| The Neverhood
Walkthrough by Orb
April 2002
These are just the steps necessary to get you from one end of
the game to the other, with all puzzle solves. There's more to
see in the game than is covered here; I leave it to you to figure
those parts out. If you want to read a novelization of the gameplay,
you'll have to look elsewherewe're all business around here.
Or something.
Pink Room
Click on Klaymen to wake him up. Pull the lever three times.
Click the button on the wall. Look out the window, then go out
the door to the right.
Blue Room
Step off the ledge into the creature's mouth; he'll spit you
out. Move Klaymen to the left of the creature, and push it by
clicking on it until it is under the second ring from the right.
Click on that ring. Klaymen will jump for it and the creature
will take it and keep it in its mouth so that the door stays open.
Before leaving this room, click on the ring on the right end
to have Klaymen pull on it. This opens something up later, and
if you don't do it now you'll have to come back. The ladder to
the left in this room leads to a hints feature. Go out the door
to the right.

Hall of Records
Go forward once and to the left, there will be a set of tall
black-and-white doors. Go inside. Pick up the cartridge (1) on
the floor. You will collect 20 of these throughout the game. That
thing on the wall is a slider puzzle, and you need to do that
next. The picture is a letter H to match the one that was over
the entrance to this building. Here's the solve. Number the blocks
like this:
1 2 3
4 5 6
7 8 9
Click on the boxes in the following order: 5, 8, 9, 6, 3, 2,
5, 8, 9, 6, 5, 8, 9, 6, 3, 2, 1, 4, 5, 2, 1, 4, 7, 8, 5, 2, 1,
4, 5, 8, 7, 4, 1, 2, 5, 4, 7, 8, 5, 4, 1, 2, 3, 6, 5, 8, 9, 6,
3, 2, 5, 8, 9, 6, 5, 2, 3, 6, 9, 8. Voila.
Go through the dark doorway. Click on the cartridge (2), then
click on the small doorway. Go through the now-enlarged door.
Hit the green light switch just inside the door. Go right. Pick
up the beaker on the floor. Go 38 screens to the right, and pick
up a cartridge (3). Look out the window. Go back 38 screens to
the left.
Click on the button to open the door. Step inside. Once at the
bottom, take the cartridge (4). Click on the blue button one time.
Nothing will happen, but you affected something somewhere else
in the game. Go up the elevator halfway and pull the lever to
get a hint. Click on the top. Go back out, then go left. Turn
the light back off. Go to the right again. Go back down the elevator.
Copy down the three glowing green symbolsyou will need them
later for a puzzle that randomizes. There are several like that
in this game, so you will have to write a few things down. Go
back up. Click the button to shut this door. If you don't close
it now, you'll have to come back here later in the game and do
it.
Go back into the front room. Hit the knob on the right, then
move fast through the doors back out into the courtyard.
TNT Room and Beyond
Take one step out into the courtyard, turn left, and move forward
over the bridge. Go through the door. Pick up the cartridge (5).
Click on the computer screen. Click on the left leg of the figure.
Click on the right leg. Click on the left arm. Click on the torso
twice. Click on the head three times. The figure should be made
with all TNT sticks now, no duds. You will exit that screen automatically,
and the figure will lower to the walkway. Go out the right door.
Go forward, right, forward, forward, and click on the red button
to start the water. Turn around twice and go forward and right.
Go forward all the way to the end, and click on the thing on the
wall for a clue. Turn left and click forward on the music box.
Watch the really great (and long) animation.
Now you are back in the TNT room. Pick up the match that the
monster knocked off the top of the doorway. Click on the TNT man,
then click to the left of him and walk Klaymen to his left, then
click on him again to push him to the right. Watch the animation.
Go back out the door. Go back to where the music box was. Click
on the cart. Take the cart right, then down. Go all the way around
the circle until you can push the white button and do so, then
go back out. Go all the way back to the courtyard.
Waterfall Building
Turn left twice and go to the waterfall building. This is a music
puzzle. You must click on the button on the ground, click on the
water, then click on the tubes next to the door to fill them each
with the correct amount of water (number of fills in each) so
they will make the right sound when the door button is pushed.
Spit in each tube this number of times: 3, 1, 2, 0, 4. After you
have filled the cylinders, push the door button and go inside.
Pick up the cartridge (6). Go right to the next room. Pick up
another cartridge (7). Look out the window. Go up the ladder.
If the ladder isn't there, you did not close the door in front
of the elevator that has the same spike things in the long hall
area.
Pick up the cartridge (8). Push the orange button. Look out the
window. Pull the string and watch the animation. Go back out to
the courtyard.
Cave
Go left twice, then forward into the cave. Click on the door
to get a closeup. Click on each of the three buttons. Go through
the door and over the bridge.
Gun Area
After the bridge, go forward and left. Click to get a closeup
of the machine. This is a randomized puzzle. There will be 12
images, some repeats, that need to be copied down. One of these
will have a weird sound to it when it comes up. Note which one
this is. These will be entered in another machine later, in the
same sequence, and the one with the weird sound you will replace
with a different one with a weird sound.
Yellow Building
Turn around, go forward, and turn right to face the gun, and
click on it. Do not change any of the buttons yet. Click on the
red circle at the bottom left and watch the animation.
Turn around and go into the yellow building. Inside there is
a puzzle that makes the bridge into a staircase. This puzzle also
randomizes with each game, but it is very easy to complete. You
must match the symbols on each block back to back in order to
create the lever. If you miss one, they will all fall off, but
you can just put them back.
Once done, click on the arrows on the completed puzzle/handle
and go back outside. The bridge is now a staircase. Go down and
to the right and forward, do not click on the drain (or if you
do, save first), then go right again until you see the cart. Get
in it.
Green Cart
In the green cart, you can visit two places that give you important
clues and two others that forward the story. Go up, at the crossroad
go right (for a while), up, left, up, right, follow the path down,
and stop and note the three beakers and how full they are. These
randomize for each game.
Go back the way you came, up, left, down, to a crossroad, and
go left. At the next crossroad, go up and to the right. Go up
and around to the right, until you reach a plaque, "The Cannon
Monument." Go back to the crossroad, and go to the left.
Follow this a long way to the left, and up, then to the right,
then down, then right again, then up a long way. Peek in and look
at Willie's bedroom, then go back down.
Return to the very first crossroad, and go to the left. Go left,
up, right, up. On the right is a radio. Listen to what song it
is, as you need to find it on a radio dial on another puzzle in
a little bit, and the music randomizes. Go back down and exit
the cart.
Radio House
Turn around, go forward, and go left until you are at the yellow
door. Go inside. Pick up the cartridge (9). Click on the radio
to get a closeup. If the radio is not on, you need to go back
out, raise the bridge, go back to the courtyard, and go into Klaymen's
house, to the blue room, and pull on the fifth ring. This will
turn the radio on. Of course, if you've been following my instructions,
you won't have to go through all that rigamarole, will you?
At the radio, before you do anything, pay attention to what the
current setting is. Then turn the dial and listen to the songs
until you get the one you heard while in the cart. This will open
the door to the right. Yee-haw.
In the BOBBY Rooms
Go down the stairs and click on the door to the clear blue glass
machine. This is a color puzzle. The clue is the word BOBBY on
the side of the machine that can only be seen if the light switch,
which is the cord on the right of the room, is pulled. So in the
machine, set the colors to blue, orange, blue, blue, and yellow,
and then push the red button. Push each button this number of
times: 1, 5, 2, 5, 3.
Now you are small. Go through the small doorway and up the stairs.
Click to the right of the window to get a clue, three beakers
filled to varying levels. Make note of these. You will need to
know this if you want to get big again in this room, in the little
room next to the BOBBY machine. Right now, go through the little
door on the left at the top of the stairs.
Blue Beaker Room
Click on the little open room on the bottom right. Click on the
beakers. Fill them according to the beakers you saw while in the
green cart.
Take the cartridge (10). Next you must find a really crappy pixel-hunting
hotspot, so buckle up. You need to click on the spot in between
the third and fourth columns on the right, and click on the dark
spot kind of in the middle on the side of the fourth one, between
the shiny areas above and below. Confused yet? Just click up and
down along those columns until you get the little figure that's
square and has a ladder on the back of it, and a button in the
middle of the ladder. Hit the button.

Traveling
Climb up the ladder that shows up. Pick up the cartridge (11).
Go through the door in the back. Climb in the travel machine.
Click on the controls, click on the red flashing button, click
on the big red button. Get out of the machine, go right, and click
on the big brown tack. Get back in the travel machine.
Push the orange-and-pink button. Get out, and pick up the two
cartridges (12, 13). Click on the button on the floor, then click
on the door to get through it before it closes. Go forward twice
into the next open area. Turn to the right twice, click on the
machine to get a closeup, and enter in the symbols you wrote down
from the other machine. Just remember to change the one that made
a sound at the other machine to the one that makes a sound on
this machine. Enter the symbols by waiting until the one you want
to enter next appears on the screen, then click the red button.
When all are entered properly, you'll hear a sound like a doorbell.
Orange Room
You should now be in an orange room. Pick up the cartridge (14).
Notice there is an object up high, just out of reach. Go back
out.
Turn to the left. Go to the purple door, and go inside.
Front Room, Cheese Area
Click on the button on the floor and watch the animation. Go
to the right. Pick up the cartridge (15). Click on the puzzle
on the wall. This is a randomized game of concentration. The only
way to solve it is to draw what is behind every square, then click
on two of the same pictures, in a succession of pairs, until all
are done. Save your diagram; it will come in handy a bit later.
Go back to the middle room on the left, and go through the next
doorway to the left. Click on the box in the way that comes up.
This is the mouse/cheese puzzle. The purpose of the puzzle is
to get the mouse to the cheese at the bottom right. To solve,
click on the holes in this order:

Alternately, you can just click on the closest hole the mouse
is facing each time, but before you do that, you must click on
the path to have him show you which hole to go in. For most of
them, he goes back in the same hole, but two of them are ringers,
and he moves forward and goes in the next hole. If you don't figure
out to click on the path, you'll get stuck.
Go left into the next room. Pick up the two cartridges (16, 17).
Move Klaymen to the left of the machine, then push the machine
until it's under the black tube the mouse and cheese went up into
in the middle room. Click on the button on the floor. Watch the
animation. Go back outside.
Pink Mushroom
Go forward to the pink mushroom. Go inside. Watch the animation.
Go through the brown door in front of you. Watch the animation.
Pick up the cartridge (18). Write down the three green symbols
on the wall. These go with the other set of green symbols you
noted down at the beginning of the game, from the Hall of Records.
These two sets are the coordinates needed for the big gun.
The Robot Prison
Get in the travel machine. Click on the turquoise and tan button
on the lower right. Go to the left. Go through the tunnel. Go
to the right. Go forward and open the small door. There will be
three symbols here, with numbers next to each. The symbols are
from the concentration game. From your notes for that puzzle's
solution, you need to count how many of each symbol your concentration
game has. This randomizes for each game. If you don't have your
drawing anymore, you'll have to go back and look at it again.
Click on the yellow button. The arm holding the teddy bear will
swing around, and the robot will move in front of the window.
The First Key
Go back to the front of the tunnel. Look up at Willie. Watch
the animation. Get back in the machine. Click on the green and
yellow button. Go through the door, grab the ring, and get lowered
to the ground. Go back out into the radio room. To exit, you must
reset the radio to what it was on before you started changing
it the first time. You can also tell when the door is open by
how the light from the open door falls on the radio.
Go out and go back up the stairs. Bring the bridge back up. Go
across the bridge to the courtyard. Go to the right and over the
bridge and into and through the TNT room. Go out the right door,
and all the way forward and to the left until you reach the red
cart. Get in the cart and go to the right and follow the direction
the cart can go. It will come out in the top part of the orange
room. Get out and pick up the key, which you can now reach.
Shoot the Gun
Get back in the cart and return. Go all the way back over both
bridges to the gun. Get in the gun and enter in the vertical and
horizontal green symbols you collected. After the symbols are
entered, push on each of the two triangles to redirect the gun's
target. Push the red button. Watch the animation. Push the two
triangles to bring the gun back. Get out, and go back in the yellow
building and lower the stairs.
Go back down the stairs and into the radio room. Open the door
again by resetting the radio (last time, I swear). Go back through
the BOBBY machine, small doors, making yourself bigger, ad nauseam,
until you're back in the travel machine. Click on the turquoise
button to take you back to check out what you did to the robot
with the gun. Go to where the robot was and watch a very long,
very entertaining animation.
Klogg's House
Go forward, and to the right. Go through the doors out to the
balcony. Pick up the pin on the ground. Note the third key suspended
from above. Turn around, go back in, turn right, Go through the
purple door. Pick up the cartridge (19). Go back out, go forward
and left twice and through the red door.
Go up the elevator. Pick up the cartridge (20). Look out the
window, and click on the balloon to pop it and drop the second
key. Go back into the room, and click on the machine on the wall
to unload all the squares into it, and finally watch the film
about the true story of the closing of the third age. Klaymen
is given the third key by Willie once the film ends.
Pick up the key and go back down the elevator. Go forward, left
twice, and out to the balcony to get the second key. Go back in
and through the purple door. Walk Klaymen to the left of the projector.
Push the projector to the right. Click on the projector's switch.
Note down the numbers you see on the wall. These are randomized.
Note the sequence of the three keys on the wall. Click in the
window of the door on the right. Move the keys into the holes
with the numbers you saw on the wall.
Endgame
Go through the blue door. Move the creature under the last ring.
Click on the ring, then click on the monster. Klaymen will drop
into the creature's mouth and then be spit through the window
into the entrance to Klogg's lair. Go through the door on the
right. After a brief animation, you must decide whether to give
the crown to Hoborg, the rightful ruler, or to keep it. The optimum
endgame sequence is to return it to Hoborg by clicking on him
when the game pauses. You should save here and try the other option,
too, though, just for amusement purposes. Also, for a little Easter
egg, try standing there without doing anything until Klogg gets
impatient. 
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