AO ONI v6.

2 WALKTHROUGH

This is a complete walkthrough for the game Ao Oni version 6.2 However, in order not to spoil everything, I didn’t make a specific warning at every dangerous situation, nor did I precise the escape routes, and nor did I include a map of the game, because I don’t think it’s necessary regarding the guide’s layout. Item names are in ALL CAPS, as are the IMPORTANT LOCATION NAMES. SAVEGAME indicates places I think it is important for you to save, but don’t limit yourself to those. For people who only want puzzle-only help, a “Puzzle help” for the 7 major puzzles is also available at the end of the document.

CONTROLS: The C button is used to interact with the world or to examine. For the sake of this walkthrough, “examine” will mean to press the C button. The X button is used to open the menu and to cancel a selection.

**CONTENTS** [WT]Walkthrough [PH]Puzzle help

[WT] WALKTHROUGH

Select “NEW GAME”. Enter a name if you want, but the character’s canonical name is Hiroshi. The game opens with Hiroshi and co. getting in the deserted mansion. After hearing a noise to the east, Hiroshi declares that “monsters are scientifically impossible” and goes to investigate the sound on his own. We’ll see how it turns out. You control Hiroshi now. Walk to the east, enter the KITCHEN and examine the broken plate on the ground. You receive PLATE SHARD. Go back to the ENTRANCE. No one is around. Walk to the west. Return to the ENTRANCE. Go up the stairs. This is the 1ST FLOOR. Enter the top-right room. Walk towards the chair, the closet will move. Examine CLOSET, Takeshi is inside. Go back near the chair and examine it. Take the item on the ground LIBRARY KEY. Go downstairs, move to the east, to the small corridor where the game began. SAVEGAME. Enter the room.

Don’t be a bitch, walk northwest to the big table. Examine the book to the right. You receive the item BEDROOM KEY.

OHSHITOHSHITOHSHIT WAT DO?!?!?! Run away, you arse! Exit the room, go west to the ENTRANCE, move upstairs, enter the room where you found Takeshi, examine the closet to hide inside. The Oni will check the room and leave. THIS IS THE BASIC ESCAPE STRATEGY. The rest of the encounters depend on you. Press C to exit from the closet. Walk up to the small grey square on the floor just to your south, examine it to receive HANDKERCHIEF. Exit the room. Move upstairs to the 2ND FLOOR. Enter the room to the left. This is the BEDROOM. There are 2 beds to the south, notice how the floor is brighter to the left of the western bed. Move between the 2 beds and examine the western bed. BEDROOM HOLE appears. SAVEGAME. Drop down. You are in the PIANO ROOM. Walk up to the PIANO, examine it. Move north, there are two CUPBOARDS. Examine the on the left to reveal a SAFE. Exit the room. Go downstairs to the ENTRANCE. Move west, the glass door is now open. Enter it, this is the BATHROOM. Walk up to the bathtub, examine it. Take the item, PHILLIPS HEAD SCREWDRIVER. Exit the room. Go west, this is the TOILET. Examine the cupboard to receive SOAP. Open INVENTORY, use SOAP to combine SOAP+HANDKERCHIEF. SAVEGAME. Return to the 1ST FLOOR, enter the southwestern door to the PIANO ROOM. Move up to the PIANO, and use HANDKERCHIEF to wipe out the red stain. Run away. SAVEGAME. Return to the PIANO ROOM. Examine the piano, notice the shapes of the keys and the numbers on them. Now go examine the SAFE we found earlier. Notice how the 4 shapes correspond to piano keys, but possibly flipped. Just make the shapes and numbers correspond, and you’ll unlock the safe. EXAMPLE: you get the code 239 on the piano. Key layout: LI˩ 239 Just flip the keys according to the symbols on the safe. In this example, the unlock code is 6392 (3 and 9 are with the original keys; you have to flip 9 which will become 6; and when you flip 2 the symbol still corresponds to 2) Take the item, KID’S BEDROOM KEY. Exit to the 1ST FLOOR. Enter the northwestern room. Mika is there. Talk to Mika. She refuses to follow you. Notice the item on top of the cupboard. Walk to the south of the chair, and examine. The chair will have moved. Move the chair to the south of the cupboard, move to the south of the chair, and press C to get on the chair. Examine to receive the LIGHTER FLUID. Press C again to get down. Exit. SAVEGAME. Go to the

ENTRANCE, and take the door to the north. Move east. This is the TATAMI ROOM. Walk towards the wooden doors. SAVEGAME. Return to the TATAMI ROOM. Notice that the wooden door is left open. Do not touch it. Examine the other wooden door, and take the LIGHTER. Open inventory, use LIGHTER FLUID to fill up the LIGHTER. Notice that there is a rectangular shade to the east end of the room. Walk up to it and use PLATE SHARD to reveal a door. Upon examination Hiroshi will remark that there is no knob on the door, so we need to find one. Make your way to the 2ND FLOOR, but this time, enter the door to the north. This is the BARREN ROOM. Notice that there is a door on the northern wall. Move up to it. Calm your heartbeats if you panicked for a second. Takuro announces that it is best to proceed separated and check the floor, and fool Hiroshi agrees. After Takuro leaves, examine the door to see that it isn’t a door at all. Press C again to close it. Use the item PHILLIPS HEAD SCREWDRIVER to receive DOORKNOB. SAVEGAME. Return to the TATAMI ROOM, move up to the hidden door and use the DOOR KNOB. Now enter the door. You’ll be in a pitch black room, so use the LIGHTER and move north. Just immediately you’ll see a table, examine it and light the candle. The room is now alight. This is the SECRET ROOM. Walk up to the great bookshelf and examine it to reveal a door. Enter. You’ll see a cell, with an item in it. Examine the CELL DOOR to open it, get in the cell, and examine the cell door to close it again. Examine the item to receive the BASEMENT KEY. Walk up to the Oni (staying inside the cell of course) and examine. SAVEGAME. Get out of the cell, return to the hallway leading to the TATAMI ROOM. Enter the door to the north, Hiroshi will use the BASEMENT KEY. Just then, you will hear Mika scream. Hurry to the KID’S BEDROOM. Well, shit. Run away. SAVEGAME. Return to the KID’S BEDROOM to see Mika’s corpse. Exit, go the hallway and go through the door you had unlocked with the BASEMENT KEY. You are now in the BASEMENT. Notice the item directly to your east. Move north, notice the 2 big cupboards. Examine the leftmost one to push it, then examine the rightmost one to reveal a plate on the wall. Examine the plate and notice the screws. The PHILLIPS HEAD SCREWDRIVER is incompatible with those, so we need to find something else. Go the room to the west. Walk to the west of the chair and examine it to move the

chair. Move the chair all the way to the item you noticed when you entered the BASEMENT. Get on the chair and examine to receive the BASEMENT JAIL KEY (oh shit). SAVEGAME. Move north. Make your way back to the BASEMENT. Go to the east, and east again. You will be in another pitch black room, use the LIGHTER. Move north to see that there is another cell. Move east, open the cell door, get in, close the cell door, and light the candle. You are in the BASEMENT JAIL. Notice the blue stain on the wall. Examine its 2 parts, the left part will show unintelligible symbols, the right part will show a blue figure behind bars. Get out of the cell and align yourself with the left part of the stain, and examine. You will see a code appear. Remember it. SAVEGAME. Return to the BASEMENT. Return the chair to the room in which it was before. Notice that there is a small grey item on one of the cupboards. Use the chair to reach it, and receive FLAT HEAD. Open inventory, use FLAT HEAD to switch screwdriver heads. Now stand before the plate on the wall, and use FLAT HEAD SCREWDRIVER and press C to take the plate apart, revealing a second SAFE. Input the code we had discovered a minute ago, and get the ANNEX KEY. Move east, and go to the northern door, it won’t open. Try again. SAVEGAME. Get back to that room, and go through the door. Walk up to the door in the small corridor. You are in the ANNEX ENTRANCE. SAVEGAME. The ANNEX is a tricky place, walk to the east to take a tour. You will drop down to the door of the ANNEX BASEMENT. When you’ve finished, return to the ANNEX ENTRANCE. Head west to yet another pitch black room. Use the LIGHTER and Hiroshi will notice that the fluid has run out. Exit and move upstairs to ANNEX 1ST. Go inside the western room and examine the lamp to receive the LIGHTBULB. SAVEGAME. Enter the room to the east, this is the FIREPLACE ROOM. Get out, move upstairs and enter the RUINED ROOM. Notice the chest. Examine the chest to move it. Move the chest to the hole on the floor, to the northeast of the room. You can now go in front of the cupboard there. Take the LIGHTER FLUID. Use LIGHTER FLUID to fill the LIGHTER. Return to the pitch black room, walk west, light the candle. Takeshi will run away. Move to the north of the bust, examine it to move it. Move the bust to the entry door of the ANNEX ENTRANCE, and push it down the stairs on the small corridor. Examine the small blue glow to receive the BLUE STONE. Get back into the ANNEX ENTRY. SAVEGAME. Move north, this is the ANNEX CORRIDOR. Enter the western door, this is DOLL ROOM 1. You can examine the frame on the northwestern corner, it’s seemingly a sliding pieces puzzle. It isn’t, it’s just there to troll. Notice the three dolls on the table. Examine the southmost doll to pick up DOLL. Open the inventory, use the BLUE STONE to insert the stone to the empty eye socket. SAVEGAME. Go to the FIREPLACE ROOM.

Move up to the FIREPLACE. Open the inventory, use the DOLL to place it in the fireplace. Use LIGHTER to burn the doll by lighting the fireplace. Examine the fire to receive BLUE STONE and RED STONE. SAVEGAME. Go to the ANNEX CORRIDOR and enter the eastern door, this is DOLL ROOM 2. Notice the two dolls. Walk up to the doll on the south, open the inventory and use the items RED STONE and BLUE STONE. You will receive DOLL’S HEAD. Open the inventory again, use the LIGHTBULB to place it on the doll. SAVEGAME. Notice the light switch near the door. Flip it to make the doll cast a shadow on the wall. Move up to the spot and use PLATE SHARD to reveal a hidden door. The door is locked. Get out and get in DOLL ROOM 1. Uh-oh. Notice the frame on the northwest. Walk up to it and use the DOLL’S HEAD to reveal another SAFE. SAVEGAME. Make your way to the RUINED ROOM. Notice that the empty canvas on the wall has something on it. Examine it to receive a code. Make your way back to the SAFE and enter the code to receive the BASEMENT KEY (for the ANNEX BASEMENT). SAVEGAME. Get to the ANNEX BASEMENT door by moving east from the ANNEX ENTRANCE, and get in the basement. It’s pitch black so use the LIGHTER. Move west and enter the southern room. Examine the plant to push it, revealing an electric SWITCH. Examine the SWITCH to light up the basement. Examine the bookshelf on the left to get the PICTURE BOOK. Open the inventory, examine the PICTURE BOOK. Flip the pages with the C button. You will receive BOOKMARK. Exit the room. Enter the northern room. Examine the curtains to open them, and then examine the bathtub to empty the water. Take the item, RED KEY. SAVEGAME. Walk to the north of the bathtub and examine it to push the tub, revealing a hidden staircase. Exit the room. Walk east. In the new room, notice the two cupboards to the southeast. Examine the eastern one to push it. Examining the empty space reveals that there is a door in there. This is the CUPBOARD DOOR. Move up towards the northern door. Notice the small black keypad. Open the inventory and use the PHILLIPS HEAD to change the screwdriver heads. Then use the PHILLIPS HEAD SCREWDRIVER on the keypad to open a small plate. Open the inventory and use the BOOKMARK to slide the bookmark to the opening in the plate. Notice that there are a certain number of dots corresponding to the colors red, green, blue and white. Count them. Notice that on the door, the aforementioned colors are in a specific order. Just assign the numbers to them, this is the code you must enter. EXAMPLE: there is 1 red dot, 2 green dots, 3 white dots and 4 blue dots, and the colors on the door are in the order red, blue, green, white. The code you need to enter then is: 1423 SAVEGAME. Enter the door and walk towards the room just to your left.

Notice that the leftmost corner of the carpet is a bit deformed. Walk up to that spot and examine it to receive the DISC. Get out and enter the door on the northwest, and examine the closet. Takuro will give you VINEGAR. Open your inventory, use the VINEGAR to clean the RED KEY. You now have the IRON GATE KEY. SAVEGAME. Remember the hidden staircase we found earlier? Descend those stairs, open the IRON GATE, enter, and close the gate. Walk north. Notice the 3 rectangles colored red blue and yellow, there are buttons under those rectangles. Open the inventory and examine the DISC. You will see segments in those 3 colors, and notice the clockwise arrow. Start from the arrow’s tail to get the sequence to input.

EXAMPLE: RED YELLOW YELLOW RED BLUE --------------------------------------- This is the order in which you must press the buttons.

Examine the small opening to receive the METAL STICK. Open the inventory and use the DISC to combine DISC+METAL STICK. You now have the HIDDEN DOOR KEY. Go upstairs and go to the CUPBOARD DOOR. Go through. SAVEGAME. Go east and examine the rope ladder. Now go talk to Takuro. Takuro has joined your party! Make your way back to the ropes. Return to the ropes and take the BACKDOOR KEY. Make your way to DOLL ROOM 2, and go through the hidden door we had uncovered there. You are now in the GARDEN. SAVEGAME. Move east and then south to get in the OLD BUILDING. Go to the eastmost doorway. This is the CHAPEL. Notice that there is something off with the bench just to your east. Also, notice how there are two rows of 3 benches. This is important. Examine the different bench to receive STICK. Get out and go upstairs. Enter the door just near you. Walk towards the FRAME to the southeast. Calm down and SAVEGAME. Return to the room we last entered. Examine the FRAME. Get out, enter the southeastern door. This is the SCRIBBLE ROOM. Notice how the scribble abruptly ends. PLATE SHARD, to the rescue! Another hidden door revealed! Enter it. Well, shit, eh? Examine the table to receive DIE. Return to the room with the FRAME in it, and jump down the hole the Oni opened. Notice the framed picture. Walk to it and use the item DIE. Notice that there are white dots on the die

numbers. Remember the 2 rows of 3 benches? Each white dot corresponds to a bench. There are buttons on the benches, the die show you in what sequence the buttons must be pressed. EXAMPLE: * * * * * O * * * * * O Means that you must first press the second bench on the right row, and then the third bench on the right row. Go to the CHAPEL and input the sequence. The statue will slide, revealing a hidden staircase. SAVEGAME and descend the stairs. This is the TUNNEL. Enter the door directly to your south. It’s pitch black, light the candle. Notice the FRAME. Examine the FRAME to receive BLUE PIECE. The door will lock, so we need to find another way. Use the BLUE PIECE on the FRAME to replace it. Get out of that room. Enter the northwestern room. Examine the curtain with the pentagon on it to reveal a pile of rope. Examine it to receive ROPE LADDER. Now examine each curtain starting from the western one to close them all and get a sequence of shapes. Remember the sequence. Get out of this room. Enter the room to the south. Find the candle and light it. This is the DARK ROOM. SAVEGAME. Go the western cell, face the item and use the item STICK to receive the STUDY KEY. Make your way back to the CHAPEL and exit it. Notice that there is a hole on the ground. Use the ROPE LADDER and descend it. It’s the locking door room we were in a minute ago! Now examine the FRAME and take the BLUE PIECE. Make your way back to the TUNNEL and head east. Notice there’s another frame in there. Use the BLUE PIECE on the frame to place it. Now return to the OLD BUILDING. Go upstairs and open the STUDY (next to the SCRIBBLE ROOM). SAVEGAME. Walk to the northeastern corner of the room, disregard the noise. There are screws on the wall, use the PHILLIPS HEAD SCREWDRIVER to remove them. Now investigate the noise, notice that the painting has fallen down. Make your way to the room with the Oni hole in it. The frame has fallen down! Pick it up to receive another BLUE PIECE. Return to the STUDY and move the chair under the SAFE. The code is the number of edges the shapes we had found earlier have. So if the shapes were TRIANGLE SQUARE PENTAGON OVAL, the code would be 3450. Input the code you find to receive the BASEMENT KEY. SAVEGAME and make your way to the DARK ROOM, enter the southern door. Calm the fuck down. Move east until the hunchback Oni opens the door and starts walking towards you. Haul ass back to the door and… IT DOESN’T OPEN?! Keep pressing up, it will open just as the Oni is about to touch you. SAVEGAME. Return to the ONI ROOM. Examine the frame to the south to receive the final BLUE PIECE.

Oh shit. I was scared there for a second. SAVEGAME. Make your way to where we had replaced the BLUE PIECE and open your inventory. Replace the 2 BLUE PIECES. Enter the northern door. Run east, get up the stairs, and hurry south.

Congratulations, you have finished Ao Oni! Listen to Hiroshi’s monologue. After that, something strange happens… You will receive a SECRET CODE after the credits.

To get stress relief from the game, start a new game and set your name as SOUTHPARK. Hilarity ensues. Be warned though, SOUTHPARK mode is hard. Save often.

[PH]PUZZLE HELP *PUZZLE 1: PIANISSIMO MYTERY Examine the piano, notice the shapes of the keys and the numbers on them. Now go examine the SAFE we found earlier. Notice how the 4 shapes correspond to piano keys, but possibly flipped. Just make the shapes and numbers correspond, and you’ll unlock the safe. EXAMPLE: you get the code 239 on the piano. Key layout: LI˩ 239

Just flip the keys according to the symbols on the safe. In this example, the unlock code is 6392 (3 and 9 are with the original keys; you have to flip 9 which will become 6; and when you flip 2 the symbol still corresponds to 2)

*PUZZLE 2: SECRET OF THE BLUE DOODLE The blue doodle in the BASEMENT JAIL has 2 parts. Examine its 2 parts, the left part will show unintelligible symbols, the right part will show a blue figure behind bars. Get out of the cell and align yourself with the left part of the stain, and examine. You will see a code appear. Clever, eh?

*PUZZLE 3: THE SLIDING DOLL PIECES >2011 >he/she still thinks that the sliding pieces puzzle is a real puzzle

*PUZZLE 4: BOOKMARKS AND DOORS Notice that on the door, the aforementioned colors (red, green, blue, white)are in a specific order. Just assign the numbers to them, this is the code you must enter. EXAMPLE: there is 1 red dot, 2 green dots, 3 white dots and 4 blue dots, and the colors on the door are in the order red, blue, green, white. The code you need to enter then is: 1423

*PUZZLE 5: MYSTERIOUS DISC Examine the DISC. You will see segments in 3 colors, and notice the clockwise arrow. Start from the arrow’s tail to get the sequence to input. EXAMPLE: RED YELLOW YELLOW RED BLUE ---------------------------------------

This is the order in which you must press the buttons under the colored rectangles.

*PUZZLE 6: DICEY SECRET Notice that there are white dots on the die numbers. Ever notice that there are 2 rows of 3 benches on the CHAPEL? Each white dot corresponds to a bench. There are buttons on the benches, the die show you in what sequence the buttons must be pressed. EXAMPLE: * * * * * O * * * * * O Means that you must first press the second bench on the right row, and then the third bench on the right row. Go to the CHAPEL and input the sequence. The statue will slide, revealing a hidden staircase.

*PUZZLE 7: SHAPES AND NUMBERS The code of the SAFE in the STUDY is the number of edges the shapes on the shapes on the curtains in the room with 4 curtains in it. So if the shapes were TRIANGLE SQUARE PENTAGON OVAL, the code would be 3450. Input the code you find to receive the BASEMENT KEY.

I hereby apologize for any language and expression mistakes I have made, and invite you to correct them if necessary, or make additions you deem necessary. This is an anonymous document, let it stay so.

Written on: 08/11/2011 - This guide is available at: http://www.megaupload.com/?d=X8V68IN7

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