thrice
for a memory (or ghostly voice?) of your dear departed uncle. Just fun stuff.
To your right a pathway to a locked door. How nice.
Further down you can find a microwave containing a slip of paper. The third
picture of a part of a guitar, this time the Head. We could assemble an
entire guitar by now. The microwave stands in some sort of circle with symbols
that look like the symbols used in the organ puzzle, but it's a useless
wheel.
A garage door plated by silver mirrors can be opened, but the darkness behind
it contains a vicious guard dog called the Hellhound that doesn't allow us to
pass.
Also, behind you is a gramaphone with the LP 'Sounds of War' on it; you
can set the number and hit the button, but it doesn't appear to do anything.
The 'Sounds of War' LP cover is hanging next to the Isadora machine. Salty
lamented earlier he wished he knew how to get that old Thunder back. If you
still remember, somebody marked the number 'Dogfight' with an asterisk on the
LP cover If you wrote down the number, you can set the correct number and press
the button to pay the song. Salty'll go berserk, chasing out the presence which
kept you out of the room so far unseen. If you picked the good one without
having been denied entrance to the Tapestry, you'll hear Salty go "Ya-hoo!",
but it won't have any effect on the upcoming sequence where you open the
Tapestry door for the first time.
Even further down is an elevator door. Great, this can take us back to the
Lobby if we're done here. We're not, though. At the very end of the Hallway,
a pair of binoculars stares into a kind of Void, where you can see the Toxic
Twins drifting. Other things to note are a bar, a large skull and a lonely
figure sitting on one of the drifting islands.
To the left of the binoculars, a game board of some sorts with moving pieces
can be flipped over. It's a new piece to play on the organ! These are the same
four notes the strange being in the Drum Room indicated, but now you know the
sequence as well. Note how one of the organ stops is indicated black and that
the four notes are grouped as such:
1 note, indicated on the picture and circled below, and
a 3-note sequence, indicated by the partly-filled square.
Due to the fact the game chooses one out of six sequences, it's possible you
know how to play all notes of this piece. More likely though, you can't since it
contains at least one note you can't 'translate' for the organ. In that case,
we'll have to find a more extensive book on how to play the organ if we want
to play this sequence. Write down the sequence regardless, in addition to the
specific kind of black/white divided square and the
If you can play the sequence, the Monkey King will reward you with a coin for
Isadora. Let him keep the coin in his paws for now.
That's all, let's get back to the Lobby. If you want to use the elevator,
it'll refuse to function. Though it seems a piece is missing in the image
to your right, just pushing a single part will get the elevator moving. The
A(ttic) is offlimits, the 2nd floor is the hallway, the 1st floor is the
Lobby and the elevator will simply refuse to go down to the B(asement). Open
the door with the red button. Go to the Lobby.
-------------------------------------------------------------------------------
4.5 The Tapestry
**********************************
Enter, and Aura will speak to you. Slowly examine the room and all its
corners and Aura may speak about its specific purpose to you. Apparantly,
Aura holds something the Toxic Twins want; that probably means we want it,
too.
The Wheel of Fortune is behind the tapestry to your left when you enter.
Though it appears it aligns letters of the Latin alphabet with notes from
the organ, you soon discover you can turn the wheel. Since we have no idea
it was set at the right place when we entered, we can't deduct anything from
it now.
While you examine the Wheel of Fortune, you may hear some squeaking. This is
caused by a torn corner of another tapestry which holds a mouse. Look below
the Wheel of Fortune, and pick it up.
Behind you, to the right of your entrance, is a tapestry with an image of
Aura, created by your uncle Thurston. Also note that Salty's enemy crashed here,
apparantly... Behind it a sort of control room, perhaps for the eyes you've seen
in this room. If you linger a bit in this room, Aura will mention how the throne
was the most beloved focal point of both Thurston and Aura herself. You can set
the three eyes to focus on the throne; if you've got the right angle, the iris'
of the three eyes will shrink and expand on occassion. If you get all three, a
faint drumming heartbeat will start. Now, go to the throne.
Sitting in the throne will hand you a control panel for... something. It will
fail to initiate normally, but now that you've set the three eyes correctly,
they'll project an image of the Wheel of Fortune, showing a certain alignment
on it. Write it down; THIS is the correct alignment of the Wheel! Get to the
Wheel and set it accordingly. Now, write down all letters and symbols and get
the notes of the Organ.
You'll note that the alphabet can be laid across the Organ from left to right,
excluding the letters 'M' and 'R'. You now have, for every key of the Organ,
the corresponding symbol (and, should it prove necessary, the corresponding
letter)! I suggest you write this out on a sheet of paper. We can now play the
riff we found on the muscial slip on the bottom of the game in the hallway,
regardless of its form. We'll do it later.
Look behind the tapestry of the fool to the right of the little room of the
Wheel of Fortune. There's a small desk where Thurston 'penned his greatest
melodies'. In the How to Play Guitar booklet, you can learn how to tune a
guitar! Write the sequence of tones down from bottom-left to top-right;
obviously this has no basis in real-life guitar playing.
There are three drawers. The middle one contains a new tune for you to play
on the Organ. Though it seems clear enough for now, notice how the black
arrowheads match if you count them; they indicate the steps necessary to jump
from one key to the next one. Write down the sequence and the proper Organ
peg pulled. The right drawer contains a small hint that the letters are also
tied to the Organ, though it's interesting to see that the letters 'M' and 'R'
are featured in this alphabeat. The left one simply contains an item, a new
E-string. We have no business with it now and are still holding onto the mouse,
so just let it be for now.
To the left of Aura's tapestry, there's a guitar tapestry. If you examine
it, you'll be granted the ability to pick a body, neck and head. Did you
remember the three guitar pieces you found so far? The body can be found by
examining the cat painting near the Clown Music Machine, the neck can be
found by pulling up Thurston's picture near the moving floor in the Lobby and
the head could be found in the microwave in the hallway on the second floor.
If you pick these three choices, the tapestry will go up, letting you pass
into the movie projector room.
You can flick the switch on the movie projector, and play a small sample movie
about The Last Resort.
If you look under the movie projector, you'll see a small door. If you open
it, you'll find a missing piece of the MUSE Machine! Jubilations were in order,
had it not been for the Toxic Twins quickly stealing it from under your watch.
Thieving bastards. Aura will urge you to go into the Chasm and find it. You saw
the Chasm earlier, from behind the binoculars. But how to get there?
The tapestry of the cat will often move as if a draft is blowing on it from
behind, and a single time it is even possible to see the Toxic Twins spy on
you from behind the tapestry. Aura herself, too, will comment on the airing.
The cat, however, will not let you pass. If you feed it the mouse, it will
devour its treat and allow you to continue into the Chasm.
-------------------------------------------------------------------------------
4.6 The Chasm
**********************************
By far the most architecturally impossible place, the Chasm is sheer infinity.
You'll be able to jump from island to island while several objects you may
recognize float around you. This is the lair of the Toxic Twins, and it is
here that you must recover the vacuum tube the Twins stole from you.
There are four places of the interest. The entrance/exit, the bar, the skull
and Mr. Bones. Below is a crudely executed ASCII map of the place. The
dimensions are way off, but hopefully you understand how to move throughout the
Chasm.
!--------------------------!
! !
! Mr. Bones <> D !
! !
!--------------------------------- ----------- ^ !
! !
! Skull <> ^ C !
! ^ v !
! v ^ !
! --------------------------- !
! G <> Bar ! E <> F <> B !
! ! ----------------------- !
!----------------------! ^ ^ !
! !
! Start <> A !
!------------------------------------!
You can get to Mr. Bones by, starting at the entrance, turn to the right once,
jump to platform A, turn left once, jump to platform B, then C, then D. Then,
turn left once, and jump over to the location of Mr. Bones. Mr. Bones, though
amusing is ultimately useless. He'll jammer about hobo-related issues and misses
his rotgut, which the Twins stole. We might be able to please him with liquor,
though it's doubtful he'll be any help. Whatever.
Facing Mr. Bones, turn right once, jump over to platform D, turn right once,
jump over to platform C, turn right once, then jump over to the Skull. The
Skull has a device under it which we can tinker with for the moment, but it
seems a piece is missing so we can't really do anything. It seems we might as
well press on.
Facing the Skull, turn left once, jump over to platform G, then turn left once
again and jump over to the Bar. It's here where things get interesting. Up front
are two compartiments. The right one contains the bottle of whiskey the Mr.
Bones was lusting after, brand Blackeye Booze.
The left one contains an ACME G-string. However, we can also leap over the
bar and do an 180 to discover the Twins have built a kind of MUSE Machine
of themselves. Though it resembles the MUSE Machine of Thurston, it doesn't
appear to have any function, though the scripture on top of it indicates
malign intent. Open the thing and pull out the Vacuum Tube. We'll be down
here later; for now, let's take the Tube to the MUSE Machine.
Exit the Chasm. With your back to the bar, jump to platform G, turn right once,
jump to the Skull, turn right once, jump over to platform C, turn right once,
jump over to platform B, then A, then turn right once to jump to the platform
with the entrance door. Now, make your way back to the MUSE Machine.
Plug in the Tube, and Thurston will congratulate you. Again, align the lever
and the button pressed for more fun stuff. Nothing useful, though. When you're
done, you can leave. So.... now what?
We've got two tunes to play on the Organ, that's what! If you correctly filled
in all keys with both symbols and letters, you should have two riffs laid
down for you. Play both of them with the correct organ pegs pulled and both
times the Monkey King should make a ruckus. When you look up, he'll have a
coin for each time you succesfully played a tune. Don't take them yet; the
Monkey King will guard the coins for now. Note that the Monkey King has two
more hands.
We can sca-doodle around in the Chasm. Get there and bring the bottle of
Whiskey from the bar to Mr. Bones.
Turn right, then jump to platform A. Turn left once, jump to platform B, then C.
Turn left once, then jump to the Skull. Turn left once and jump to platform G;
turn left once more and jump to the Bar, where you can find the Whiskey. Then,
with your back to the bar, jump to platform G. Turn right, then jump to the
Skull. Turn right, and jump to platform C. Turn left and jump to platform D.
Turn left once more, and jump to Mr. Bones.
You can tease him a bit by holding out the bottle while he's offering his bone.
In the end though, you'll need that bone. What do we know about bones? They
carry our body, sure. Beyond that? Dogs like 'em. Let's get to the hallway on
the second floor and pull down the silver-plated garage door.
Facing Mr. Bones, turn right, then jump to platform D. Turn right again, and
jump to C, then B, then A. Turn right once more, then jump to the platorm with
the exit door to your left. Make your way to the garage.
The Hellhoud'll arrive and remain docile while you're holding out the bone;
eventually, give the bone to the dog and you'll be allowed into the garage.
-------------------------------------------------------------------------------
4.7 The Garage
**********************************
Welcome to the garage! The scenery is quite extraordinarily odd, even for
The Last Resort. There are but two items of interest, though. The race-car
34 holds a slip of paper in the driver's seat that could potentially be played
on the organ. However, only the first key is given, and only the first jump
after that. We currently have no idea how to fill in the rest, too bad. It
seems the black/white divided square is some kind of code for which jumps to
make, but we don't know which ones even if that is true. Let it rest for now
and make your way to the robot.
Charlie the Robot. Charlie will challenge you to a game of Stock Cars. He
doesn't talk a lot beyond the subject of his racecars. Take your pick:
Widowmaker 120 MpH Cornering: OK Accel/Decel: Slow
Wedgie 100 MpH Cornering: Good Accel/Decel: Slow
Santa's Nemesis 120 MpH Cornering: OK Accel/Decel: Fast
Quarkmobile 45 MpH Cornering: Poor Accel/Decel: Fast
While possessing the worst attributes, the best and perhaps only way you'll ever
win is with the Quarkmobile as the others have way too much power and will
easily fly out of the track at every turn. And the track is nothing but turns!
You can finish with the others, and it may even be possible to win with expert
timing, but I've never made it that far.
With the Quarkmobile, there's no need to hold yourself back; just press the
lights to start the match, then keep the Quarkmobile at its measly top speed to
win it all! When you win, you'll be granted acces to the toolshed by Charlie.
Well, okay. It's the mirror-plated thing near the entrance that was sealed
earlier. You can still play Stock Car Nationals with Charlie, but it won't help
you in your mission anymore.
The toolshed is the greatest thing since sliced bread. It contains a few key
items you'll want to take a look at. First: the Spark Plug! The third piece of
the MUSE Machine found. Pick it up. A gear with a few holes filled with pink
whatever. This is the fourth gear needed to complete the puzzle below the Skull
in the Chasm. We can't pick it up now as we're carrying the Spark Plug, but
we'll be back for it. Finally, the key to solving the relation between the Organ
riffs and the black/white divided squares! Copy the entire thing down carefully.
The trick here is that both tables are the same. Take the information of one
table and put it in the other one. Note that vertically, the numbers add up;
if you take arrowheads pointing to the left as negatives and those pointing
to the right as positives, the bottom one will be the sum of the two above.
Of the nine fields we have now filled five, but we still couldn't play four
of the black/white divided squares as we lack the information here. Too bad.
However, since we know entire tunes and their corresponding black/white divided
squares, we may be able to reverse-engineer the thing.
With the Spark Plug, leave the Garage and go to the game in the hallway. Flip
it to find the slip of paper we knew was there. Write out the jumps between
the keys and fill in this information in the row of the corresponding
black/white divided square. That's one row! And since we know the numbers add
up vertically, we can also deduce the other row. We have now filled the entire
table and can figure out the missing notes of the riff in the car. Get back
and write the thing out. Take the starting note and pick the sequence of the
corresponding black/white divided squares. Write down the entire thing. Don't
forget the proper peg we need to pull!
Play this tune on the organ. The third coin! Whatever, leave it there, not
all hands have been filled yet. Take the Spark Plug to the MUSE Machine.
Thurston will comment that inspiration once again flows through The Last
Resort and warn about the machine of the Toxic Twins. No images of the Muse
Machine this time, but music! If you turn around, you see the walls flashing.
What is the MUSE Machine? 'Total immersion, beyond illusion'? What was Thurston
planning?
Return to the garage and pick up the missing piece of the Chasm Skull puzzle
and go to the Skull to complete it. I trust that by now, you've learned how to
navigate the place. Place the missing part on the reel. The key here is that all
pink dots must be shown when they're all in place. It's tricky but entirely
doable. It's best to start with the green disc, then the silver disc, then the
bronze disc, and finally the gold disc. Keep all pink dots exposed. You can turn
all parts. A sound will be made when you're done, and the Skull's mouth will be
opened a bit. You can enter the Skull, and you'll be taken to the Dali Room,
from where the Toxic Twins will quickly flee.
-------------------------------------------------------------------------------
4.8 The Dali Room
**********************************
The Dali Room is home to two entities capable of speech. A female voice coming
from the guitar case will ask for a G string. We don't have one, but we know
where we can find one; in the bar in the Chasm. In addition, there is the ball
game where the Voodoo Man invites you to play a game of chance. If you can guide
the ball to the exit, you win. The key to victory is testing the path in front
of you; if the part in front of you can make a 360 turn, you're good to go.
Examine the little grey ball for what probably is the final musical riff to play
on the Organ.
Disregard the first two letters, as they're not on the right statue (as in,
it does not contain a black/white divided square. The first of the three-note
sequence is missing, but you can either look at the black arrowheads and
deduce the missing note from there, or check your table and look at the
relevant jump sequence. If you stare at the clue long enough, the Voodoo
Man will mention how Isadora may 'accomadate you with a particular something'.
Perhaps this something is the key drawn on the clue? At any rate, copy down the
sequence for later.
Enter the Chasm (you can use the Skull), grab the G string and head back
to the Dali Room. Give the G string to the woman in the guitar case, who is
a muse called Lucille, and out she comes. Lucille'll ask you to tone her. If
you didn't write down how to do this, head back to the Tapestry Room and find
the ACME booklet. If you use the door, you'll see that you appear in the
Clown Music Machine room.
Note that Lucille bends over for you, so you must reverse the order in which
you found the strings. Use the tuning machine to the left. Press the tone
you're going for and adjust the pegs on Lucille until the arrow is right in the
middle. Do this for all six pegs and Lucille will thank you and retreat in her
case again. The tuning machine will open up and grant you the Tuning Fork, the
fourth of the pieces of the MUSE Machine. After this baby is plugged in, only
one more to go! Grab it. You can simply leave through the door this time, to
find yourself in a familiar hallway.
</pre><pre id="faqspan-2">
Go to the MUSE Machine and lay in the Tuning Fork. Thurston will talk about
the various lever results. When you exit the room, the Toxic Twins will pay
you a visit, and imply that they murdered Thurston after his dissappearance.
Rascals.
Walk over to the Organ and play the fourth and final tune. You now have four
coins, each waiting for you to take them to Isadora. Do so. She'll warn
you about the Toxic Twins over and over again and talk mystical gibberish.
One of the sessions, not necessarily the last one, will have Isadora give you
a key. If you want to watch more of her, you can just give the key to the
Monkey King. You'll be able to pick it up later.
When you're done, carry the key to the hallway on the second floor and turn to
the right immediately. Open the door to the attic by using the key and turning
the doorknob.
-------------------------------------------------------------------------------
4.9 The Attic
**********************************
Creepy music. When you cross the attic, you'll suddenly find yourself one
a life-size game board. The creepy pieces here will move as they do on the
miniatiure game board in the hallway. All you have to do is try to cross the
board when none of the cretins are in your way, so for all their creepy
bravado, this is actually a very easy thing to do since you can just try over
and over again.
When you reach the other side, the muse T. Bear will yammer on and on. In his
toybox, you can find the missing piece of the elevator, labeled 'Bammo'. Grab it
and summon the elevator. Introduce the new piece and now go where no man has
gone before: the B(asement).
-------------------------------------------------------------------------------
4.10 The Cellar
**********************************
As soon as you get out of the elevator, you'll be sucked into a mini-game.
The rat shoot. You took the (B)ammo box from upstairs, and will now use it.
Ah, the dreaded rat shooting. Its system is simple, it's completion pretty
horrible. You now have a gun for no apparant reason. It's a five-shot, and you
have unlimited ammo, though you'll have to reload by clicking on the chamber.
You need to shoot the rats here; they have little marks on them. For every rat
you hit, a light bulb goes on. That's right; you'll have to light ALL of them.
There are 50 light bulbs hanging in the cellar. In addition, every now and again
a real rat will appear; they take four shots to take down. If you fail to kill
a real rat before one reaches you, it's (Mini) Game Over and you'll find
yourself back in the elevator. If you hold Ctrl (or the Apple button) while you
shoot a rat, your barrel will become a clip holding 50 shots. It will last until
it's empty, or until 15 seconds have passed.
When you're done, you're free to explore the Cellar, though little of interest
is there. When you turn to look at the elevator, you'll see the guns you've been
using. Further on, you can peek through some woodwork to see some buildings and
totem poles in the jungle. To the left of this view, you can see a faded image
on the wall; this is actually an easter egg, since it's the solution to a puzzle
in Myst, a point-and-click puzzle game similair in nature to The Last Resort.
There is also a wooden drawer attached to the wall. In it... the Monocle,
wrapped in the second part of the plans for the MUSE Machine. Whatever, grab it
and hurry back to the MUSE Machine. We're almost there!
When at the MUSE Machine, open up the thing and plug in the Monocle.
This is it!
The finished MUSE Machine!
We're done!
-------------------------------------------------------------------------------
4.11 The Jungle
**********************************
Like the final piece of a badly written comedy, things fall apart. The MUSE
Machine blows up, as does the balustrade behind you. The Toxic Twins invite
you to your demise. After descent, you find yourself in the dying jungle,
passing the second part of the MUSE Machine.
It is here that Thurston Last found himself 20 years before The Last Resort
was created, and it is here that everything shall be decided. Use the gondola
to reach Last's old house. The Totem Poles in front of which Thurston meditated
for 10 years are now keeping the Toxic Twins at bay, but only temporarily. The
Voodoo Man mentions how everything you've learned up 'til this point will be
required. You'll need to listen to the Totems so they can use your energy to
destroy the Toxic Twins.
"Music by the sheet renders pleasure by the yard"
The totems will show you letters of a primary colour. Think back to the painting
near the Clown Music Machine; a colour significes a number. If, say, red
flashed four times, red means playing the note signified by that letter four
times. The Twins will make noise as much as possible, and you can't sound the
note when other noise is being made. Simply hold down the mouse button over the
key, and it'll play as soon as possible.
If the totems show you a letter, play that key. If the totems show you a symbol,
play that key. If the totems show a half-filled square, play the four-note
sequence indicated by that square, starting with the letter or symbol given.
If the totems give you such a square, but coloured, play that sequence start to
finish as often as the colour indicates.
The Voodoo Man mentions that the clock starts ticking, and failure is not an
option. This is the moment of truth; you will either get a Game Over, or win the
game. If you wait too long, the totems will come crashing down. If you make
a mistake, the totems will close and open to the same sequence. If you make
three mistakes, the totems will come crashing down. If you lose, you'll get a
Game Over, and Thurston will speak to you from beyond the grave:
"I thought I was stronger than the Twins' chaos. I made my machine too powerful.
It was so beautiful for a little while, until it was wrenched out of my hands. I
am the guilty one. You have helped the abomination. The twins are tripled. The
muses are mutilated. You are a traitor to the Last legacy, cast amongst the
cannibals forever!"
There's five sequences given to you by the totems. The fourth sequence will
feature the colour green; green means three times, since red and blue combined
will be three. The fifth and last note will be one of the two letters not
given by the Wheel of Fortune; what to do? You will note that the letters
should be between two white keys. Press both keys simultaneously to complete
the sealing process of the MUSE Machine.
You won the game! Just don't think you did it by yourself, kid.
**********************************
5.0 Teleport Code
**********************************
The programmers coded a second sequence you can enter a the very start, at the
code number lock at the entrance of The Last Resort. This special sequence
allows the player to type words during gameplay which allow you to teleport
yourself through The Last Resort. Fun for beta-testing and showing your friends
stuff you don't want to bother play for.
The special sequence: 120763-090665
The words:
lobby The Lobby
drum The Room of the Drum God
hall1 The Hall with grammaphone and binoculars
tapestry The Tapestry
garage The Garage
chasm The Chasm
dali The Room of Lucille and the Voodoo Man game
attic The Attic
cellar The Cellar
vrroom The MUSE Machine
jungle The Jungle
**********************************
4.0 Characters
**********************************
Thanks:
iconoclast187 for uploading a playthrough of the game that sparked some good
debates in the comments as well, teaching me about the Myst easter egg.
Mega Products, for posting online the text of the old "GT Interactive computer
and console / video game hints and tips phoneline", helping to make sure I got
it all right and tight. You can find it here:
http://www.megaproducts.co.uk/games/nine/
**********************************
Disclaimer and legal necessities
**********************************
This was written in 2013, by Djibriel, and is copyrighted by me.
You are unauthorized to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorized to change anything in this document for any other purpose
than personal use without my explicit permission.
All rights reserved.