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You are viewing Cheat Codes for 9: The Last Resort

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Game Name : 9: The Last Resort
System : Macintosh
Date Added : 2002-10-11 02:29:39
Views : 27215


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




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