Warning: The following contains information that will help you
solve The Neverhood. Please, DO NOT READ FROM START TO FINISH. If you
do, any number of terrible things may or may not happen. We can't say
for sure. Why risk it? Just read what you need...
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.
Советы наших посетителей (0)
Знаете интересные коды на Neverhood, The? Вам есть чем поделиться с другими геймерами?
Игра ориентирована на настоящих ценителей трудных задач. "The Neverhood" - это настоящий апофеоз головоломок. Не для средних умов, скажу сразу. Обязательным требованием для этой игры являются, прежде всего, крепкие нервы (можно над каждой головоломкой сидеть больше часа). Однако ничто так не развивает логическое мышление, как "The Neverhood"! Красивая графика, неплохое оформление и приятная музыка, и все это приправлено незлобивым юморком. Мои симпатии! :-)
Автор: Klaymen
Оценка:
Я играю в Nevehood с 3 лет (мне сейчас 12), и каждый раз будто заново открываю её! Это моя любовь и моя проблема - из-за этого я не могу играть в другие игры, потому что я ВЛЮБЛЕНА в Клэймена, в Вилли, в Хоборга и даже в Клага! Neverhood - символ моего счастливого детства, она сложна, но интересна. Я фанатка этой игры, да.
Автор: atata
Оценка:
Был 1996 год, я купил игру The Neverhood, но у меня тогда не было звуковой карты, и она не пошла на моем тогдашнем Pentium 233Mhz. Настал долгожданный день, когда я приобрел SoundBlaster 16. Я уже тогда очень хотел сыграть в неё, даже не зная, что это за игра, и то удовольствие, которое я получил от The Neverhood, было неописуемо! К, сожалению я больше не встречал настолько добрых и отличных квестов. The Neverhood - это один из самых лучших квестов по сей день.
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