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Just Adventure original

The Neverhood Walkthrough by Dan Kennedy

by Dan Kennedy 29 sections about 40 minutes to read

Introduction

If style counted for everything,
The Neverhood Chronicles would probably have been crowned king
of adventure games long ago. Several tons of clay, some of the most
endearing adventure characters ever, and a maniac musical soundtrack
combine to make The Neverhood one of the most unique and fun
adventure games to tackle.

But as we all know, style
only gets you so far. A relatively short game, The Neverhood
is stocked full of puzzles that are decidedly mediocre; at their worst,
a few puzzles cold be classified as mindless busywork, seemingly inserted
just to prolong gameplay.

But the positives far outweigh
the negatives here. The Neverhood is a funny, engrossing game
that ranks up there with some of the highest achievements of the genre.

Good Morning!

Shh! Klaymen is peacefully
asleep on the floor of a bare room. Give him a tap with your mouse
to wake him up. Once you are on your feet, walk over to the button
on the wall near the door and hit it. The window slides open – click
on it to walk over and look outside. The trees are green, and all
is quiet. Use the "back" arrow on the left or right edge
of the screen to return to the normal view.

Walk over to the lever
on the left wall and pull it to smash the giant hammer into the door,
which buckles but does not break. Pull the lever two more times to
knock the door into extinction. Now leave the room via the door.

Feeding the Flytrap

You stand atop a small
platform on the left side of the new room. Several cords hang from
the ceiling, and there’s a Venus flytrap contraption on the floor
below the platform. Walk off the edge of the platform – you bounce
once, and then fall directly into the mouth of the flytrap, which
spits you out a moment later. Clearly you aren’t its favourite type
of food.

Walk below the cords and
click on each of them to jump up and pull. The first three cords from
the left don’t seem to do much – just a funny sound. Click again to
fall back onto the floor. The fourth cord extends all the way to the
floor when pulled, and causes the door to open – when the cord is
let go, the door closes again. The fifth cord causes a cowbell to
sound when pulled, but no changes are visible. Walk over to the door
and click on the button – oops, sucker punch!

We’re going to have to
get something to extend the fourth cord so that we can exit the door.
Walk over to the top of the ladder, and click on it to climb down.
The ladder leads to a small balcony hanging in space. Proceed over
to the mailbox and read the note inside – it’s a hint about what to
do next from someone named Willie. Apparently the flytrap likes to
eat rings.

You automatically throw
out the note in the waste-paper basket. You can return here throughout
the game to get hints when you are stuck on a puzzle. There’s a continuous
supply of notes from Willie in the mailbox, but usually only the first
provides any guidance on how to proceed in the game.

Return up the ladder to
the flytrap room, click on the flytrap to stand beside it and give
it a little push to the right. Keep clicking on it until you’ve shoved
it all the way over so that it’s directly below the 4th cord. Now
grab the cord – the flytrap gobbles it out of your hands, and swallows
the ring. The door is now open for you to leave the room.

Welcome to the Neighbourhood

Walk forward into the centre
of the clearing here. Straight ahead, there’s a path leading to a
red-coloured building set into a large cliff. Pan to the right to
see a yellow building, then a purple swirly covered building, then
a light green building (this is where you came from), and then a red
and yellow building with a narrow brown front door.

Walk towards the narrow
brown doors and click to go in. You can walk down a short staircase
into a room below with a ceiling fan spinning round and round. Try
clicking on the white button on the right wall – this opens the front
doors again, allowing you to exit. Pick up the small square to be
found on the floor in the centre of the room – you’ll store it in
your chest for later!

Click on the panel located
to the left of the close door – this is a slide puzzle that must show
the letter "H" before the doorway to the right will open.
Unfortunately I don’t have any advice for you to solve the slider,
since this is the first of a number of puzzles in the game that area
randomly generated each time the Neverhood is played. In this case,
the starting positions of the individual tiles are randomized. Adjacent
pieces can be shifted to the "blank" space by clicking on
them, the brown tiles belong on the right side of the square, and
the blank tile can be placed in either the middle-top or middle-bottom
positions. Good luck!

After you’ve completed
the "H", the door to the right opens – click on the open
doorway to go through. Pick up another square lying on the floor here,
and then click on the viewer on the centre wall of the room. These
squares are actually disks that you can insert any of the viewers
that you find during your explorations of the Neverhood. You will
encounter a number of these viewers during the game, and the disks
that you’ve already inserted will always be present any viewer you
access.

Click the play button in
the centre of the viewer, and watch the movie contained on the first
disks you’ve collected. You are introduced to Willie Trombone, who
has recorded some important information for you, and stored it on
the disks. The empty slots below the screen represent the disks that
remain for you to find.

The Long Walk

After watching the disks,
back away from the viewer, and click on the small hole on the right
side of the room to turn it into a doorway (at the expense of the
left entrance). Click again to walk into the next room – the Hall
of Records. There is a large carved picture on the wall in here, and
the echoes indicate that this may be a room of considerable size.
Click on the green button to turn the lights on, and walk to the right.

You will note some text
carved into the wall here (titled "Preamble") that can be
read if you wish – but it’s not really essential to the story. It
is, however, really, really long. Start walking to the right – you
will need to cross about 40 screens to get to the end. Unfortunately,
there’s a disk located on the floor at the very end of the room (plus
a window that you can look out of).

If you are interested in
learning something about several of the characters you will encounter
in the game (such as Hoborg, Willie, and Bil), there is a section
titled "Hoborg" that is located about 30 screens past the
start of the Hall that contains some good background information (it’s
only about three screens long).

After you return from your
long journey, pick up the container located on the floor at the start
of the text, and then click on the button located next to the doorway
blocked by horizontal spikes. The spikes retract, allowing you to
enter the room beyond.

Shoot Out the Lights

This small basement room
is accessed by a very small elevated platform. Ride the platform to
the floor of the room, walk over to the button on the wall, and press
it. A humming noise greets you, but nothing changes. Make sure you
only hit the button once – if you get a loud buzzing sound when you
click, you’ll have to do it again.

We’ll see a little later
on what this accomplished. Walk back to the platform, get on it, and
click on the lever on the right wall. A movie illustrating a gun blowing
the head off a large robot is looped on the wall. Click on the lever
again to stop the movie, and again on the opening near the ceiling
to return to the room above.

We’ve seen this room with
the lights on – how about with the lights off? Proceed back to the
entrance to the Hall of Records, and click the green button to shut
off the lights. Now walk back to the entrance to the basement room.
There appears to be a glowing green light coming from below, so enter
the basement room again. Three glowing green symbols now decorate
the wall in here – sketch out each of the three symbols, since you’ll
need them for later.

Return to the Hall of Records,
and exit to the left. Click on the viewer to insert your two new disks,
and watch the new material. Instead of reviewing everything each time,
try clicking on the disk that you want to view directly. It appears
that Hoborg is the creator of this world. Walk to the small doorway
to the left, click to make it large again, and proceed into the entrance
room. Click on the white button on the right wall to open the front
doors, and exit the building.

Between the Buttons

Walk one step forward,
turn towards the low purple building (one turn to the right), and
click forward to enter. You travel along a twisty darkened hallway
and arrive at a locked door. Click on the door to get a close-up view
of the lock. One of the three buttons to the left has lit up – click
the middle button, and the middle dead bolt unlocks. The button in
the basement of the Hall of Records must have released the second
dead bolt.

Press either the top or
bottom buttons – neither the top nor the bottom dead bolt will open.
We must find two more buttons that will unlock this door completely.
Back up from the door, turn around, and proceed back to the central
area between the buildings.

Back in the clearing, turn
towards the yellow building (the one to the left of the purple building)
and click forward. You can try clicking on the button to the right
of the door, but the door doesn’t open. The tubes above the doorway
chime a 5-note ring, but the other 5 tubes to the right of the door
each emit the same low note. It looks as though we will need to fix
this doorbell. Try standing on the large button on the ground here
– nothing appears to happen. Walk back to the left towards the central
clearing again.

Kid Dynamite

Turn to the right, and
walk towards the red building set into the side of a cliff. Enter
the doors and examine your surroundings. A dummy made out of cylinders
hangs from the ceiling; the cylinders are either white ("DUD")
or red ("TNT"). A number of white and red cylinders are
stored on a shelf on the right side of the room, and a viewing screen
is located in the centre. There’s a small item above the door to the
right, and a disk on the floor.

Pick up the disk on the
floor, and click on the view screen. We get a schematic of the dummy,
and the extra cylinders displayed. The objective here is to switch
all of the dud cylinders (plain rectangles) on the dummy for dynamite
cylinders (the ones with the wicks). The easiest way to accomplish
this task is to click on the dummy’s DUD cylinders until you’ve replaced
them with the correct TNT ones.

When you’ve got your dynamite
man completed, the dummy falls to the floor, but doesn’t do much else.
Leave via the door on the right side of the room (that item above
the door is still unreachable).

Burping and Screaming

The next area you entered
is open and brown. Walk forward, and turn to your left. Proceed towards
the tree, and click again on the tree itself for a short movie showing
Klaymen getting a bit gassy from eating one of the fruit. Click again
to hear an even louder burp. Click a third time to hear the longest,
loudest, raunchiest burp in adventure gaming history.

Turn around and walk forward
two steps to the brown double doors. Click to open the doors – they
reveal the head of an animal that appears identical to the one outside
the yellow building with the doorbell. Click on the head – water begins
to flow out the mouth of the head. Turn around, and walk back to the
centre of the brown area. Turn to the right, and walk two steps to
the far wall.

Press on the dark brown
symbol on the wall straight ahead – we catch a glimpse of an ugly
green monster – proceed with caution. Turn to your left and spot a
music box sitting by the wall. Click to move towards it, and watch
a movie of Klaymen playing with the box, and then running from the
green monster which comes crashing through the wall after him.

Klaymen eventually manages
to make it back to the red building; however, the green beast is snapping
its claws at us through the open door. The monster’s actions eventually
knock the item of the top of the doorway and onto the floor. Pick
up the item- it’s a matchstick. Walk over to the snapping claw – the
monster manages to cut off our head, but we’ve got another one available.
Click on the dynamite man to light his fuse, and then click again
to push him into the monster’s claw. The monster happily gobbles up
the dummy, and promptly explodes (and, apparently, Willie gets a meal).

Klaymen’s Kar

Exit the room via the right
door again, and proceed back to the monster’s area. Turn to your left,
and walk through the smashed wall. You will see a red vehicle just
ahead – click to move towards it. You now get a view of Klaymen getting
into a red foot shaped car-like vehicle which runs along grooves cut
into the clay cliff. The car is propelled forward by clicking ahead
of the car in the direction you want it to move.

Move the car to the right,
and enter the next screen – OOPS – looks like a dead end. Turn the
car around, return to the first screen, and proceed into the groove
that goes downward. The next screen contains a spiral groove with
a button in the centre. Steer the car along the spiral to the centre,
and press the button; if you’re having difficulty, the car is more
easily controlled the closer you click to the front of the vehicle.
Proceed back along the spiral, and follow the groove back to the starting
point. Click to the left of the car to get out.

Walk forward one step,
turn to your right, and return to the red building. Walk through the
room, and exit via the left door. Walk back along the path to the
central clearing, pan to the left, and proceed to the yellow building
with the doorbell.

Target Spitting

Now when you step on the
large button on the ground, water flows from the animal head to the
left. Click on the water to fill up the container that you obtained
from the Hall of Records and drink it down (you must be quick about
this action – click on the button, and then on the water flow as soon
as it starts, or the water will simply shut off).

The objective of this exercise
is to fill up the 5 tubes to the right of the door so that they exactly
imitate the 5 tones of the doorbell. The tubes will contain different
amounts of water – the higher the tone, the more water will have to
be spat. Press on one of the tubes to the right of the door – Klaymen
spits the drink directly into the tube. What aim! Repeat these actions
to fill up the tubes to the levels that you think will mimic the doorbell.

The difficulty with this
puzzle is that if you try to ring the doorbell, and you don’t have
the amounts of water in the tubes matched exactly to the tones of
the doorbell, the tubes automatically dump out all of the water collected
in them. This makes the puzzle incredibly tedious, particularly if
you have trouble with aural puzzles. Fear not; the correct number
of "spits" for the five tubes are (starting from left):
3 spits, 1 spit, 2 spits, 0 spits and 4 spits.

Once you have the correct
amount of waster in each tube, ring the doorbell. The door opens –
the button will now always open the door since the tubes don’t empty
out when you finally solve the puzzle. Go ahead and enter the building.

Buggin’ Out

A talking TV asks you a
knock-knock joke as you enter the room, but you have no way of answering
him, so just ignore the boob. Pick up the disk on the floor here,
and have a peek out the window –a small room is visible way above
the red building. Back away, and walk to the right.

The other side of the room
contains another disk, and a viewer. Pick up the disk and click on
the viewer to get caught up on the new disks to watch. Sneak a peek
out the window to see a cannon. It looks as though there’s a room
above the one we’re in right now, but it is inaccessible at present.
The retracted ladder looks identical to the spikes blocking the basement
in the Hall of Records. We need to go back there and extend the spikes
again. Walk over to the left, and press the button to the right of
the door to open it.

Walk off to the left, and
go back to the yellow building with the narrow brown doors. Make your
way back to the Hall of Records, and press the button that extends
the spikes blocking the basement doorway (the button is just to the
right of the basement opening). Now return to the entrance, walk outside,
proceed back to the doorbell building, ring the doorbell, and go inside.
Walk back over to the ladder, and click on it to go up into the attic.

There’s a round button
on the wall here – press it to hear a soft hum. Have we unlocked the
door under the purple building now? Pick up the disk on the floor,
and pull the cord hanging from the ceiling – we are attacked by a
slimy bug that tries to eat our head. Luckily it retreats back into
the ceiling, and we have a towel to clean up with. Sneak a peek out
the window before you go.

Walk back down the ladder,
exit the building and re-enter the clearing. Pan to the left, and
walk into the low purple building. At the door, click on each of the
three glowing buttons to unlock all three of the dead bolts, and open
the door.

Building Bridges

Walk forward onto a brown
clay bridge, and look to your left – you can see a bit of the lake
below, with water flowing in from the cliff face. Turn back to the
right, and continue across the bridge. Turn to your left, and click
on the video viewer. Pressing the red button below the screen causes
a blue symbol to flash for a few seconds. You will need to sketch
out all 12 of these symbols in order, keeping the following things
in mind:

  • There are 12 symbols
    to copy down – note what each looks like, and their order.
  • Each time you play the
    game, the order of the symbols will change – the order is randomly
    selected by the computer the first time you access this viewer.
    This is why I can’t provide more guidance for this part of the game.
  • If you load a saved
    game and watch the viewer again for the first time, the order of
    the symbols will be different. After the viewer is accessed, the
    order of the symbols is fixed for the remainder of the game.
  • One symbol will be repeated
    at some point during the 12-symbol cycle, and will be accompanied
    by a whirring sound effect – note the relative position of the noisy
    symbol during the cycle.

Watch the cycle several
times until you have determined the proper order, and the position
of the noisy symbol. Back away, turn around, and walk towards and
through the open doorway . You are standing on the left side of a
small balcony, with a piece of equipment to the right. Walk over to
the equipment to look at it closer.

You are now required to
build a model of the clay bridge by placing the blocks strewn below
onto the first block above in the proper order as determined by the
carved symbol on each block. Place the wrong block onto your model,
and the whole thing collapses. Here’s the order:

1. An "F" block,
with the top branch of the F running parallel to the flat top of
the block
2. An "IP" block", with the IP slanted, and the bubble
of the P pointed at the block’s top
3. A "BB" block, with the B’s bubbles pointed up towards
the top of the block
4. An "F" block, with the F’s branches pointing up towards
the top of the block
5. An "IP" block, with the P’s bubble pointing down towards
the round bottom of the block
6. A "BB" block, with the B’s bubbles pointed down towards
the bottom of the block
7. An "F" block, with the F’s branches pointing down towards
the bottom of the block
8. A "BB" block, with the B’s bubbles pointed to the side
9. The last remaining "IP" block

Once the model is finished,
press the end of the bridge – it tries to fold down, but the "water"
underneath pushes it back up. Nothing more to do here for now. Back
away, and exit the balcony.

Big Gun

Outside the room, turn
to the left, and click on the base of the cannon. Once you’re settled
in, take a peek into the target viewer. You have to input two sets
of three symbols in order to choose the correct target. We have already
found the three vertically stacked symbols to the left (in the darkened
basement of the Hall of Records). Click on the left and or right arrow
buttons to find the three symbols that match the ones you collected
from the basement.

Once the correct symbols
have been entered, they are locked into place. We do not, however,
yet have the three horizontal symbols over to the right, so we don’t
have anything to put in on the other input device. Try pressing the
big red button on the left anyway…and watch the havoc we’ve caused.
Our cannon shot hits the cliff, which dislodges rocks that block the
flow of water into the lake. The water drains out the lake into a
large drain pipe, revealing a previously submerged yellow building
at one end of the lake.

Back away from the target
view, and turn to the left to face the doorway to the balcony again.
Proceed onto the balcony, and walk over to the bridge model. Press
the end of the model bridge, and watch it fold completely down into
a staircase. Back away from the model, and leave the balcony.

Under the Sea

Outside the balcony room,
move forward one step, turn to the left, and walk forward – as expected,
the bridge has turned into a staircase leading down to the bottom
of the lake. Walk down the stairs – Klaymen decides to take the quick
way down – and turn to your right. Walk forward to the large drain
with the warning signs. You are standing in front of the only way
to die in the Neverhood – click on the drain, and Klaymen falls down
through the Neverhood and out the bottom – I advise you not to do
this (or at least save your game before trying it!).

Instead, turn to your right,
walk towards a green Klaymen Kar, and get in. It’s time to explore
the "side" of the lake. Propel the car upwards, and go left
at the T-intersection in the groove. Follow the groove off to the
left, then up and to the right a bit. You reach a dead-end at a funny
looking radio playing a crazy sounding song, with a cow bell ringing
every so often. Very curious – make sure you can recognize this song
again before retracing your steps all the way back to the first groove
intersection.

Follow the groove to the
right, then up, and back towards the left. At the next fork (you can
go up or continue left), choose the "up" option, and follow
this groove over to the right, and then down. Stop at the test tubes
located to the right – blue, red and green liquids are shown – and
record the level and colour of liquid in each tube. Continue along
this groove – it weaves its way back to the left, and then dead-ends
near the lake bottom. Return past the test tubes back to the left-up
fork, and go off to the left this time.

Pretty soon you will encounter
another "left or up" fork – choose the "up" option,
and follow this groove until it ends just below the position of the
cannon. Read the plaque here – it’s "The Cannon Monument",
and mentions that "This cannon was put here by Hoborg".
Someone has scratched out Hoborg’s name and written "Klogg "
underneath. Return to the left-up fork, and go left this time.

Follow this groove over
to the left, then up, up, up – all the way up past the red building
to the top of a tower. Click on the small window here to peek into
the room – this appears to be Willie’s bedroom. Have a look around,
and then return along the groove in the Kar. Remember to take the
right option at the two forks you will come to, and go down at the
fork close to the start of the wall maze. Get out of the car, walk
forward a step, turn to the left, and walk forward to the yellow building
with the satellite dish on top.

Radio, Radio

Enter the yellow building
through the front door, and pick up the disk on the floor. There is
a closed door over to the right, and a radio set into the wall – it
looks very similar to the one on the lake wall we saw a little while
ago. Click on the radio for a close-up – it’s dark and silent.

How do we turn on the radio?
What was the other sound we heard from the wall radio? A cow bell
– just like the one that sounds when we pull the right-most cord in
the flytrap room! We’ll need to travel back there and pull the cord.
Exit the yellow building, walk forward, and turn to your right to
go up the stairs. At the top, walk forward, turn to the right and
enter the balcony. Walk over to the bridge model, and press on the
end of the bridge to raise it up. Now leave, walk forward, turn to
the left and cross the bridge again.

Proceed straight through
the purple building and walk into the main clearing. Pan to the left
until you are facing the light green building, and enter. Pull the
rightmost cord (listen for that cow bell), and leave again. Walk forward,
and pan to the right to face the purple building. Enter, press the
three buttons on the door to unlock the dead bolts, and walk onto
the bridge again. Cross the bridge, turn to the right, enter the balcony,
and lower the bridge model again. Leave the balcony, walk forward,
turn to the left and descend the staircase. Turn to the left, and
reenter the yellow building.

Click on the radio – it’s
now on, and squawking. We’ve got to find the setting that will play
the same song as we hear from the radio on the wall. Rotate the dial
clockwise by clicking to the right of the big red arrow. Keep clicking
until the correct song is playing – go slowly so that you don’t miss
it. When you’ve found the song, back away from the radio – the front
door is closed, but the door to the right should be open.

Incredibly Shrinking
Klaymen

Walk into the darkened
room, and click on the window – not much of a view here. Now click
on the orange glassy-looking item located to the right of the window
– another three test tubes filled with orange, purple and yellow liquids.
Again, note the colour and level of the liquids in each tube. Back
away, and proceed down the stairs to the room’s main floor. Pull the
cord on the right side of the room to turn on the lights. We’ve got
a large glass cylinder to the left (with "BOBBY" scratched
into the side), and what appears to be a miniature room to the left
of the bottom of the stairs.

Enter the glass cylinder,
and try pushing the grey buttons below the five diamonds – the five
stones spin around, but nothing seems to happen. Nothing much happens
when the red button is pressed either. Perhaps we need to turn off
the lighting in here. Walk back out into the room, pull the cord to
turn off the lights, and then return to the glass cylinder. Try pressing
the red button now – a laser shoots out from the left, lighting up
each the five stones. Try pressing some of the white buttons and then
the red button again – now some of the stones will have changed colour
when hit by the laser, but still nothing really happens.

What colours should we
set the stones to be so that something happens? What about the word
scratched into the side of the cylinder, BOBBY? Try changing the colours
of the stones from left to right to Blue, Orange, Blue,
Blue, and Yellow. Since you aren’t able to see what
colour you’ve changed the stone to until you fire the laser, the easiest
way to find the right settings is to press each of the five white
buttons once and check the colours of all five stones by hitting the
red button. If any of the stones have turned the right colour, don’t
press that button again.

Once you’ve achieved the
correct combination, there’s a giant flash, and you are miniaturized.
Walk over to the very small room to the left of the stairs, and click
to enter. There is a liquid dispenser located in the middle of the
counter in here with orange, yellow and purple liquids available.
Fill the containers to match the amounts in the larger versions to
the right of the window by clicking on the appropriate coloured knob.
Once finished, click on the red lever to mix the concoction and drink
it (if you get the mixture wrong, Klaymen shows his displeasure).
It isn’t long before you are big again.

The only problem: that
exercise didn’t really accomplish anything. Go back into the glass
cylinder, zap yourself small again (just hit the red button), and
run over to the right side of the stairs, where there is a small doorway
here. This leads to a ramp that takes you all the way up to another
doorway located immediately left of the barred window. Click on this
doorway to pass through.

A Little History

You find yourself in a
blue room filled with statues, with another tiny lab located over
to the right. Walk over to the lab and mix up a concoction (by clicking
on the coloured knobs) that consists of red, blue and green liquids
in the amounts that were in the test tubes on the lake wall. Hit the
red lever to mix the liquids and drink the concoction. You are life-sized
again!

There is an opening on
the ceiling, but we don’t currently have a way of reaching it. Pick
up the disk on the floor, and the have a look at some of the statues
along the walls. Pay particular attention to the statues on the right
side of the room, and find the one situated directly in front of a
window. Click on the ball situated in the centre of its head, and
a ladder descends from the ceiling allowing access to the room above.
Click on the ladder to climb up.

The room above contains
a viewer, a door in the back, a disk on the floor and a pull cord.
Click on the viewer to get rid of your recently collected disks, and
watch the movie. We are introduced to Klogg, who looks a lot like
we do!. Only nine more disks to go!

Walk out the exit to the
back, and climb into the strange looking vehicle. Click on the control
panel to get a close-up – it consists of a large red button on the
left, and six smaller buttons on the right arranged in a circle. A
flashing button indicates a location we can transport to – but only
one of these buttons is flashing right now (the red one with the nail
on it). Hit this smaller red nail button, and then the larger one
to the left, and we are transported away.

Worlds Colliding

We arrive at a barren brown
location – get out of the car, and pan around. All of the Neverhood
is spread out below for us to see – you can spot some of the places
you have already visited. Turn back to the left, and click on the
giant nail attached to a chain that leads back to the Neverhood. We
struggle with it, while an ugly creature watches us from a window
of a tall building. Could this be Klogg – but he’s so mutated and
ugly.

Finally we get the nail
out, and the Neverhood slowly drifts back together – evidently it
had been split apart at some point. Note that the groove located near
where the beastie attacked us is now connected to another path – we’ll
have to return there later on to see where it now leads to. Once the
show is over, turn around and get back into the car again. Now two
buttons are flashing – since the green one will take us back to the
first transporter, click on the orange button and we are transported
away.

We arrive in a pink coloured
room with a large carved drawing on the wall. Hop out of the transported,
and scoop up the two disks on the floor. It’s a little tricky getting
out of this room, since the door only opens for a few moments after
the button on the floor is pressed (the door is rudely slammed in
your face if you miss it. After you step on the button, immediately
click on the open doorway to get out as fast as you can – it may take
you a few attempts, so keep trying.

Ready to Order

Turn to your right and
walk towards the small house straight ahead. Click on the house several
times to get a series of rude messages telling you to go away. Oblige
the hermit by turning around and walking back to your original location.
Turn to your right, and take several steps forward through the short
tunnel and out the other side.

Turn to your right several
times until you are facing the short viewer located immediately to
the left of the tunnel’s entrance. Walk to the viewer, and click for
a close-up. You will have to pull out your notes that you made back
at the viewer near the cannon. As the symbols scroll through their
cycle, click on the appropriate symbol to place it in order from left
to right according to your notes. When you get to the position of
the "noisy" symbol, put whichever of the symbols here that
is making that same noise.

Once you’ve completed the
correct order, the viewer swings back revealing a red room with a
disk on the floor. Pick up the disk, and note the groove-track over
on the right side of the room – perhaps we’ll be returning here later
in the game. Exit the room, and walk back towards the centre of the
current area you are in.

The Perfect Memory

Turn to your left, and
walk towards the mustard-coloured building with the purple door. Enter
the building and look around – we’ve got a mouse munching on a piece
of cheese below a big black tube. Press the button on the floor to
see the tube in action – apparently it’s a large vacuum system that
has sucked the mouse and his snack off to a new location. Walk past
the vacuum tube to the right and enter the next room.

Pick up the disk on the
floor in here, and the play the viewer to catch up on the new episodes.
Now walk over to the large panel on the right-hand side of the room.
Try clicking on some of the tiles on the panel – this is just like
a kid’s memory card game where you match up pairs of identical symbols.
Yes – except that the entire board becomes covered up again after
you mess up only one pair of symbols! This obviously requires you
to patiently map out the identity and location of all 48 of the tiles
on the panel.

After mapping out the entire
panel, carefully turn over each matched pair – once you are done,
spend a bit of time and count up the number of times each of the ten
symbols appears on the panel – this will become very important later
in the game.

Very Cheesy

Exit this room to the left,
and walk across the entrance room off to the left. A large black box
blocks your way on a small bridge – click on the box to get a close-up
of the situation. You must steer the mouse to his cheese in the bottom
right corner by choosing holes for him to go through. The game board
is mapped out below; the holes numbers are in red, and the location
of where the door leads you to is shown inside each hole.

Puzzle

Follow this pattern to
get you to the end really quickly: 1-7-15-17-30-37-46-12-5-43.
The black box slowly disappears into the ground, leaving the way to
the left open.

Walk to the left, and enter
the room with what looks to be cheese stuck to the wall. Pick up the
two new disks in here, and then walk to the left of the weird looking
machine. Click on the machine to push it to the right – give it a
couple of pushes until it drops into an electrical outlet on the floor.
Pull the lever on the right – an upside-down slide of Klogg is displayed
on the wall.

Click again to turn off
the projector, walk around to the left side again, and start pushing
it to the right. Push it across the screen, across the bridge, and
into the front entrance room. Position it directly over the vacuum
tube, and press the floor button to shoot it off to another place.
Hit the button on the wall to open the front door and leave this building.

Spin That Wheel

Proceed forward into the
centre of the clearing before you, pan to the left, and walk towards
the red building with pink dots. Enter the doorway, and watch Klaymen
try to twist the small scale model of the building. This causes the
entire building to twist down on its axis, making the flat area beyond
the house accessible. Unfortunately, it’s at the expense of that little
green creature. Turn around – the house has twisted back to its original
position, preventing us from going back.

Face forward again, and
walk towards the brown building straight ahead. Klaymen enters the
room, and immediately stumbles into a hole in the floor. A friendly
little purple guy comes out and finishes the job, knocking us all
of the way through the hole. We land in a darkened cavern with three
green symbols on the wall, a disk on the floor, and another transporter.
Copy down the symbols – these are the 3 remaining symbols we’ll need
to operate the cannon. Pick up the disk on the floor, and get into
the transporter.

Have a look at the control
panel – now four of the buttons are blinking. The red takes us to
the tiny platform above the Neverhood, the orange takes us to the
pink room, the green takes us above the radio room, and the blue button
is a new one. Hit the blue button, and be zapped away.

Teasing Teddy

Get out of the new transporter,
and walk to the left – the game switches to first person perspective.
Walk forward through the tunnel until you reach the wall ahead. You
may hear Willie’s voice calling for help from somewhere above. Turn
to your right, and walk towards a panel located on the low wall ahead.

When you get close enough,
hit the red button below the panel – it opens to reveal several buttons
and pictures. There’s a drawing of a teddy bear hanging from a structure
in the top right corner, and three of the symbols from the memory
game are shown below it. Use the arrow keys to input the correct number
of occurrences for each of the three symbols on the memory game panel
(the value is displayed on a die). Now hit the big yellow button –
if you’ve inputted the correct numbers, the arm holding up the bear
swings around so that a large robot trapped in an enclosed area can
look at it through a round window.

Back away from the panel,
turn around, and walk forward. Turn to your left, and walk back to
the transporter. Get in, and press the green button to be taken back
to the transporter located on the top of the radio building.

A Little Backtracking

We need to go back to the
Klaymen Kar on the other side of the dynamite dummy building to investigate
the new groove created when the Neverhood was pushed back together.
Walk back into the building, and use the viewer to catch up on any
of the newly created disks you may not have seen yet. Once completed,
grab the cord hanging from the ceiling – this takes you all the way
down to the miniaturizing room. Walk back up the stairs and enter
the radio room.

Click on the radio for
a close-up, and turn the dial counter clockwise back to its starting
point (click to the left of the red needle). Step back – the front
door should now be open.. Leave the building, walk forward, turn to
your right and ascend the stairs. Walk forward, turn to the right,
and walk into the balcony. Turn the model of the stairs back into
a bridge, exit the balcony, walk forward, turn to the left, and cross
the bridge. Walk through the purple building into the clearing, through
the red building with the dynamite dummy, and out the door to the
right.

Walk forward until you
reach the wall, turn to your left, proceed to the red kar, and get
in. Steer the car to the right, and follow the groove all the way
into a red room. Park the car at the end of the groove and get out.
Pick up the metal tool on the floor of the balcony (on the left side)
– it looks like a wrench, or maybe a key. Get back into the kar, and
return to the starting point.

Kill Bil

Get out of the car, and
make your way back to the clay bridge via the red and purple buildings.
Re-cross the bridge, turn to the right, take a step forward, and turn
to your right. Click on the cannon to access the targeting system.
Enter the three symbols that you copied down from the wall of the
darkened cavern into the three horizontal spots on the right of the
panel. Once you get the 3 correct symbols, the arrow buttons disappear.

Now we must position the
gun with the coordinates we entered. Click on the small white arrow
at the bottom of the vertical target line in the middle of your screen.
We watch the gun platform raise up into the sky. Now hit the small
white arrow on the very left of the horizontal target line. The gun
pans around until it faces the hole that the large robot is looking
through at his Teddy.

Hit the red button on the
left – we literally blow the head off the robot. To return to the
ground, first click on the horizontal white arrow (now at the right
end of the horizontal target line), and then the vertical white arrow
(now at the top of the vertical target line). Back on the ground,
back away from the gun, turn to your left, and enter the balcony.
Lower the stairs once more, exit the balcony, walk forward, turn to
your left, and descend the clay stairs to the bottom of the lake.
Turn to your left, walk to the radio building and enter.

Kill Bil, Part Two

Adjust the radio to your
special song, and reenter the miniaturizing room. Re-miniaturize yourself
in the bubble, and walk up the ramp to the sculpture room. Use the
little lab to make yourself big again, and climb the ladder up to
the top room. Exit the room at the back, and climb into the transporter.
Use the blue button to transport back to where you blew up the robot’s
head.

Get out of the transporter,
walk over to the left, through the tunnel, and turn to the right.
You are now treated to an extended movie that involves Klaymen resetting
the robot from BAD to GOOD, the rescue of Willie from a monster, and
the theft of Bil the Robot’s teddy bear by Klogg’s thugs. Bil manages
to open the door to the Neverhood palace, and you are able to get
inside, but Klogg sets off the cannon remotely, and Bil and Willie
are knocked out into space.

Putting Klogg to Good
Use

Inside the palace, walk
forward, turn to your left, and proceed towards the doorway shaped
like a monster’s jaws. Enter the room behind the doorway. So this
is where the vacuum tube brought the mouse, and the projection machine.
Pick up the disk on the floor (only one more to go!).

Walk over to the right
side of the room and click on the panel here – you will see a board
with 16 numbered keyholes in it. We’ve already found something that
looked kind of like a key, but we don’t have a way of putting it into
the board. Back away, and examine the drawing on the wall near the
projector. It seems to show three keys on it, but the right side of
the picture is obscured by darkness.

Walk over to the left of
the projector, and click on it to give it a shove to the right. Repeat
this until the projector falls into another floor plug (like the one
in the cheese room) Hit the lever on the projector’s right side to
display the slide of Klogg – and illuminate the rest of the drawing
of the keys. The drawing shows three keys (the F-shaped one, the single-loop
one, and the double-loop one) and which keyholes each of the three
keys should be inserted into. Since we only have one of the three
keys, we’ll have to come back later.

Key Exchange

Exit the room to the left,
and then walk forward to the centre of the palace room. Turn to your
left, and walk towards the balcony. Enter the balcony, and pick up
the pin lying on the floor here. There’s one of the two missing keys
hanging from a string above the balcony, but we cannot reach it right
now. Exit the balcony and reenter the palace.

Walk forward, pan to the
right twice, and then walk towards the elevator door. Enter the elevator,
and watch it take you up to the second floor. There’s a transporter,
a disk on the floor, and a viewer waiting for you on this level. Pick
up the disk, and insert it into the viewer. All of the disks should
now be blinking since you have collected all 20. The entire movie
will now play – be sure to patiently watch the whole thing once again.
After the movie is done, Willie comes back on screen and eventually
tosses out a key for you. You must watch the whole movie to get the
key.

Back away from the viewer
and pick up the key that’s now on the ground. Walk to the window over
on the right side of the room and look out. That hanging key is being
held up by a balloon. Click on the balloon, and Klaymen pops it with
the pin you picked up on the balcony. Walk back into the room, press
the down button to the right of the elevator, get into the elevator,
and go down to the ground floor.

Outside the elevator, walk
forward, turn to your left (twice) and walk out onto the balcony.
Pick up the third key, and walk back into the palace. Walk forward,
turn to the right a little, and proceed towards the jaws door. Inside
the key room, approach the key panel on the right wall. The three
keys you’ve collected are all here. To place them in the correct holes,
click on each key, and click on the keyhole you want to place it in.

Once all keys are correctly
placed, the panel slides back to reveal a doorway. Walk through into
the next room.

Fly, Trap

We’ve walked into a room
much like the one just outside of where we woke up. There’s a flytrap
in here, and 5 cords hanging from the ceiling. Pull each of the cords
– the first, third and fifth from the left do nothing, the second
lowers the bridge on the right, and the fourth lowers the spikes that
block our path on the other side of the bridge.

You can try pushing the
flytrap beneath the second or fourth cords, and letting it swallow
the ring , but you can only get the beast to either lower the bridge
or the spikes, not both at once. We need a way of getting us over
both barriers at the same time. Perhaps the flytrap can help. Position
the flytrap below the fifth cord from the left – now grab the cord
and hang there for a moment. Finally, click on the flytrap to drop
down – you end up in the belly in the beast, which kindly spits you
across the barriers into the next room.

In the red and white room,
walk over to the door on the right side, and click to go in.

The Final Choice

As we enter, Klogg pops
us and gives a quick introduction. We are given a shot of the throne
room, with Hoborg sitting motionless on the throne. Klogg tells us
that he wants Klaymen to be the king, and hands us the crown to put
on. Since you can’t give the crown back to Klogg, you have two choices:
put the crown on your own head, or put it on Hoborg’s head.

If you watched the disk
movie, you saw how the crown mutated Klogg into a hideously hating
beastie. Its not much of a stretch to see that giving the crown back
to Hoborg is the right thing to do (if you are interested in seeing
what happens if Klaymen crowns himself, save your game and test it
out later). For now, click on Hoborg to give the crown to him.

That’s it…Klogg gets
what he deserves, Hoborg populates his land, and even Willie and Bil
show up for the finale.

Screenshots

Neverhood screenshot 2

Other guides for The Neverhood