The Neverhood

 

Puzzle Solutions and Game Walk-Through
 
 
 
Room #1: 
 
I woke up and I'm trapped, now what do I do?
 
You will need to pull the handle on the wall three times to open the door.
 
I'm stuck in the room with the Venus Fly Trap and the Rings hanging from the
 
ceiling! 
 
 
 
Every time I press the button on the door I get punched in the face. What do I
 
do?
 
First you must push the Flytrap over so that it is lined up directly beneath the
 
fourth ring from the left. Then you need to jump up and grab the ring. The Flytrap
 
should jump up and grab the ring as you are coming back down. The exit door
 
will open.
 
While you're in the Flytrap room, go ahead and give all the handles a pull. This
 
may be useful later.
 
 
 
I went into the building with the figure hanging from the ceiling and the weird t.v.
 
set looking thing, what do I do?
 
The strange t.v.-like device that cuts to a close-up when clicked on shows a
 
representation of the hanging dynamite man figure on the left side of the screen
 
and the dynamite shelves on the right side the screen. The object of the puzzle is
 
to replace the duds on the dynamite man with the real dynamite sticks on the
 
shelves. You can do this by clicking on the squares on the figure that do not have
 
fuses (little squiggles on the top of each block). Keep clicking until a fuse
 
appears on the top of each block. You can check your progress by exiting the
 
panel and looking at the hanging figure. After all the sticks of dynamite are
 
moved to the hanging figure he will fall to the floor.
 
 
 
Okay, I built the dynamite man, but he just stands there. Now what do I do?
 
You need to venture onward. Exit the room toward the right and go find the
 
Jack-In-The-Box. Head towards the crab symbol on the wall and take a left to
 
find it. Click on the Jack-In-The-Box.
 
 
 
This crazy creature chased me back to the Dynamite Shack and he won't let me
 
back out!
 
The Weasel (creature) has knocked a match loose from above the door. Pick it
 
up. Next, click on the dynamite man. The Weasel should no longer be a
 
problem.
 
 
 
I went into the building with the H above the door and I am in the room with the
 
ceiling fan. Currently, I'm staring at this brown box with a bunch of square pieces
 
in it!
 
You will need to arrange the pieces into the shape of an H. The three brown
 
pieces should be on the right. When you arrange them correctly a door to the
 
right of you will open.
 
 
 
I keep finding these brown squares on the ground. What do I do with them?
 
The squares are disks that when placed into one of the many video players
 
throughout the land will tell the story of The Neverhood and help you on your
 
quest. Klaymen will automatically put all of the disks in his possession into the
 
player when you click on it. To view them when you get to a video player, just
 
click on the button in the center of the screen, and then click on the disk you
 
wish to view.
 
 
 
I have been walking down this hall reading and reading and reading. Will this
 
ever end? I can't seem to stay awake?
 
Under no circumstances should you attempt to read this story in one sitting.
 
Drowsiness and possible loss of consciousness may occur. Naps should be
 
taken after every four or five screens, but alas there is an end.
 
While you're in the Hall of Records, pick up the beaker lying on the floor. Also,
 
press the button to extend the spikes in the room with the Preamble writings on
 
the wall. And if you can make it to the end of the hall of records, pick up the
 
video there. You'll thank us later.
 
 
 
I am standing outside of this little house and when I step on the big button on the
 
ground nothing happens, and when I ring the doorbell the door doesn't open, so
 
what do I do?
 
First you will have had to defeat the Weasel (see the clues regarding the
 
dynamite man), and you will need the beaker that is located in the Hall of
 
Records (see clue regarding the building with the Big H). Next you must return to
 
the area where the weasel chased you. Look for a brown door that is located
 
directly across from the big red bush. Inside you will see a triceratops head with
 
a red button underneath it. Press the red button to activate the water. Return to
 
the little house and stomp on the big button on the ground. Click on the water,
 
and if you have the beaker, Klaymen will take a drink. Next, press the button by
 
the door and listen to the tones. You must match these tones exactly by spitting
 
the appropriate amount of water into each tube (you do not need to take a drink
 
after each attempt). A perfect match will cause the front door to open. If you
 
failed high school choir, the spitting puzzle solution is 3,1,2,0,4.
 
 
 
I went inside the door to the little house and this man popped out of a television
 
set and started yelling at me. What do I do here?
 
Pay no attention to the man in the t.v. set, his only function is to amuse and
 
bewilder the unwary adventurer.
 
 
 
I am standing in the farthest room to the right in the little house and I see a hole in
 
the ceiling. How do I get up there?
 
The spikes must be extended so that Klaymen can climb up them like a ladder.
 
You will need to return to the Hall of Records and press the button to extend the
 
spikes in the room with the Preamble writings on the wall if you haven't already
 
done so. This will also extend the spikes in the little house.
 
I went into a tunnel and I came to a green door with three deadbolts on it. How
 
do I unlock them?
 
This puzzle requires that you have completed all other tasks mentioned above
 
and that you have pushed the three buttons in various locations to unlock the
 
deadbolts. 
 
The first button (blue) is located downstairs at the Hall of Records (take the
 
elevator). 
 
The second button (orange) is located in the attic of the little house.
 
The third button (white) can be accessed using the slot car to travel to the center
 
of the spiral in the cave where the Weasel lived. 
 
If you have completed all the of the previously mentioned tasks, clicking on the
 
three buttons should unlock the deadbolts and in turn open the door.
 
 
 
I crossed the bridge and went into a building. Inside I found a ledge with a bunch
 
of Klay pieces on it. What do I do with them?
 
You need to put the pieces together in the proper order by matching the pictures
 
on the pieces with the ones already sticking out above the ledge.
 
 
 
Okay, I put the pieces together and click on the button on the end, but it only
 
goes down half way and then bounces back up. I am perplexed, please help!
 
The thing you have made is actually a representation of the bridge, and what you
 
are trying to do is turn the bridge into a set of stairs that will descend to the lake
 
floor. Your next step is to go to the cannon which is just outside and to the left of
 
the room you are in.
 
 
 
I am sitting in the cannon and there are all kinds of switches and symbols.
 
Enlighten me as to my next step.
 
Push the big red button, McFly.
 
 
 
I watched the Lake Drain. What now?
 
Go back into the West Hall (the room with the puzzle that goes up and down
 
when you click on the end of it) and click on the end piece to lower the stairs.
 
Now go back out and you will find that the bridge has been lowered.
 
 
 
I keep clicking on the radio but it doesn't do anything. Why?
 
You must go and turn it on by going back to the place where you woke up at the
 
beginning of the game and pull the correct ring if you haven't already done so -
 
that's why we suggested you give them each a tug when you were there the first
 
time! (There is a hint for this on the wall of lake floor which can be found by
 
riding the green putt-putt car.)
 
 
 
The Radio plays a whole lot of funny songs, but what else does it do?
 
If you set the radio to the station a certain song it will open the door to the lab.
 
(The audio hint for this is on the lake floor wall with the hint about turning on the
 
radio.)
 
 
 
I am in the room with the big glass dome and I went inside and pushed the
 
buttons but nothing happened. Help me!
 
When the lights are on you will see the name Bobby on the outside of the
 
Machine. Turn the lights off and go back inside the Machine. The letters in the
 
name correspond to the colors in the spectrum of visible light that you learned
 
about back in high school. For those of you that skipped school that day it went
 
something like this: ROYGBV. R stands for red O stands for orange and so
 
forth. Make the crystals in the Machine the same colors as the letters in Bobby.
 
When you come back out again you should be little.
 
 
 
I am in the little green lab what do I do?
 
Leave and go up the stairs through the little door to the next room.
 
 
 
I am in the little purple lab what do I do?
 
Make yourself big by entering the correct proportions of the liquids into the
 
beakers. The correct proportions can be found by taking the car on the lake
 
floor to the area outside the lab with the three beakers and noting the levels of
 
each liquid. (This is different for each game.)
 
 
 
I am back in the little green lab because I do not know the correct proportions
 
for the liquids in the little purple lab. I am mad so tell me what to do?
 
You will need to look at the levels of the liquids in the beakers at the top of the
 
stairs and fill the beakers in green with the corresponding amounts. You will now
 
be big again.
 
 
 
I am in the room with all the statues and columns and I am big, but there are no
 
doors. How do I get out?
 
On the right side of the room, one of the statues looks like a head with a ladder
 
sticking out of it. Behind it there is a button. Push it and a ladder will fall from the
 
ceiling.
 
 
 
I made the worlds collide and now I have teleported myself to a pink room but
 
the door keeps hitting me in the face. How do I get out?
 
Run.
 
 
 
I found another one of those things that when I press the red button a bunch of
 
symbols shows up. How do I solve this one magic eight ball?
 
The first one that you saw holds the solution to this one. You need to go back
 
and note the order of the symbols at the first location and then enter them in the
 
same order at the second location. The trick here is that the second location
 
contains one extra symbol, and the first location repeats one symbol and makes a
 
strange sound. While at the second location you will need to put the extra symbol
 
in the place where the first location repeated. Get it. (The order is different for
 
each game.)
 
 
 
I am in the room with the noisy mouse and a big yellow button on the floor. I
 
seek wisdom.
 
Step on the button and watch the mouse go up.
 
 
 
I found this puzzle with a mouse that runs through a plethora of holes. How do I
 
solve it?
 
You need to get to the hole at the bottom right. You do this by following your
 
nose.
 
 
 
I am in the red room staring at a white wall with little squares on it. The squares
 
have pictures on them, what do I do?
 
This puzzle is like the game memory only harder. You need to flip the pieces and
 
match them up in pairs. If you miss one they will all flip back over so write them
 
down.
 
 
 
I am looking at a panel that has three pictures with a numbered block next to
 
each and a bear hanging from a pole above it. I am confused.
 
Dear confused, you need to change the number on the block to equal the number
 
of that item that was pictured in the red room at the memory puzzle, and then
 
press the yellow button. The little bear on the arm should swing to the other side.
 
 
 
I moved the bear and the robot went after it but what do I next?
 
Go to the cannon and shoot Robot Bil in the head.
 
 
 
I went to the cannon again but I just keep shooting the wall!
 
You need to enter the correct symbols into the cannon to raise it and move it
 
over to Robot Bil. The symbols can be found in the Hall of Records basement
 
where you pressed the blue button. To see them, however; the lights need to be
 
out. The second set of symbols can be found inside the mushroom after you fall
 
down the hole. Enter the symbols and then click on the arrows that appear in the
 
scope. The cannon will move up and to the right. Press the red button.
 
 
 
I just shot Robot Bil am I in trouble?
 
No. Go back and see how he is doing.
 
 
 
I went into this room through a big toothy door and that noisy mouse is in here
 
what do I do?
 
Well, walk over to the right and click on the purple door. If you have the three
 
keys Klaymen will put them into the holes on the puzzle. Now you must put them
 
in the proper order.
 
 
 
Where do I get the Three Keys?
 
The first key is on the balcony of the castle. 
 
The second key can be acquired by taking the putt-putt car in the cave where
 
the weasel lived to the room at the end of the track. 
 
The third key is given to you automatically after you have placed all twenty of the
 
story disks into any video player.
 
 
 
I found 19 disks. Where the hoozitz is the last one?
 
You will need to walk all the way to the end of the Hall of Records. The disk is
 
on the floor. Mean, huh? (that's why we suggested you pick it up when you were
 
there!)
 
 
 
I am on the balcony and there is a key floating up above me. How do I get it?
 
Pick up the pin on the ground and then take the elevator inside the castle up to
 
the Telepod room. Look out the window. Click on the balloon and pop it. Go
 
back down to the balcony and pick up the key.
 
 
 
I am in a room with more rings and another one of those pesky flytraps. What
 
now?
 
You need to push the flytrap over to the area just below the last ring on the right.
 
Jump up and grab the ring. When you let go the trap will eat you and then spit
 
you into the next room.
 
 
 
How do I know the correct order of the Three Keys.
 
You need to have pushed that goofy looking thing with the handle that you saw in
 
the room with the butter pat on the wall over to the vacuum and stepped on the
 
yellow button to suck it up. Then you need return to the castle and it will be
 
there. Push it over to the right just a little bit and the top of it will turn toward the
 
wall. Pull the handle and zowie there's the answer. Put the keys in the proper
 
holes and the door will open.
 
 
 
Complete these puzzles, collect the videos and the last of the mysteries will be
 
revealed in a stunning climax. Take heed, you will be affecting your own destiny
 
and the entire future of the Neverhood.
 
 
 
Bonus Hints and Cheats
 
Frequently visiting your mailbox located below the Flytrap room will yield new
 
clues to help you solve the next puzzle.
 
Save often so if you exit, you can get back to where you were without re-playing
 
the whole game.