No Place Like Home Walkthrough

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Dr Frook
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No Place Like Home Walkthrough

Postby Dr Frook » 23 Aug 2011, 09:52

http://www.freeworldgroup.com/games9/gameindex/noplacelikehome.htm

Looking Around
if you have found everything here, you have all initial inventory, and a few clues, that you'll need.

Facing the Bed

You should be able to find a lion and two notes, and ...

Under the bed,

a ball bearing and two more notes.

The Desk

Two notes, and ...

In the garbage,

a note

In the drawer,

a snow-globe. (And a hint about words you can't see yet).

On a message board above the desk,

two notes, several interesting pieces of paper, and some interesting sticky notes.

Facing the Door

In the cabinet,

a battery, a screwdriver, and a note.

Facing the Phone

Just note that the cabinet is locked, and you can look up more closely at the painting to find a note.

In the Kitchen

Two spoons, a knife, the kettle, and ...
In drawers above the sink,

a funnel and two more spoons.
In drawers under the sink,

A tin can.
High on the wall,

notice a grate.
And notice that you can turn on the tap, as well as the burner.
Facing the Television

On the plant,

after you move away several leaves, a toy scarecrow.

Facing the Bathroom

After you turn on the light you can go in, where you'll find

a note, two bottles of medicine and an empty glass. Also note interesting discolouration of the tiles.

Now, if I've done this right, you should only need to do something first when I've noted it. Often the order is important, but not always.

However, please note this: When you get your 15th note, you get information that can make you lose the game and need to begin from scratch. Depending on how much you've done, you may be able to use some knowledge to try again, or you may need to assemble everything again. So DO NOT follow the directions on the 15th page until you are ready for that possibility.

The Papers (top-right inventory slot)

- Move them by clicking and dragging.
- Click a page once to select it, which incidentally brings it to the top of the pages.
- Rotate them by clicking the selected page. (ie, you must click twice, but not too quickly, to rotate a page once).
- You should be able to form a word.

The Phone Cupboard

You can get this open without a key...

Use the screwdriver. Inside, a battery and a note.

The Grate

If you found the screwdriver, you just need to click it to use it, and then carefully click each of the five screws. When you're done, click the face of the grate to take it away.
Inside,

a note, and a photograph. Note that the back says "HOME".

The Toys

Well, you've got the cowardly lion and the scarecrow. If you've found all the initial inventory items above, you can find the Tin man, too.

You can make him out of the things you have.

Click into the spoons, and bend them.

You need to get that label off of the tin can.

Fill up the kettle with water.

Place it on the boiler, and hit the switch.

Wait a few moments for it to heat up.

Hold the can in the steam.

Tear off the label. Note that "IS OUT" is written on the inside.
Now piece him together:
Begin with

the can.
For arms and legs,

use the bent spoons.
For a head,

the ball bearing.
And of course,

the funnel hat.
However,

to make him permanent, you need to finish The Grate:

Use the screws to keep everything together.
Now what? Well, you have everything you need to.. do something. This is where the logic starts getting tricky. (If you weren't already thrown off by the need to make a tin man.)

Basically, you need to give each of the toys their lost thing. And yes, it matters very much what order you do this in.

The Tin Man

The Tin Man was missing his Heart. How can you give him one?

As in the movie, "simply" prove he already has one!

Give him the photograph of Dorothy. After you wait a moment, you should get a heart-shaped brooch back.

The Cowardly Lion

The Cowardly Lion needs courage.

You must show him, too, that he has it already.

Give him a medal of valour.

Click on and open the brooch you found, and pin it to him. After a moment, it will rip and you will find a lighter inside his stuffing.

The Scarecrow

The scarecrow needs a brain. How can you make him bright again?

First, get to his "brain":

Take off his hat, and using the knife, cut off his hair.
Next,

start the lighter, and illuminate his head with it...

ie, start a fire in there.

The Desk - The drawer and the locked cupboard

All right, you have a dark area that needs illuminating. Forget the desk lamp just above the drawer, you can't use it.

Have you finished the Toys yet? Go back and do that.

Place the lit scarecrow in the drawer.
And a locked cupboard...

Have you finished the Toys yet? Go back and do that.

When you look at the scarecrow again, he is holding a key. Use it on the door to get a box.

The Box (which you get from the desk)

Well, first things first. It's missing batteries.

Did you open the Phone cupboard yet? So put them in.
Now...

Clicking around gives you lit yellow squares.

You are "following the yellow brick road". But where?

Two previous clues: In the bathroom

the yellow tiles
and near the desk.

the sticky notes.
Put those together (there is some overlap) and you will see to fill in the road along the X's:
XXXOOOOO
XOXOOOXX
OOXXOOXO
OOOXXXXO
Hit the switch, and you have yourself a brick.

The Painting
Interestingly, there's something you can do with this immediately.

Click near the top several times until you move the painting away to reveal a wall safe.
It's six digits. Do you have any six digit clues? Probably not yet.

Make sure you've finished with The Toys.

This gives you clues for 0, 1 and 3, from the drawer.
After finishing The Papers and part of The Toys, you also have

Three sets of words: "HOME", "THERE", and "IS OUT".

These make the phrase "HOME IS OUT THERE.

Yeah? So? Well, you should be able to use your hint from the drawer now.

How about if I do this? HOME IS OUT THERE -> OE I O EE

-> 031033. Enter that to find a cord and a note.

The Television

Finish with the Painting first.

OK, plug in the TV. Zoom in.

Go through the psych test. If you get it "wrong" you can restart with A again, so feel free to play around.

Do you see a common element in the questions? How about if you think of how Dorothy gets home in the movie?

Answer "shoes" every time (CBBAC), and you get a special message with an image of shoes.

Putting it all together...

If you've done everything else, you should have:
- The television flickering on shoes,
- A yellow brick,
- 15 notes,
- A glass of water,
- Two medicine bottles,
- A snow globe,
- And several previously used inventory items.
DON'T TAKE THE PILLS YET. You need something else, first.

That doesn't leave much, I guess.

The snow globe doesn't do anything.

The shoes are not just an image.

Hit the TV with the brick and retrieve the shoes.

There is something written inside.

Remember this: 9127
Once you have the one extra thing, you can follow those instructions:


Fill up the glass with water. You'll need to do this several times.

Take 120mg of medicine. Which one?

Both are Morphid. One is 10mg, one is 50mg. Easiest way is two pills of each.
You'll have 30 seconds to act now... but at least if you get it wrong you can easily get here again:

Just go to the bathroom to get both the pills and the water. Take them again.
Here's the right way:

Turn to the door.

Look at the pin-pad.

Enter the code from the shoes.

You win! I guess.
The BUGBLATTER BEAST HAS SPOKEN, ALL HAIL THE BLATTERER!
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