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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 elsewhere—we'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 symbols—you 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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