Every escape room article is spoiler-free to assist first-time players, but do not click any links on the article if you wish to avoid spoilers. Spoilers are also hidden in optional toggles.

"The room was gorgeous, and despite the apparent age of the ship, none the worse for wear."
— Junpei, first impressions

The 1st class cabin is the escape room found by entering Door 5. Junpei, along with Snake and Seven, explore luxurious accommodations greatly surpassing those of the 2nd and 3rd class cabins. After the 1st class cabin is the casino.



The 1st class cabin is composed of two main rooms, the living room and the bedroom, as well as several minor rooms.


Concept art.

The living room features a round table with accompanying chairs, a desk topped by a desk lamp pushed up against a wall, and a big comfy couch. To one side of the room, close to the table and the couch, is a grated mantle, in which coal is burning. Two doors, side by side, are lined the wall opposite the fireplace, the leftmost leading to a small closet containing a cabinet and a couple of stacked briefcases, and the rightmost leading to the short hallway connecting to the bedroom.

The bedroom, which is almost as large as the living room, features a large canopy double bed, a vanity desk, and a piano, all pushed against the same wall, with the window next to the piano being barred. On the opposite wall is a fancy white fancy desk, accompanied by a round red chair, as well as two doors side by side. The rightmost of these leads to another small closet very similar to the one in the living room, this one containing a cabinet as well as a conspicuous safe on top of that, while the leftmost door leads into the connecting hallway.

Finally, the hallway, besides the two mentioned doors connecting to the living room and bedroom, has two other doors, one leading to a small cubicle with a toilet, and the other leading to the bathroom proper, which features a sink and a bathtub.



A grisly scene of the 9th man.

After making their way through Door 5 and scanning their bracelets at the DEAD, the three men find themselves at the door leading to the 1st class cabin. While Snake and Seven enter the room, Junpei falls behind to examine the corpse of the 9th Man and notices the man's fallen bracelet lying next to his glasses, thus reminding Junpei of Zero's rule:

"Lastly, let us discuss [how to remove the bracelets].
There are only 2 ways to do so.
One: You escape from this ship.
Two: Your heart rate reaches zero."

At this point, Junpei decides to follow the others before the desire to vomit becomes overwhelming. He is shocked to see how beautiful the room is and quickly finds them investigating a door with a lock connected to a strange device. They conclude that it's the exit and split up to search the rooms and find a way to open the door.

Music Score 1

While searching, and when obtaining the first score plate from under the pillow in the bed, Junpei notices Snake acting oddly, and asks why. Snake explains he was listening to some strange noises using his exceptional hearing. He then also informs Junpei he is quite capable of defending himself in a fight, and offers Junpei to try him, should he not believe it.

Music Score 2

Afterwards, when obtaining the ceramic score plate from the fireplace in the living room, Junpei notices Seven stumble. Junpei wonders what is happening to him, first with the memory loss and now with his dizziness. Seven's amnesia is new information for Junpei, as he hadn't been present when he told the others. Junpei is surprised that he is so calm about it. Seven has no idea why he is suffering from it, but seems confident that he will recover his lost memory eventually.


After completing the puzzles and unlocking the door, Seven uses a score plate to jam the door and prevent it from closing and locking, purportedly under the implausible excuse that he might want to return to play the piano. Junpei, however, isn't fooled, because the piano had a scrambled keyboard. It is later revealed in the safe ending that he had left it open to access the safe, in case they found the code to it somewhere else.

The Mysterious Safe


The fancy safe.

Behind the right door from the bedroom is a safe. When Junpei, Seven, and Snake investigate this room, the safe is the only thing that they cannot open. It is also the reason why Seven left the door to the room open.

The safe is eventually opened in the Safe Ending, after Junpei uses the sinister hand tip that Clover found to get the lock combination from his bracelet. It contains a note from Zero, discussing the First Nonary Game, who ran it, and who participated in it. The note also mentions Zero will get revenge on the people who created the Nonary Game.

Fact #1
The Nonary Game was played once before, 9 years ago.
Fact #2
The person with the number (2) bracelet attended the game 9 years ago.
Fact #3
It was planned by the following 4 people:
  • Cradle Pharmaceutical CEO: Gentarou Hongou
  • Cradle Pharmaceutical Chief of Staff: Nagisa Nijisaki
  • Cradle Pharmaceutical R&D Supervisor: Teruaki Kubota
  • Majority Shareholder in Cradle Pharmaceutical: Kagechika Musashidou
I must punish them.
For the innocent lives they sacrificed.
This is the only warning they will receive.
That innocent souls might be saved, I now state the truth. --Zero


Found items

Score Plate A Score plate mini


Score Plate A.

Score Plate A is a glass plate, with musical notes carved into it. It can be found under the pillow of the double bed, in the bedroom section. The plate does not contain the full score, and cannot be placed on the piano stand until all plates are collected.

Score Plate G Score plate mini


Score Plate G.

Score Plate G is a glass plate, which contains only the G notes of a sequence. It can be found in the cabinet in the closet connected to the living room. The plate does not contain the full score, and cannot be placed on the piano stand until all plates are collected.

Score Plate C Score plate mini


Score Plate C.

Score Plate C is a glass plate, which contains only the C notes of a sequence. It can be found in the cabinet in the closet connected to the bedroom. The plate does not contain the full score, and cannot be placed on the piano stand until all plates are collected.

Score Plate D Score plate mini


Score Plate D.

Score Plate D is a glass plate, which contains only the D notes of a sequence. It can be found by draining the water in the bathtub in the bathroom, something which can only be done after filling the vase with some of that water. The plate does not contain the full score, and cannot be placed on the piano stand until all plates are collected.

Vase Vase mini


A blue vase.

An empty blue vase. It can be found in the living room portion of the cabin, standing on a stool in one corner of the room. Once obtained, bring it to the bathtub in the bathroom to fill it with water.

Creates Vase filled with water when filled with water from the bathtub.

Score Plate Ceramic plate mini


Ceramic score plate.

A white ceramic plate, made to look like a blank music sheet. This plate can be obtained after Junpei extinguishes the fire in the fireplace with the water from the vase. This is the plate base on top of which the other plates are meant to be placed.

Combined items

Vase filled with water Vase filled with water mini

Vase filled with water

The blue vase. Now with water.

Created by filling the Vase with water from the bathtub.

Before Junpei can drain out the murky water in the bathtub to obtain the score plate placed there, he must first fill the blue vase with water so he can use it to extinguish the fire in the fireplace (and hence safely reach the ceramic score plate).




The solution to the piano puzzle.

Requirements: Score Plate, Score Plate A, Score Plate C, Score Plate D, Score Plate G

The exit door is locked, and rigged with a microphone which opens only when a certain sequence is played. After finding the ceramic plate and all four glass plates, placing them on the piano stand creates a full score. It should, however, be noted that the piano plays different notes from expected (example: C does not yield a C note). The objective is to find and play the right notes, and complete the full score without mistakes.



  • The chime played by the piano is the Westminster chime, the one played by the famous clock tower Big Ben, in London, England.
  • The "Score Plate D" item is misnamed. It actually displays F notes, located just above the lowest line of the staff. D notes, on the other hand, are located just below the lowest line on the staff. Thus, the item should be called "Score Plate F."
  • Though rather mysterious in game, it is revealed in the Q&A that in the strange scene where Snake was hearing mysterious noises, he was merely trying to hear what the people who had gone through Door 4 were doing at the moment.
  • Seven makes a reference to Legend of Zelda: Majora's Mask in the bathroom when he claims that there is a hand coming out of the toilet.
  • In 999, this is one of only two escape rooms that are revisited after completing them. The other one is the shower room.
  • There is a mistake in the text when examining the vase in the DS version. Junpei says that he found the vase in the kitchen, but he actually found it in the living room.

Humorous quotes

  • Examining the small round chair in the bedroom repeatedly results in this exchange:
    1. It's a small, round chair. Looks like it probably goes to the vanity.
      Snake dialog Snake: Oh... Wow, this fabric feels great. I bet that chair's really comfortable.
    2. A small round chair. It's really soft.
    3. Junpei dialog Junpei: Squish...
    4. Junpei dialog Junpei: Squish... Squish...
    5. Junpei dialog Junpei: Squish... Squish... Squish...
    6. Junpei dialog Junpei: Squish... Squish... Squish... Squish...
      Snake dialog Snake: Junpei, how long to you intend to abuse that chair?
      Snake dialog Snake: I suggest you finish soon. Otherwise, I may be forced to teach you a lesson in physical pain.
      His face might look calm, but there's a monster under there.
      Gotta admit, I'm a little scared...
    7. I don't wanna get my ass kicked by a blind guy, so I think I'm gonna leave the chair alone. ...For now.
    8. It's a small, round chair. Looks like it probably goes to the vanity.

  • Examining the double bed (while facing the piano corner) in the bedroom results in this exchange:
    1. Junpei dialog Junpei: A bed...
    2. Junpei dialog Junpei: A bed...
    3. Junpei dialog Junpei: A bed...
    4. Junpei dialog Junpei: A bed...
    5. Snake dialog Snake: Junpei, I cannot help but notice your interest in the bed.
      Snake dialog Snake: Perhaps you are hoping we will spend time on it, together...
      Junpei dialog Junpei: Gah! Y-You--! I-- Don't say stuff like...damn! That's not a mental image I want!
    6. It's a bed. I don't want anybody getting the wrong idea, so I'm just gonna leave it alone, okay?

  • Examining the shower head in the bathroom results in this:
    1. Seven dialog Seven: Testing, testing.
      Seven dialog Seven: Hey, it's great to see you all here. I just flew in from New York, and boy are my arms tired!
      Seven dialog Seven: Yes, thank you, I'll be here all week! Try the veal!
      Junpei dialog Junpei: That's not a mic, Seven. It's...just a shower head.
      Seven dialog Seven: Wha--?! What the hell?!
      Junpei dialog Junpei: ...
    2. It's a dry shower head. Doesn't seem like I can get any water to come out of it.

  • Examining the bathroom mirror results in this:
    1. ...And there we are in the mirror. What a pair... A college kid and a terrifying giant of a man in a beanie.
      Stuck in a cramped bathroom... With this beast of a man...
      What would my parents say?

      Seven dialog Seven: Hm? Something wrong, Junpei? You looked real sad all of a sudden.
      Junpei dialog Junpei:, nothing.
    2. There's a mirror here.
    3. A mirror...
    4. Seven dialog Seven: Mirror, mirror, on the wall...
      Seven dialog Seven: Who is the toughest, sexiest, and most beautiful young man of them all?
      Seven dialog Seven: "That is of course Seven."
      Seven dialog Seven: Hahahahaha!
      Junpei dialog Junpei: ...
      Junpei dialog Junpei: Idiot...
    5. There's a round mirror mounted on the wall here.

  • Examining the light switch in the short hallway will result in this:
    1. Seven dialog Seven: Hey Junpei, you're a Taurus...right?
      Junpei dialog Junpei: ...What? Why?
      Seven dialog Seven: Well, you're so well-organized.
      Seven dialog Seven: Most people wouldn't bother to search something that didn't seem to mean much.
      Junpei dialog Junpei: ...
    2. It's a light switch.
    3. Pretty sure this is for switching lights on and off.
    4. Seven dialog Seven: Hey, Junpei, I wrote a little song for you.
      Seven dialog Seven: Take a listen. "The Ballad of the Well-Organized Man"...
      Seven dialog Seven: Well-organized... Well-organized...
      Seven dialog Seven: You're orderly, but not an orderly...
      Seven dialog Seven: ...That ain't no bull.
      Junpei dialog Junpei: ...
      Urge to kill...rising...
    5. Seven dialog Seven: Hey Junpei, I wrote you another verse... Listen...
      Seven dialog Seven: Well-organized... Well-organized...
      Seven dialog Seven: You've got it all laid out, when you're not out getting laid...
      Seven dialog Seven: Not a torus but a Taurus.
      Junpei dialog Junpei: ...
      His death will be slow.
    6. A light switch. Well, nothing happens when I switch it.

  • Examining the toilet nets you this:
    1. Seven dialog Seven: It's a toilet... Doesn't seem to be anything in the toilet or the tank.
    2. It's a toilet. Nothing strange going on here.
    3. It's a toilet. Nothing suspicious here...I think...
    4. Seven dialog Seven: Junpei, look! There's a hand coming out of the toilet!
      Junpei dialog Junpei: ...
      Junpei dialog Junpei: ...
      Seven dialog Seven: Just a joke there, kid.
      Junpei dialog Junpei: Not funny, man...
      Seven dialog Seven: I'm too old for this shit.
      Junpei dialog Junpei: Incontinence is a problem many older men struggle with, but there's help.
    5. A clean bathroom. There's nothing in the toilet bowl or the tank.

  • Search the empty vase in the room with the exit:
    1. Snake dialog Snake: A vase? Where did you find this?
      Junpei dialog Junpei: Over in the kitchen.
      Snake dialog Snake: I see...
      Snake dialog Snake: Well, I suppose that might be useful for bludgeoning Seven over the head.
      Junpei dialog Junpei: That's not what we're using it for.
    2. It's a vase. It's pretty big. I think it could probably hold quite a bit.

  • Search the vase filled with water in the room with the exit:
    1. Snake dialog Snake: So, you've filled the vase with water, have you?
      Snake dialog Snake: I assume you intend to dump it onto Seven's head?
      Snake dialog Snake: Hmm... Not a bad idea.
      Snake dialog Snake: Very well. I would appreciate it if you would put this plan into action post-haste.
      Junpei dialog Junpei: ...
    2. The vase is full of water from the bathtub.
v · e · d Zero Escape: Nine Hours, Nine Persons, Nine Doors (series spoilers within)
Main focus: Second Nonary Game
Main characters (players) Junpei (playable) · Ace · Snake · Santa · Clover · Akane Kurashiki · Seven · Lotus · Ninth man
Other characters Zero (game host) · Alice · Funyarinpa · "Cap" · "Guy X" · Science Boy
Mentioned characters All-ice · Dashiell Gordain · Ennea and Nona Kashiwabara · Ichiro · Kurashiki parents
Doors & Escape Rooms 3rd class cabin · Door 1 (Chart room and Captain's Quarters) · Door 2 (Confinement room and Torture room) · Door 3 (Shower room · Door 4 (2nd class cabin and Kitchen) · Door 5 (1st class cabin and Casino) · Door 6 (Steam engine room and Cargo room) · Door 7 (Operating room) · Door 8 (Laboratory) · Small Door 9 (Library, Study, Incinerator) · Large Door 9 (Incinerator) · Door q (exit)
Other locations Building Q (main location) · Junpei's apartment · Central Staircase · Chapel · Earth · Elevator · Gigantic · Large hospital room · Nevada · Storage
Game mechanics Bracelet · Calculator · Digital root · Numbered Doors · Planet Keys · RED and DEAD
Terms Bootstrap paradox · Cradle Pharmaceutical · Crash Keys · Esper · First Nonary Game · FLOW Chart · Free the Soul · Ganzfeld Experiment · Luminol · Map · Morphogenetic field · Nonary Game · Soporil
Archives Answers · Files · Endings · Mistakes · Trophies · Timeline
Community content is available under CC-BY-SA unless otherwise noted.