Neverhood, The

Neverhood, The

07.10.2013 19:36:09
The Neverhood Walkthrough
By J. Phillips
Last Updated 6/3/03

-----------------------------------------------------------------------
I. Table of Contents
-----------------------------------------------------------------------

I. Table of Contents
II. Contact Info
III. Version Info and Credits
IV. FAQ
V. Introduction
VI. Story
VII. General Hints and Tips
VIII. Walkthrough
A. The Beginning
B. The Middle
C. The End
D. The Ending
IX. Disk Locations



-----------------------------------------------------------------------
II. Contact Info
-----------------------------------------------------------------------

Name: J. Phillips
E-mail: tinted_future@yahoo.com

Feel free to e-mail me.



-----------------------------------------------------------------------
III. Version Info and Credits
-----------------------------------------------------------------------

7/5/01 Version 1.1--Started writing FAQ. Finished "The
Beginning" of The Neverhood Walkthrough.
7/6/01 Version 1.2--Added Contact Info and Version Info and
Credits.
7/12/01 Version 1.3--Corrected some details of the Neverhood
names.
8/14/01 Version 1.4--Corrected some minor details.
11/30/01 Version 1.5--Updated contact information.
12/17/01 Version 1.6--Added Disk Locations section.
10/24/02 Version 1.7--Added FAQ section. My FAQ is now a true FAQ!

I'd like to thank The Neverhood, the team of really cool game
designers who made this super-cool game.
My brother Zach and my friend Josh who enjoy this game almost
as much as I do (but not quite).
Gateway for adding this excellent game in the software included
with our (once) new computer.
Sarlakk, who gave me a lot of the corrections with the names.

Uh... that's actually about it.



-----------------------------------------------------------------------
IV. FAQ
-----------------------------------------------------------------------

Several questions have been asked to me quite frequently over e-mail, so
I am now adding this part to my FAQ. Now it is a true FAQ! I hope it helps in
your Neverhood endeavors.

Q: May I post your FAQ on my site?
A: I don't know. Send me the name of the site and then I will consider
it.

Q: Where can I find the Nth disk?
A: See the "Disk Locations" portion of the FAQ.

Q: My game gives me an error that says "Cannot read from the CD". How
do I fix this? Is there a possible cheat code that allows me to get to the end
of the game?
A: I am not sure what this error is. I have never seen it. I would
suggest cleaning the CD and trying again. As for this cheat code, I don't
believe it works. I have tried it several times and it didn't work once.

Q: How do I find the correct station for the radio?
A: You need to take the "claw lift" on the lake wall. Take the left
route and it should lead you to a giant radio in the wall playing the correct
song.

Q: How do I get back out of the radio room? The door is shut!
A: Simple! Go to the radio and turn it all the way to the right (or is
it left?). Once the screen brightens, you know the door is open.

Q: I can't get the mouse to the cheese! How is it done?
A: Take the mouse where he wants to go. If he is facing toward two
different doors, click between the doors. He'll go between them and face which
one he wants to go to. Put him through that one. Forgive my gender bias.

Q: How do I get back to the cannon after the teddy bear swings back to
Bil?
A: You've got to walk back. See the Q&A above.

Q: I haven't played The Neverhood yet. How long did it take for you to
finish the game?
A: The first time I played it, it took me several weeks. Some parts
can be frustrating and downright impossible if you don't know what you're doing
(or if you're colorblind like me). But now that I've played through many
times, I can generally play through within two hours.

Q: How long is the Hall of Records, really?
A: Forty if you count the first room with the door.

Q: The holograms come in this certain order, but there is a funny noise
and I can't get it to work.
A: This "funny noise" must match the other one, or else it will not
work. All the other symbols work fine.

Q: Where are the cannon codes?
A: The vertical code is in the lower room in the Hall of Records. The
lights must be off in order for you to see it. The horizontal ones are in the
little mushroom house... the one where the little blue guy mashes you into the
hole. They are written on the wall next to the transporter.

Q: My CD is jacked up! What do I do?
A: I'm no expert on cleaning discs, but here goes. Take some rubbing
alcohol and wipe it on the disc with a cotton ball (or even a Q-tip). Go from
the inside out. That should help.



-----------------------------------------------------------------------
V. Introduction
-----------------------------------------------------------------------

This document is copyrighted (c) by J. Phillips and it cannot be
posted on any site without my permission. If you would like to post
this document on your site, e-mail me and I'll think about it (see
contact information below).
Since that is now out of the way, on to the FAQ. I have always
loved this game, ever since I got it along with my computer's game
pack. I know there are lots of people who also love this game, so I
decided to make a FAQ of it since there is only a few on GameFAQs,
which is too bad.
This is my first FAQ, so feel free to e-mail me about anything
that is incorrect or mistyped, especially if it involves the game
itself. I really do not want to confuse anyone, so if you find
ANYTHING wrong, e-mail me. I'm basically doing all this on memory, so
there may be some mistakes.
Let's start with the FAQ now.



-----------------------------------------------------------------------
IV. Story
-----------------------------------------------------------------------

Well, to tell you the truth, this game has no story to it. You
find out the story behind it as you play, but it does have a Prologue
(actually kind of like an Epilogue since it takes place in modern day
world) in the manual. It goes like this:



When I was twenty-three years old, I remember reading about an
artifact recovered from a shipwreck off the Florida Keys. The year was
1972. Coral divers had stumbled upon an immense clay tablet of unknown
origin. The scientific community unanimously disputed the authenticity
of this discovery, because although a combination of carbon dating and
expert analysis dated the substance at over two million years old, it
was covered with scrawled modern English vernacular.
"The discovery was dismissed as a hoax (due to the pristine,
uneroded state of the engraved lettering) and my colleagues quickly
forgot about what I now consider to be the greatest archaeological find
since the Rosetta Stone.
A former associate of mine had kept the huge monolith in his own
backyard, calling it his 'Monkeyshines Monument'. There it remained,
in perfect condition, until recently, when he invented a test to
determine the age of the minerals found in hardened sediment. On a
whim, he tested his new process on the mystery slab. To his
astonishment, he found that the object was not made of clay at all, but
of a substance that to this day baffles even the most brilliant
chemists.
We have assigned scores of scientists, professors, students, and
technicians to this task, but to date WE HAVE NO IDEA WHAT THIS OBJECT
IS OR WHERE IT CAME FROM. The following is the text that we found on
the tablet, no doubt the portion of a larger whole.

"...ppy with about twenty beings in a
small neighborhood as a world. With that, he
dumped most of his Klay over with just a bit
left for his greatly reduced plans. It worked
this time, since Tickberger stopped completely
and could not follow them since he was stuffed
with so much Klay. Bil continued under
Hoborg's guidance, holding the little red-
roofed house on his shoulder, where Willie and
Hoborg could ride and room together. After
many years' journey, Hoborg returned and was
ready to build 'The Everhood', a neighborhood
that would last forever... so long as nothing
went wrong."

Dr. Phillip Andelman
Archaeologist



That pretty much sums it up. Well, not really, but that's
what's in the manual. At first I didn't want to play the game because
it had no story. I would highly recommend against that thinking. This
is an excellent game and you should give it some time, because
eventually it unfolds and you'll be mesmerized.



-----------------------------------------------------------------------
VII. General Hints and Tips
-----------------------------------------------------------------------

I have some helpful hints here. Use this if you don't want to
read walkthrough section, which is just a big spoiler for the game.
Only use the walkthrough if you're really, really stuck. Meanwhile,
this should help you some.

1. Have paper and pencil handy. Whenever you see something that may
look important, write it down. You may never believe what you'll find
that will help you later on.
2. Pay attention to everything. This will help you find things that
you may need to write down.
3. Don't start a clicking frenzy. That's not the way of solving
problems in The Neverhood. If you need help, Willie may have a hint
for you beneath the nursery. Then use a rational method to solving the
puzzle.
4. If it looks like it does something, click on it. Sometimes what
you need is in front of your face and you just need to grab it.
5. Try all variables. This includes turning on and off the lights,
pushing buttons or pulling levers to change something. If it seems
like there is one main object in the area, try all variables on it.



-----------------------------------------------------------------------
VIII. Walkthrough
-----------------------------------------------------------------------

All right, we are finally to the walkthrough. I have separated
this walkthrough into three major sections: The Beginning, The Middle,
and The End (it took me a while to think up the names, okay?). Let's
get started.

A. THE BEGINNING
Once you start, Klaymen will be soundly sleeping on the nursery
floor. Here is your first choice in The Neverhood, which will affect
the rest of the game. You can either click anywhere to wake him up, or
you may just sit and watch him sleep. I'd choose the first.
Once he gets up, you'll find that you are trapped in the room.
Pull the lever on your left three times to smash the door in, then
click on the button next to the window. Not much to see outside. Now
walk through the door.
Once through the door, you need to click off the balcony so
Klaymen will jump off into the flytrap. From here you can read the
note from Willie down below and try to figure it out or you can do it
the easy way and push the flytrap below the fourth ring. Click on the
fourth ring to open the door, then walk out.
Yahoo! Your very first first-person experience is at hand! As
you'll notice, you can click left or right to turn or forward to walk
forward. Right now, go forward, and from there, turn left. Go forward
once again, and you'll be at a set of double doors. Click on them to
open them and walk inside.
Nice music, isn't it? Inside, you must click on the little
brown square thing, and Klaymen will store it in his chest. Collect
every single one of these things that you ever see. You WILL need them
later. I may put a special section into the fact that tells where they
all are, but for now I'll mention only the hard-to-reach ones.
Click on the box on the wall to get a close-up of your second
puzzle (if you count the flytrap the first). You must move the blocks
into an "H" in order to open the door. Make sure that the blue goes on
left and the brown goes on right. It doesn't matter where the extra
piece ends up.
If you solved the puzzle correctly, you'll hear a chime and the
screen will go back to its original position. Go through the door.
In here you can click on the disk viewer to watch the disks you
have collected. Remember that whenever you have entered the disks into
one viewer, you may watch the video from ANY viewer on the world.
Once you have watched the video, click on the little mouse hole.
Klaymen will magically make it big enough for him to pass through. You
are now in the Hall of Records. There are a few things to do here.
First, turn on the light, which is the button on the left wall. Go
right a few screens and you'll see a glass beaker on the ground. Pick
it up, then click on the button next to the horizontal spikes. The
spikes will open up. Go through the door the spikes revealed. You'll
be on an elevator. Go down to get the disks and push the foghorn
button, then come back up. If you want, you can pull the lever and
watch a cannon blasting a large robot (foreshadowing?). Come back out
and into the Hall of Records, and from there turn off the lights. Go
back through the door and you should see some neon engravings.
Consider these important. If you don't know what I mean, see hint
number one above.
Okay, go back out and turn on the lights. This part gets really
boring. You have to go all the way right, through every single screen,
because there is a disk at the end. If you want, you can read all of
the stories about Ogdilla and Bertbert and Ottoborg and Hoborg and
Arven and the other two minor gods on there, but that might take you a
month or so.
Go all the way back left. It should take you about 5-6 minutes
in all, considering how long the hallway is. One more thing to do
before you leave this building. Push the button to the door with the
elevator to close the spikes. This will affect a part later in the
game.
Leave the building. The button on the right wall in the first
room will open the doors. When you're outside, you'll need to turn
left and walk up the small bridge ahead. Also, if you turn right you
can see the inaccessible lake. But don't worry about it for now; just
go through the door.
Inside is a cool little TNT dummy. Unfortunately, he has a bunch
of duds attached. If I were originally TNT, I'd really feel
uncomfortable having duds attached. If you click on the screen (which
resembles a TV), you could help him. If you don't feel like it now, go
right and through the door. Otherwise, on that screen, clicking on the
boxes changes the position of the duds and the TNT. The squares and
rectangles with lines poking out of the top are TNT. Trade all the
duds on the dummy for TNT and the puzzle will be solved.
Go right and through the door. You'll be in a clearing.
Forward and to the right is a set of double doors. Walk towards them
and open the doors. Don't be afraid of the triceratops head. It's
dead, so it won't be able to bite you when you reach for that little
red button beneath it.
Turn back around and into the middle of the clearing. A
Mulberry tree/bush is standing there. If you like, you can take a
mulberry and eat it. Eat three of them and see what happens.
From the middle of the clearing, go forward to the wall ahead.
If you click on that strange man-shaped indent in the wall, you can see
some more foreshadowing of what is to come. Turn left and go forward.
Here is a music box you can tinker with.
This animation here is great. I found it hilarious the first
time and I bet it took the animators a great deal of time to make it
(along with the other animations). Enjoy.
At the end of the animation, you should be inside the TNT room
with the dummy. Don't worry about walking into the weasel's grasp.
What happens if you do is actually quite funny. If you wait after the
Weasel has taken a few snaps at you, you can grab that match that was
on the door, and use it to light the dummy by clicking the match, then
clicking on the dummy. Click on the dummy again to push it to the
Weasel, then watch a second animation.
Once the Weasel is dead, you can go back to the spot with the
music box, only this time the wall has been smashed through. Walk
through it to ride what looks like a scaled claw. Go right and down,
then go around and around and around until you can press that button in
the center. Press it, then go back up. You can't get anywhere by
following the track to the right, so go left and step out. Now make
your way back through the TNT room and cross the bridge. From there,
you should be facing the nursery. Turn left twice and walk towards the
house.
Another puzzle here. You need to step on the footpad next to
the triceratops head, then click the water. Klaymen will take a drink
and return the beaker to his chest. If you push the button beside the
door, you will hear a tune that ends in five low notes. You've got to
change those five low notes to match the first five. You can do this
by clicking on the lower whistles so Klaymen will spit into them,
changing the pitch. If you really can't figure it out, fine. The
amount of times needed to spit in them is 3, 1, 2, 0, 4. That will
match the notes. Once you get the notes to match, the door will slide
open. Go inside.
Meet Frenchie, Willie's pet who seems to be trapped in an
overhanging TV set, and from what he says, it seems that if you knocked
on the door, he would have let you in. Oh, well.
Go right into the next screen and up the ladder. If you cannot
climb the ladder, it's because you forgot to push the button in the
Hall of Records to extend the spikes! You'll need to do that before
you continue. Above are two things to do. You can pull the string
from above or you can push the button to make the third and final
foghorn noise, opening access through the cave next to the house. The
string releases a bug with a nasty weapon--spew. Klaymen doesn't seem
to mind (and where did he get the towel?). After the disgusting little
animation, climb back down the ladder, past the quiet yet annoying
Frenchie, and push the button to reopen the door.
Go left and into the first-person perspective. You will be
facing the Hall of Records building. Turn left twice to face the cave,
then walk into it. Keep walking until you reach the door with the
three knobs on it. Click the knobs and the door should open, revealing
a bridge. If the door does not open, you'll need to go and push the
three foghorn buttons again.
Walk across the bridge. You should recognize this place. You
could see it from the first bridge, and you could see the cannon from
Frenchie's house. Cross the bridge, then turn left to face the
hologram viewer on the wall. Push the button to see a hologram. Push
again to see another one. Write all of these down, IN THE ORDER YOU
SEE THEM. One of them will repeat and make a funky noise. I always
just write "noise" down for that one. Don't bother to draw it.
Turn around and go up the steps. Turn right and go forward into
the cannon. When you are viewing through the cannon, you can enter in
that code you saw earlier in the Hall of Records if you want. It won't
do anything now, so you don't have to. For now, just push the red
button to fire the cannon and drain the water from the lake.
When you're out of the cannon, go into the building that is next
to it. Walk to the right and click on the platform to attempt to solve
the next puzzle. You've got to fit the pieces that match the piece
before it to connect it. I can't help you here, because, like most of
The Neverhood's puzzles, it changes every game. Once the pieces are
all connected, press the down arrow to lower the bridge. This will
also lower the bridge outside. Go outside and go down the steps where
the bridge once was.
Congratulations! You have completed the beginning of The
Neverhood!

B. THE MIDDLE
Okay, now you're at the bottom of the lake! You need to turn
right and walk forward to reach the drain. You can jump in if you
like, but I suggest you save BEFORE (not during) your jump. Turn right
from the drain and you'll see another of those giant, claw riding
machines. Walk towards it and jump in. When you go up, you have two
choices, left or right. Right will take you to the rest of the track's
maze, and left should take you to a radio high above. Go left first so
you can hear the music on the radio. Remember the music, you'll need
it soon. Now from the start go right. The track should go right a few
screens, then turn up and go left. When you have the choice of going
left and up, go up. It will curve around next to the building on the
lake floor. The beakers on the window are very important. Write down
the amount of liquid in each beaker, then head back to the beginning of
the maze. If you want, you can check out the rest of the maze and see
a sign made by Hoborg (which a guy named Klogg has crossed out Hoborg's
name and put his own). You can even find your way to Willie's red-
roofed house. Other than the beakers and the radio, there isn't much
you can use.
Leave the maze and return to the stairs. Don't go up, them, go
forward into the yellow building up ahead. Go inside and you'll notice
a blue radio on the wall there, but it's turned off. You will need to
make your way back to the nursery and pull the right-most ring to turn
on the radio. Do this by clicking on the ring. When Klaymen grabs it,
it should make a cowbell sound. The radio will be turned on.
When the radio is on, you need to choose the correct station (the
music playing on the lake wall) by clicking on either side of the
arrow. That will change the station.
When the station is up, the door to your right will open. Walk
through it. The lights here are turned off for a reason, but for now
you should turn them on and see any hints that may be nearby. A very
helpful one is on the capsule-shaped machine to your left: "BOBBY".
If you turn the lights back off and go inside, you'll realize you can
mess with the colors of the crystals when the laser passes through
them. If you match the colors with BOBBY, you'll see what the machine
can do. Change the crystals until the first is Blue, the second Orange,
third Blue, fourth Blue, and fifth Yellow. You'll constantly need to
activate the machine in order to see what the crystals' colors are.
Once the crystals are the correct colors, click the leftmost button to
start the machine. Klaymen will get zapped and shrink.
Hey, at least you're not shrunk in your own backyard. From here
you'll need to go into the mouse hole on the far right of the room.
Klaymen will walk up some miniature stairs; go left through the door.
You're now in the statue room! Walk to the right and into the
miniature bar to the right. By clicking on the beakers, you'll get a
close-up in which you can click each beaker to fill it up a bit. Fill
them up to match the beakers you saw outside then click the faucet
handle to release the liquid into your beaker and make you big again.
Now look at the statues on the wall. If you look at all of
them, you will see a guy with an "H" on his head and a little button.
Push the button to release a ladder for you to climb. Climb the ladder
to find another viewer and a ring up above. DON'T GRAB THE RING. It
will take you down to the first floor. Just enter your disks, watch
the video, then walk out the door.
Step into the strange seat, click the flashing button, then
click the large red button to be transported to an island above the
Neverhood. Step out and walk to your right. You'll now be in first-
person perspective again. A large nail is in front of you along with
what you might recognize to be the Throne Room. Turn right to see the
entire Neverhood, then turn left and click the nail to see a cool
animation of Klaymen attempting to pull the nail from the ground.
Pulling that nail caused the two worlds to unite once again. Go
back to the transporter seat and click one of the two flashing buttons
to go to the second world. If the one you pushed was the wrong one,
then push the other one. You'll find yourself in a new room, which
also marks the beginning of the end.

C. THE END
Grab the two disks, then step on the floor pad. The instant you
see Klaymen's foot go down on the pad, click the door. If you don't do
it quick enough, the door will slam shut in Klaymen's face. When you
leave the room, you'll be in first person again.
Go forward until you pass under the arc, then turn right until
you're facing another of those video holograms. If you click on it, it
will show a close-up and an image on the left will flash on, then fade,
then show another. Remember the other video hologram? You wrote down
the order of the symbols. Well, now you need to input those symbols in
the correct order in this hologram device. Click the button to select
the correct symbol when it appears. And don't forget about the extra
symbol that makes that funky noise.
When you get it correct, the door will open and you can get a
disk inside. Also, you'll see a track for one of the claw machines.
That'll come in later. Walk back through the door and you'll obviously
be back outside. Now go forward until you're in the middle of the
clearing, then turn left towards a large building. Walk towards it and
enter. When you're inside, you'll notice a mouse and some cheese.
Don't worry about it now. Just go left, where the mouse puzzle lies.
A large box will pop up from the ground. Click on it to get to
the mouse and cheese maze. You have to get the mouse to the cheese,
and in order to do that, you have to take the mouse where he wants to
go. So, for example, if the mouse is facing to the right, click on the
door to the right. If he's facing left, make him go through the door
on the left. But if there's two doors on the right (or left) and
that's where he's facing, click between the doors and he'll walk
between them. When he stops you'll know which one he wants to go
through.
The mouse will eventually reach the cheese and you can continue
on to the left and into what I call the "French Fries Room". But the
thing on the wall (or maybe the entire building) is a "chip butty", a
sandwich of French fries and butter. And, actually, this room is the
bridge between the Neverhood and the Throne Room. You can see this by
going to the island above (where Klaymen pulled the nail) and looking
down at the Neverhood. Anyway, continue left and pick up any disks
that may be inside. Push the projector (that thing on one wheel) to
the right (like you did the flytrap in the beginning) all the way
through the screens until you reach the first screen. Leave the
projector directly beneath the large tube up above (next to the mouse
and its cheese) and step on the floor pad near the door. The mouse,
its cheese, and the projector will be sucked up through the giant
vacuum, and you can proceed out the door. Now go to the right. Grab
the disks and click on the wall to the right.
Here is a tough puzzle if you do it the wrong, long, and
difficult way. I'll show you the easy way. Normally, you'd have to
treat it as a memory game. You match two of the pictures, then another
two, then another two, and so on until you either finish the puzzle or
you don't match two of them and have to completely restart. Instead of
doing it that way, just write down how many times you see each symbol
in the puzzle. So draw the symbol, then tally the number off to the
side. This way you don't have to go through the whole mess.
Go back outside and to the mushroom-looking building to your
left. Enter and watch the funny little animation (as Klaymen
accidentally kills one of the FwaSheep).
Once the animation has finished and you're back in control, walk
forward until you reach the building ahead. Before you go in, you can
turn left, click forward, and hear some strange laughing... who could
it be?
Now go inside that building and watch another animation.
Klaymen will be knocked down into the hole. Two things are important
here--the disks on the floor and the cannon code on the wall. Collect
the disks, write down the code, then get into the transporting machine.
Click on the lower right button and then the big red one. This will
transport you to another part of the Neverhood that you have not seen
yet. Exit the machine and walk left to enter your first person
perspective. Now go forward until you've passed Cathead Mountain. Now
when you turn right, you'll hear a voice say, "Klaymen, up here!" If
you want, you can turn back to face Cathead Mountain's tunnel, then
look up to see a "friend". Although I would hardly call someone a
friend who offers no help but simply drops pottery onto your head.
Turn left and walk to the wall with the red panel. Click the
red panel and open it. You'll see three symbols that match some
symbols from the memory puzzle. Enter in the amount each symbol was
seen in the memory puzzle by clicking the "up" arrow, then click the
rotation button to move the teddy around. This will cause the robot
(whose name you will soon learn) to move towards a hole in the wall in
which he is stuck.
From there, you need to make your way back to the cannon. Go to
the transportation device, transport to the bottom of the lake, and use
the ring to get back to the lowest floor. Climb up the stairs out of
the building and jump in the cannon. Enter the two codes you found
into the cannon, then click the arrows that are now visible. This will
cause the cannon to go up, then turn to the right (or is it left?
hmm... doesn't really matter anyway). Now click the big red button to
fire and... whoops! Sorry!
Before you make your way back to the robot (yes, you will have
to do the whole shrinking-growing process again), there is something
else you need to do here. Make your way all the way back to where you
originally found the music box and summoned the Weasel. Get in the
claw and go right. Since the worlds are now connected, you can follow
the path to its true destination--that room you entered by the entering
in the correct symbols on the hologram viewer. If you step off after
following the track, grab the object lying on the ground (which is a
key you'll need later), then retrace your steps back through the track,
to the bottom of the lake, through the shrinking rooms, through the
transporter, back to where the robot was. When you approach, you'll
see a great animation (which probably took the game designers loads of
work to make) in which Klaymen takes control of Big Robot Bil, saves
Willie from a slimy tentacled creature, and pilots him to the ultimate
destination--the Throne Room. Unfortunately, Bil is confronted by a
Clockwork Beast released by the evil figure who watched you reunite the
two worlds. Bil takes control and fights the beast in honor of his
teddy bear and defeats the beast. But the evil figure has more in
store for the heroic robot and its master Willie. As Klaymen enters
the Throne Room with the help of Bil, the evildoer activates the cannon
remotely, knocking a hole through Bil's chest. Bil is seriously
injured--he releases the Throne Room's door just as Klaymen makes his
way inside. Bil, with Willie still inside, falls down the never-ending
blanket of darkness that surrounds the Neverhood.
So it just leaves Klaymen and that super-freaky evil guy. You
should have his name figured out, by the way, unless you haven't
watched the disks lately. His name is Klogg, and he's out for supreme
domination of the Neverhood!
Anyway, now that you're in the Throne Room, walk forward until
you're in the middle of the mess inside the Room. Turn to the right, I
believe it is, and go forward. You should be on a balcony. If you're
not, turn around, walk back out, and find it from the middle. If you
are, just grab the pin lying on the ground, then turn back.
Turn until you face the red door and walk toward it. Enter it
and watch Klaymen ride up the elevator. If you listen closely, you can
hear music that will come in later in the game. When Klaymen exits the
elevator, grab the remaining disk(s) and enter them into the final
viewer. If you've got all the disks, congratulations! You can now see
without interruption how Klogg corrupted himself along with the
Neverhood! If you don't, you'll need to go back through the entire
world, scouring every nook and cranny of it until you collect every
last disk.
In this viewer, you will see that Hoborg created the Neverhood,
then created Klogg so he wouldn't be lonely (he couldn't be happy with
Willie and Bil, obviously). Klogg turned out to be a conniving, power-
hungry little thief. He "started thinking baaaad things". Then, when
Hoborg was in the Throne Room, Klogg stole his crown, which sucked the
life out of Hoborg. Klogg wore the crown, which showed his true form
and turned him into a dirty, ugly, rotten little Klay man. Willie
saved the day (or so he thought) by taking one of Hoborg's life seeds
and dropping it in the nursery. The life seed sprouted and gave form
to Klaymen, who started his first few moments of life asleep (which is
the very beginning of the game).
Now, if you have all the disks, Willie will appear and tell you
how happy he is, then drop a key for you. After viewing all of it,
grab the key, then look out the window to the right. Pop the balloon
with the pin you grabbed below, then go down to the balcony on the
first level and grab the third and final key. From the balcony, go
back into the Throne Room, then go through the blue, cracked door you
may have seen before (but didn't enter). Inside is the mouse, its
cheese, and the projector! Use the projector by pulling the lever on
the side, then write down the number next to each key. If you haven't
noticed, the picture from the projector is Willie, upside down and
giving the thumbs-up sign.
Go to the right wall and enter in the keys in the numbers the
previous wall said to. When you do, the wall will vanish, and you can
enter the final room and confront the final puzzle.
It's actually quite simple, but some people get quite confused
on it. There is a flytrap and a certain number of rings. Most rings
do nothing when pulled, but the other two do. One lowers the bridge,
and one lowers the spikes. But, since there is only one flytrap, you
cannot have him hold both rings to lower the bridge AND the spikes.
If you think about it, you'll get it. Remember in the nursery
with the first flytrap? You jumped down into its mouth, and it spit
you off to the right quite a way.
Do you get it now? If you don't, you should, but that's okay.
What you need to do is move the flytrap underneath the final ring, jump
and grab the ring, then fall into the flytrap. The flytrap will launch
up and over the bridge and the spikes, right into a room with a door at
the end...



C. THE ENDING (Major Spoiler!!!)
When you're finally inside Klogg's (actually Hoborg's) chamber,
Klogg will jump up and scare Klaymen, then apologize. He tells of how
everything is his to command and to do with as he so desires. He also
explains that he wishes for all of it to be Klaymen's to rule. But
Klaymen must first wear the adornment of a king--the Neverhood Crown.
Klogg offers it to Klaymen, and here it is Klaymen's decision. He can
either place the crown on his own head, or he can attempt to resurrect
the fallen ruler of the Neverhood.
If you, as Klaymen, choose Hoborg, Klaymen will drop Klogg's
pants and run towards Hoborg. Klogg raises some spikes to deter
Klaymen, which inevitably does not stop him. Listen carefully--you can
hear the music that was playing in the elevator. Klaymen climbs the
wall, then swings across to the chair on which Hoborg sits. He places
the crown atop Hoborg's head(?), then pushes the button to reconnect
the stairs to the floor.
Hoborg steps down and inquires who woke him. And Klaymen
finally speaks! But Klogg has not finished...
Klogg takes a lightning bolt shaped dagger and proclaims that he
will kill Hoborg. Unfortunately for him, he steps on the remote cannon
device, signaling the cannon to fire. The cannon fires, burns a hole
through the Throne Room, and pulls Klogg out to the emptiness outside.
Klogg manages a few final words before he goes screaming over the edge.
Hoborg decides to finish the Neverhood and make Klaymen some new
friends. The friends go on a rampage around the Neverhood and beat the
crap out of each other before Hoborg finally decides to transport
Klaymen's friends back to the world. All in all, a very happy ending
which is quite funny with Klaymen's friends beating each other up and
dancing and riding the cannon and having fun.
But it didn't have to end that way. If you chose to place the
Neverhood Crown on Klaymen's head, Klaymen would have turned evil like
Klogg, knocked Klogg out, then taken over the Neverhood for his own. A
humorous, yet kind of sad ending to the Neverhood. All that work just
to end up as evil as the tyrant you were trying to avoid... but that's
the way things go, and the Neverhood is all about choices.



-----------------------------------------------------------------------
IX. Disk Locations
-----------------------------------------------------------------------

Okay, people, here's a major part of the game: finding those
disks. It will definitely stump you (just ask any one of the ten
people who've e-mailed me about them). So, to reduce the number of
e-mails I receive about those horrendous little disks, I've added this
new section. I'll list the disks in one order only: the order that
you view them in. This took me a while to do. I had to go through the
entire game again, but it actually only took me about an hour. So
here's the list:


1. Near the first viewer.
2. In the room with the "H" puzzle.
3. In the far right screen of the Hall of Records.
4. In the room beneath the Hall of Records with the Foghorn Button.
5. In the Explosive Shack near the dynamite dummy.
6. In the room above Frenchie with the bug.
7. Near the miniature radio in the lake laboratory.
8. Beneath Frenchie.
9. Near the viewer in the highest room of the lake laboratory.
10. In the room with all the busts and the ladder.
11. Near Frenchie and the viewer.
12. Near the final viewer within Klogg's Castle.
13. Beyond the Hologram door.
14. Inside the key room in Klogg's Castle.
15. Near the underground transporter.
16. Inside the map room (after you've pulled the pin).
17. Inside the map room (after you've pulled the pin).
18. Near the concentration puzzle.
19. In the projector room (with the buttered wall).
20. In the projector room (with the buttered wall).


This document Copyright (c) 2001 J. Phillips and can be in no way
reprinted, posted on any other web site, or used for anything else
other than personal use whatsoever.






 
Комментарии:
Ваш комментарий сохранен!!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Analysis
Engl. Leitfaden

15.Октябрь 2013
Engl. Lösung

07.Октябрь 2013
Engl. Lösung

15.Октябрь 2013
 
Популярное
07.Апрель 2014
07.Июль 2015
27.Май 2015
19.Февраль 2014
30.Декабрь 2013
24.Июль 2014
25.Сентябрь 2015
30.Июнь 2014
04.Март 2019