No Place Like Home
There's no place like home, but in this beautifully atmospheric little point-and-click escape, it's hard to say if the dingy little apartment you find yourself stuck in could be called home by anyone. A lack of changing cursor makes this game harder than it might normally be, but a cleverly handled narrative and twist on a familiar story make this one moody little gem fans of the genre will want to check out.
Read More75 Comments
Ulch. I gave up. After collecting most of the items, i gave up trying. there just isnt enough logic involved. I got the
build the tin man
bit, but then
combine with photo to get broach?
and the how you are supposed to get the code to the TV or safe..i have no idea!! PLUS there isnt any SAVE funtion!! Yes amazing graphics, but it just doesn't work. sorry
Really? No comments?
Well, I need help. So far I've opened
the phone cabinet by using the screwdriver
and removed
the coffee wrapper using steam.
I also have eleven notes, plus
four spoons, two toys, two batteries I think go in the snow globe, a knife, a coffeepot, an unopened coffee tin, a pinball, a funnel, a water glass, and two dosages of pills I've taken multiple times.
Out with a lot of help, but no walkthrough. I agree, some of the puzzles were not quite so logical, but once you got passed a certain point things flowed along quite nicely. I'd post a walkthrough but I'm horrible at those, so if anyone has any questions I'll hang around and be available for hints! :)
Here's a quick run down to get to where I am.
I'm guessing you've found the easy stuff, so this is just ofr things maybe a little more difficult.
get the straw man from the pot plant next to the television. Go to the kitchen.
Fill the kettle with water, put it on the stove and turn it on. When it steams, but the can above it. When the can is reset back into your inventory, double click on it and peel off the label. (on the other side it will say "is out")
With the spoons, first bend them just by clicking on them.
Go up to the vent near the right top and take the screws out with the screwdriver, inside you'll find a paper and a photo of Dottie (on the other side it says "home")
go back to the kitchen and double click on the can, then combine the already bent spoons, next the pinball, then the funnel, then screws, tighten them with the screwdriver. Place the photo next to the tinman and wait, you will be able to get a heart shaped broach....
I'll finish the spoiler off after I've eaten :)
@Cy Reb - Have you found all your friends yet?
The Cowardly Lion and the Scarecrow are hidden around the room. The Tin Man you have to build, and you have almost all the pieces you need for that.
Check all the drawers around the room.
Especially by the door. There is a screwdriver in there you need.
Also, look around the kitchen very closely.
Up in the right hand corner of the screen is a grate, held on by four screws. Use your screwdriver on that, then you will have all the pieces you need for the tin man.
@PhocsM - Do you have the knife? And have you given Scarecrow a hair cut? Remember where you need some more light?
Light Scarecrow's head on fire and stick him the drawer where you found the snow globe. Don't forget to take him out again, though.
Ok to continue on from wher I left off
So now you've got the heart broach, double click on it and unlatch it, close and then double click on the lion. Combine the broach with the lion, wait a little and the click on the broach a couple of times, eventually it rips the lion...click on the rip until you get the lighter.
Double click the lighter and get it alite.
Now double click the scarecrow and take his hat off, then take a knife to his head, until you've skulled him! combine the lighter to his now empty head...and you have light!
Place him in the drawer that needed light and revealed will be 0=o 1=i 3=e.
An interesting game, and not that frustrating once you realise it runs on dream logic (or possibly seperated-from-reality person logic. Or possibly both.)
A game this complex and surreal could really do with a save button, though. Especially if one particular mistake sends you back to the start.
Currently stuck...
...just before where FlabbyWoofWoof is, I think.
I have the yellow brick box, but I can't open it (the tiles in the bathroom look like a clue, but they don't work). And the ruby slippers are on the TV, but I don't know how to get them out.
No Place Like Home Walkthrough
-
Open the small door on the Tin man and get the heart brochure.
-
Double click the brochure and click on it to open it.
-
Use the brochure on the Lion.
-
Close it and then open the Lion again. Click where the brochure was and you will get a lighter.
-
Use the knife on the scarecrow's head three times.
-
Use the lighter on the Scarecrow and get the key.
-
Put the Scarescrow in the desk's drawer where you found the snow globe and a code will show up.
-
Match the numbers with the letters in the message gathered from the picture, the label and the papers. You will get the code for the safe.
-
The code is 031033.
-
Open the door in the desk with the key and get the box from inside.
-
Go to the safe, open it and get the wire.
-
Use the wire on the electric outlet next to the TV.
-
Click on the TV and press the A buttong to begin the test.
-
The idea is to select teh answer that says Shoe no matter the question but feel free to play around with different answers.
-
The answers for Shoe are C B B A C.
-
The TV will be stuck.
-
Now put the batteries on the box we got from the desk.
-
Now we need to match the patterns from the post-its and from the bathroom and enter it on the box. The post-it at the bottom left overlaps the rightmost one from the bath room.
-
The Xs mark the cells to click on the box.
-
XXX-----
X-X---XX
--XX--X-
---XXXX- -
Click on the red button below the batteries and get the yellow brick.
-
Use the yellow brick to smash the TV and get the red slippers.
-
Doucle click the slippers and you will see the size of each inside. Remember it.
-
Now head to the kitchen, open the water.
-
Double click the blue pills, open the cap and click on the opening, a blue pill will be out.
-
Fill the glass with water and use it on the pill.
-
Repeat 11 times until you see the message that your head hurts and some lights appear.
-
Now quickly turn around until you see a futuristic door.
-
Click on the keypad and enter the code from the slippers and press teh big button at the bottom.
-
The code is 9127.
-
The door will open.
-
You are free.
I've passed the game. If you have any questions, post them and i'll try to give you some hints.
The game was a bit awkward, and I would always get a chill down my spine when the phone rang, don't know why xD This games inspired in stories like Wizard Of Oz or Alice in Wonderland ( Alice is Dead 1/2/3) are awesome.
NO PLACE LIKE HOME WALKTHROUGH
-
Take the stuffed lion from beside the bed next to the cabinet.
-
Take the first piece of paper from under the pillow, and the second from behind the picture on the wall.
-
Click beneath the bed and take the two papers and the pinball.
-
Back out and turn to the right twice to face the television.
-
Click on the plant to remove all the leaves and take the scarecrow toy.
-
Turn to the right to face the kitchen.
-
Take the spoons, kettle, and knife from the counter.
-
Open all the cupboards and take the funnel, oil can, and more spoons.
-
Turn on the faucet and use the kettle on it to fill it with water.
-
Click on the burner to turn it on and place the kettle with water on the flames. Wait for steam to emerge.
-
Use the oil can on the steam from the kettle. Double click on the oil can in your inventory to view it close open, and click on the peeling edge of the lable to remove it.
-
Turn to the right twice to face the door.
-
Open both drawers to take the screwdriver, the battery, and the papers.
-
Go back to the kitchen and click on the vent at the top of the screen. Use the screwdriver to remove the screws.
-
Remove the vent and take the papers and photo inside.
-
Double click the spoons in your inventory, and click on the close up view to bend them.
-
Double click on the oil can to enter a close up view. Use the spoons, pinball, funnel, and screws on the oil can. Use the screwdriver to tighten the screws when you're done.
-
Turn to the right and use the screwdriver repeatedly on the cabinet until the doors open. Take the battery and papers.
-
Double click the tin man for a close up view, and use the photo on him.
-
Click on the door in the tin man that appears and open it to take the heart. Click on the photo again to put it back in your inventory.
-
Double click on the heart in your inventory to enter a close up view. Click on it one to reveal the pin.
-
Double click on the lion to enter close up view. Use the heart pin on him as a medal. Wait until the medal rips the lion.
-
Click the stuffing in the lion twice to take the lighter.
-
Double click the lighter to zoom in on it. Click it once to turn the flame on.
-
Double click the scarecrow to zoom in on him. Use the knife on him twice.
-
Use the lighter on the scarecrow's head to light it up. Take the key that falls from his sleeve.
-
Turn to face the desk beside the bed.
-
Open the drawer, take the snowglobe, and place the lit scarecrow in the open drawer to reveal the code. Take the scarecrow when you've written it down.
-
Use the key on the desk's locked cabinet to open it. Take the box inside.
-
Click on the bulletin board above the desk to look at it. Click and remove all the papers and advertisements until you are left with post-it notes. Memorise or write down the pattern.
-
Go into the bathroom and take note of the yellow tiles above the bathroom sink. Use those to complete the post-it note pattern, overlapping the first yellow tile on the bottom left with the last post-it note on the bottom of that pattern.
-
Take the pill bottles and the water glass from above the bathroom sink.
-
Double click the box to zoom in on it. Use both batteries on it.
-
Enter the pattern you made with the post-it notes and bathroom tiles on the squares on top of the box. Press the red button. If done correctly, it will open. Take the brick.
-
Turn to face the table with the phone on it. Click on the painting above it to zoom in on it.
-
Click on the painting a few times until it reveals the safe behind it.
-
Put together the words you get from Dottie's photo, the back of the oil can lable, and the torn up papers to get HOME IS OUT THERE.
-
Use the code you found in the drawer (where you used the lighted scarecrow) to decode the HOME IS OUT THERE message. So since O=0, E=3, and I=1 you get...
-
The code is 031033. Enter it in the safe and turn the knob.
-
Take the cord and the paper inside the safe. Answer the phone.
-
Turn to the TV and use the cord on it. Click on the TV screen to zoom in.
-
Answer "a shoe" to every question posed.
-
Use the brick to smash the TV and take the shoes.
-
Double click the shoes to enter a close up, then click them again to view the sizes and memorize them.
-
Go to the kitchen and fill the glass with water from the tap.
-
Take as many BLUE pills as you need to, using the water glass, until the screen fills with light and you get a message about your head hurting. These next steps need to be done QUICKLY or your progress will reset. Yes, ALL of it.
-
QUICKLY: Turn around until you find yourself faced with a large metal door and a keypad.
-
Click on the keypad and enter the shoe sizes 9127 as the code.
the original longer walkthrough is either inaccurate or not specific enough. the very first step has nothing on it that was said. and a few steps here and there are not there either. plus you need directions. like say "tun left. open door. take heart necklace" for example. either the walkthrough needs to be cleaned up and more precise or someone needs to make a better walkthrough.
Full Walkthrough
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.
It says "THERE".
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.
Running Google Chrome when I start up the game I'm looking at a television, part of a plant, and part of a black bar that says "Click To Grab Or Use" and two words that are cut off on the bottom that appear to be "No Place." If I had to guess, I would say that the game is bizarrely zoomed in too far within its little viewing area. In any case, I can't do anything within that limited viewing area.
I enjoyed this a lot, even though it was not that intuitive in some of the puzzles. PhocsM's walkthrough unfortunately started in the middle of the puzzle,obviously assuming one had figured through to at least that point, luckily I had figured most of the first part out on my own before I managed to OD and have to start over, though finding the key to the desk I had to look at other walk throughs to get my 'doh, it is in my face' moment to find it, lol.
Only issue I had with this game was that I had to click multiple times to get an item up in inventory so I could view/use it - that bit was very glitchy. Also to solve one puzzle (moving the pages to spell out a word) you had to click and click again, to rotate the pages and that was hit or miss to figure out. It was difficult to move them into the necessary positions to spell out the proper word as well.
Overall though, I really liked the ambiance and the ideas behind this. I did enjoy working my way through even though I managed to die once. Very nice game and would like to see more from these developers.
as others have commented, this game doesn't have much common sense or logic involved. it does, however make sense when u take the logic as that of a crazed guy who happens to be a vivid fan of the wizard of oz series.
this game is not for me, but i can imagine that it will probably have its own niche of die-hard fans.
Er, I've got to the bit where you
Take the pills.
I've taken at least 7 blues AND at least 5 reds and I'm still not getting any light or signs of overdose.
Am I doing it right? I fill up the glass, double click on it to view it, then use the bottle of pills on it and it empties.
Anyone know what I'm doing wrong??
Thanks :D
Lemon, you need to collect all 15 pages and read the instructions on the last page.
There is a particular dosage you need to take. I'm not sure within how much of a time period, but I did take several pills early in the game and then came back and took the correct dosage (ignoring my previous pills) and it was okay with that, so you shouldn't need to start again or anything.
I had the same problem as Tenzhi, The game is oddly zoomed in. It's not playable this way. How can I fix it? It has happened to me before on this site and it's very annoying. Can anyone help?
[Check our Support page for information about fixing the Zoom. -Jay]
I'm sorry, but this game borders on unplayable. While I love the concept, I would rather play a well-made game with a boring premise than one based on a great idea with terrible mechanics. I'm really surprised that this one got its own review, because usually games with this many issues usually get a Link Dump Friday blurb.
It took me about three tries on average to bring something up in my inventory. And then when I tried to use objects on each other, it was really easy to double-click and un-select the object.
And when I took the pills at the end, nothing happened even though I know I took the right amount. I had the game window open for about fifteen minutes while I did something else on my computer, so I figured I must not have taken the right dosage. So I took two more and then the whole "I remember!" sequence happened and my game reset.
Thanks Dora for the nice review, and thanks everyone for playing our first game!
To people who complain about the logic: I agree that if you don't know the film "The Wizard of Oz", it may be quite difficult to know what to do. But if you happen to remember the various characters and their goals, everything will seem very logical, in its own way. In any case, the game is not built upon reality logic but rather on dream logic.
Erica: you must take the right amount of pills in a limited time, because the effect vanishes in less than 1 minute. In your case I believe all the problems you had to be a performance problem. The game probably runs slowly on your machine, so it seems not to be working. But I didn't have any other reports of this kind.
The logic in this game is certainly convoluted, even if you have watched the movie, and some aspects of the gameplay introduce gratuitous complexity, like
realising the key falls from the scarecrow's sleeve when you are focused on lighting his head on (huh?)
Anyway, since the authors chose to base their puzzles on non-conventional logic, a long time for completion should be expected. Thus, the lack of autosave or a save button is a big, fat flaw, doubly so because premature experimentation may reset the game.
Add a soundtrack mute button and a save button and the game will easily raise its rating, at least for die-hard puzzlers. Or add autosave and if you fail the pill puzzle, at least go back to the previous inventory state.
EricaVee's comment pretty much sums up my thoughts about this game.... Way too glitchy/poorly made to be fun; as others have said, the logic was pretty off at times - well, from what I saw at least, considering I honestly couldn't get very far... Too bad, because it looked nice and had a good theme and such.
Leave a comment [top of page]
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
NO PLACE LIKE HOME WALKTHROUGH
Take the stuffed lion from beside the bed next to the cabinet.
Take the first piece of paper from under the pillow, and the second from behind the picture on the wall.
Click beneath the bed and take the two papers and the pinball.
Back out and turn to the right twice to face the television.
Click on the plant to remove all the leaves and take the scarecrow toy.
Turn to the right to face the kitchen.
Take the spoons, kettle, and knife from the counter.
Open all the cupboards and take the funnel, oil can, and more spoons.
Turn on the faucet and use the kettle on it to fill it with water.
Click on the burner to turn it on and place the kettle with water on the flames. Wait for steam to emerge.
Use the oil can on the steam from the kettle. Double click on the oil can in your inventory to view it close open, and click on the peeling edge of the lable to remove it.
Turn to the right twice to face the door.
Open both drawers to take the screwdriver, the battery, and the papers.
Go back to the kitchen and click on the vent at the top of the screen. Use the screwdriver to remove the screws.
Remove the vent and take the papers and photo inside.
Double click the spoons in your inventory, and click on the close up view to bend them.
Double click on the oil can to enter a close up view. Use the spoons, pinball, funnel, and screws on the oil can. Use the screwdriver to tighten the screws when you're done.
Turn to the right and use the screwdriver repeatedly on the cabinet until the doors open. Take the battery and papers.
Double click the tin man for a close up view, and use the photo on him.
Click on the door in the tin man that appears and open it to take the heart. Click on the photo again to put it back in your inventory.
Double click on the heart in your inventory to enter a close up view. Click on it one to reveal the pin.
Double click on the lion to enter close up view. Use the heart pin on him as a medal. Wait until the medal rips the lion.
Click the stuffing in the lion twice to take the lighter.
Double click the lighter to zoom in on it. Click it once to turn the flame on.
Double click the scarecrow to zoom in on him. Use the knife on him twice.
Use the lighter on the scarecrow's head to light it up. Take the key that falls from his sleeve.
Turn to face the desk beside the bed.
Open the drawer, take the snowglobe, and place the lit scarecrow in the open drawer to reveal the code. Take the scarecrow when you've written it down.
Use the key on the desk's locked cabinet to open it. Take the box inside.
Click on the bulletin board above the desk to look at it. Click and remove all the papers and advertisements until you are left with post-it notes. Memorise or write down the pattern.
Go into the bathroom and take note of the yellow tiles above the bathroom sink. Use those to complete the post-it note pattern, overlapping the first yellow tile on the bottom left with the last post-it note on the bottom of that pattern.
Take the pill bottles and the water glass from above the bathroom sink.
Double click the box to zoom in on it. Use both batteries on it.
Enter the pattern you made with the post-it notes and bathroom tiles on the squares on top of the box. Press the red button. If done correctly, it will open. Take the brick.
Turn to face the table with the phone on it. Click on the painting above it to zoom in on it.
Click on the painting a few times until it reveals the safe behind it.
Put together the words you get from Dottie's photo, the back of the oil can lable, and the torn up papers to get HOME IS OUT THERE.
Use the code you found in the drawer (where you used the lighted scarecrow) to decode the HOME IS OUT THERE message. So since O=0, E=3, and I=1 you get...
The code is 031033. Enter it in the safe and turn the knob.
Take the cord and the paper inside the safe. Answer the phone.
Turn to the TV and use the cord on it. Click on the TV screen to zoom in.
Answer "a shoe" to every question posed.
Use the brick to smash the TV and take the shoes.
Double click the shoes to enter a close up, then click them again to view the sizes and memorize them.
Go to the kitchen and fill the glass with water from the tap.
Take as many BLUE pills as you need to, using the water glass, until the screen fills with light and you get a message about your head hurting. These next steps need to be done QUICKLY or your progress will reset. Yes, ALL of it.
QUICKLY: Turn around until you find yourself faced with a large metal door and a keypad.
Click on the keypad and enter the shoe sizes 9127 as the code.
Posted by: Dora | August 22, 2011 7:28 PM
Full Walkthrough
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.
It says "THERE".
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.
Posted by: Parmeisan | August 22, 2011 8:06 PM