Preamble.
 I have played most Quest / Adventure {Q / A} games but somehow missed this one
 until about a fortnight ago. Since it was released about 1m years ago, at the
 rate of acceleration of computer technology these days, this makes it a real
 oldie already !
 As usual, I got stuck two or three times (cretin?!?) And hence looked for
 Hints & / or Walkthrus.
 I scoured all my (several) regular sites and found a fairly good UHS-Walkthru.
 Apart from that,
 I found only ONE other (pretty good) Walkthru, which appears identically on
 more than a half dozen different Cheat / Hint / W.T. sites. It is anonymous, and
 I haven’t seen on any site the name or nickname of any author. However, I did
 find a few specific Hints at www.neverhood.com .
 Most of the puzzles are pretty easy (which is understandable since the game
 appears to be aimed at a fairly young age group), but one or two of the
 solutions are somewhat obscure and not too clearly described — with due
 acknowledgment to all of the abovementioned. Even though most of the Hints
 have been given already, I add below some further details and clarifications
 for any who may want them.
Some Comments on the game.
 I am not a Reviewer, but in my personal opinion Neverhood is far from the best
 Q / A I have ever played, but also very far from the worst. Without going into
 specific details, it has several very novel and good qualities and also some
 rather negative ones.
 However, the most infuriating aspect was the Hall of Records (Library). You
 are expected to read (or are you ??) a large number of pages (or clay tablets)
 which is extremely tedious, since Klayman moves rather slowly and nearly every
 ‘section’ contains 7 separate pages, each of which has to be scrolled
 individually. Unless I miscounted, there are 236 pages in all —- I kid you
 not !! Whether you decide to read them or not (you can readily skip all or
 part of them!), you MUST get right to the end, since there is an item you
 have to acquire there in order to finish the game. Then Klayman has to plod
 his weary way back to the very beginning — no quick or easy exit! I
 scanned them all, and to me they seem a total yawn, very close to gibberish,
 and with no tangible bearing whatsoever on the plot of the game (certainly no
 puzzle clues of any importance). The first half at least seems to be a very
 weak parody of the early chapters of the Old Testament — but I play games to
 relax and enjoy myself, not in order to be ‘educated’ or bored to tears. If I
 just want a few hours of reading, even in this day and age, it is still more
 satisfying to open books or
 magazines! I am aware that some games appear to introduce sequences which
 only appear to be there as time-fillers (possibly so that some players will
 not complain that the game can be finished in, say, 20 hours or whatever!)
 ……… But in my opinion, this is going too far !!
Some Hints & Tips.
 (1). A very minor issue: – During the fairly early part of the game you
 have to open a door which is locked with 3 dead-bolts controlled by buttons
 colored orange, blue, and gray / black.
 To do this, you have to search all over the territory, and click 3 buttons in
 different locales, colored orange, blue, and WHITE ………. A bit of a cop
 out ??!
 (2). Quite valid, but caused me a fair bit of wasted time and trouble: – In
 many Q / ATs you have to press a button or click a switch, etc., in order to
 progress. To date, as far as I can remember, once you have done this and
 happen to return to the same button, it is either completely inert or beeps or
 whatever but causes no further action or progress (or hindrance!).
 But in this game you have to be careful! Several buttons work on a flip-flop
 or toggle principle (like a light switch). If you click once, you have
 achieved the objective (although you don’t see it, since it’s a long way away
 !). But if you’re not certain (which happened to me more than once) and click
 it a second time, you have negated your first action and when you tramp back
 (say) to the dead-bolts, you’ve gained …. absolutely nothing. Putting it a
 different way: – if you click any odd number of times, fine —- but if you
 click any even number of times …….. zilch !!
 (3). The Mouse / Cheese puzzle. I managed to solve this by trial and error,
 but it took me some time. Then out of interest I peeked at one or more of the
 abovementioned W.T. Тs, and there I noticed clues such as У get the mouse to
 follow its noseФ, etc. To clarify this a little:-
 Each time the mouse emerges from a hole its nose will be pointing either left
 or right. Click on the space (not the hole!) Next to the direction its nose
 is pointing. The mouse will jump towards this space. Sometimes its nose will
 still be pointing in the same direction but sometimes in the opposite
 direction. Either way, enter the hole to which its nose is pointing now. In
 just 10 moves every time, the mouse eats the cheese and you’re on your way !
 (4). Another puzzle held me up for a while. (N.B. There are random
 differences in MANY of the puzzles — sometimes even when you replay them
 yourself in the same СgameТ).
 There is a panel in which 12 symbols have to be СfrozenТ (from left to right).
 It starts with the single left hand position which projects a continuous
 series of 12 symbols ending with one that resembles a circle with a horizontal
 radius and a wavy line to the left of it — this (final) symbol is further
 differentiated since whenever it appears you hear a sort of zither-ey sound
 (call this symbol, X). Then the same sequence repeats itself over and over
 again. When you press the red button during the short period of time that any
 symbol is displayed, that particular symbol is frozen in place and the 2nd
 position from the left repeats the same process (the zither-ey sound is always
 a signal that one series is ending and an identical one is about to start).
 You continue this process until all 12 sites are filled. Only if you have got
 all 12 СcorrectТ have you solved the puzzle and continue to the next stage of
 the game — if not you start the whole process again, which is pretty
 frustrating !
 What is the correct sequence of 12 symbols? Opposite the cannon (earlier on)
 is a similar panel which projects one single symbol each time you press a red
 button. It remains on screen for about
 3 seconds and (unless you have a phenomenal memory) I can’t think of any
 alternative but to make a rough sketch of each of the 12 symbols and in their
 correct order (or maybe use some lettering system ??). Since it’s quite likely
 that you won’t have time to make 12 adequate sketches, you can repeat this
 process as many times as you need to. In fact it’s worth repeating in any case
 since you’ll notice an interesting and vital phenomenon — there are only 11
 different symbols here and one of the 12 symbols (always a different one, but
 always one of the 11) is always repeated but in the same СpositionТ. Since I
 personally found this somewhat puzzling, ITll make it a bit clearer:-
 (Although your sequence might be different, I’m pretty sure that the same
 principle applies).
 In my particular case, calling the 12 symbols (opposite the cannon) A throТ L,
 I found that the sequence A —> L was identical every time except for E. The
 first time, E was the same symbol as G; the next time it was the same symbol
 as J; the next time D; and so on.
 Returning to the СoriginalТ puzzle panel: – The (ONLY) correct sequence you
 must СfreezeТ (from left to right) is the abovementioned A throТ L, EXCEPT
 that when you get to E (or whatever in your case) you must instead freeze the
 specialТ symbol X mentioned above.
 Hope it’s clear ……….. Simple if you know what you’re doing — almost
 impossible if you don’t —- one false move out of the 12 and I advise you to
 start from the beginning again (or you’ll waste a lot of time !!).
 (five). There is one puzzle which is very easy and obvious —- what is
 possibly a bit less obvious is that one aspect of it is necessary for a later
 (albeit even easier) puzzle.
 Puzzle {a}: – This is only a slightly more complicated variation on the
 familiar “pairs” puzzle. You are presented with an 8 x 6 matrix of tiles. I
 suggest drawing a grid of 8 columns and 6 rows. As you click on the visible
 blank back of any tile, it flips over and reveals a symbol. Sometimes you are
 lucky and when you click again you get the same symbol, but generally not —-
 this, however, is of negligible importance. You have to identify every one of
 the 48 symbols (which doesn’t take long). On your grid mark each symbol (I
 found it quickest and easiest to call one which looked like a mustache M, a
 radio R, a fire-hydrant F, a head H, and so on). When you have done this, it
 is important to count (and retain) all your MТs, RТs, FТs, HТs etc. Each time
 I played it I personally got 10 sets of the same symbols (maybe different in
 your case); but each time, the positions and numbers of symbols in each set
 was quite different. I imagine that the only certainties are that each set
 must be an even number, and that the total must be 48.
 You then start again from the beginning with any symbol you like (say R) but
 you MUST then ‘pair’ it with a second R. You then choose any other symbol (say
 H – or R if there are any left), and so on until the end. Again, one slip up
 and you start again from the beginning (but the symbols remain identical and
 in their same positions, so it’s not very time consuming!).
 Puzzle {b}: – Later, you come across a panel with only 3 out of the 10 (or
 whatever) of the same symbols that you found in Puzzle {a}. Next to each of
 these 3 symbols is a sort of dice set to 1 pip. By clicking on the red
 up-arrows below these СdiceТ you simply increment each of the 3 (down-arrows
 decrement the pips) to the number of tiles in Puzzle {a} which had that
 particular symbol — which is an additional good reason why you had to count
 each set in Puzzle {a}. You then click the circular yellow button above, and
 that’s it ………. VERY easy !
 (6). Caution: – Be rather careful in acquiring the 3rd (СfreeТ) key near the
 end.
 Explanation: – When you have got all 20 video cassettes, you receive this
 key automatically.
 I made a bit of a mess of this! I would advise saving BEFORE you pop the
 20th cassette into any video-T.V. If everything is OK, all 20 cassettes
 automatically flash on and off continuously —–
 previously, only the extreme left hand cassette lights up automatically unless
 you click another, and then you have to click the trigger above to start any
 batch off. Willie Trombone then relates the whole story (this time with no
 ‘static’ interruptions) from the beginning, and you MUST wait right through
 until he finishes ….. after the end, he then adds an additional short spiel
 and throws the 3rd key out of the T.V. screen and at you, and you simply pick
 it up from the floor below the T.V. set.
 Since I had heard different segments of the story so many times during the
 course of the game, I didn’t have the patience to listen yet again to the
 whole thing (which takes about 6 minutes) from start to finish! So as far as
 I can remember, I guess I must have stopped him in mid stream. After that,
 although all 20 cassettes were present, I didn’t receive that final speech,
 and the key was not always available on the floor, and sometimes I couldn’t
 finish the game without returning to a previous save.
 SO (I repeat) SAVE before inserting that last cassette !!
28th Jan. C98. Len Green