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Hall of Records

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The Hall of Records is an extremely long hallway that is visited in The Neverhood. It starts as a big red building in the shape of a crown. Klaymen enters it through the narrow black and white H above it, which stands for Hoborg. The building consists of three rooms, and the actual hall.

First RoomEdit

E um Bolu

The first room has pale pink walls, a small but massive staircase to the exit door (Klaymen opens it by pressing the button on the opposite wall) and a large ceiling fan. A disk can be found there, and the "H" puzzle has to be solved in order to enter the next room.

Second RoomEdit

E um Bolu - naprej

The second room has the same pink walls, and contains another disk and a disk player. There is a small hole in the right wall. If you click it, Klaymen will grab it and pull it upwards, which makes the left arch (leading to the First Room) shrink and reveals the entrance to the Hall of Records.

Hall Edit

Hall of Records end

This hall depicts the history of the Neverhood. It is necessary to reach the end of it to find one of the disks left by Willie. The Hall of Records is considered to be one of the longest and most tedious elements of the Neverhood, and takes approximately nine to ten minutes to walk through. Due to the length of the hall and the amount of content written on each screen-visible section of the hall, it is suggested by most not to read all of it. Several game designers quoted that "naps should be taken between pages."

Room behind the spikes Edit

HoR behind spikes

On the second screen of the Hall, there is an elevator behind the spiky door (opened with a button next to it). The elevator takes Klaymen down to a small room with a blue button and a lever. The button should be pressed in order to open the door in the cave, and pulling a lever shows Bil having blown part of his head off by the cannon (later in the game, Klaymen actually shoots Bil in the head).

Klaymen must visit the place with the light off too, in order to view the three glowing symbols which are the key to lift the cannon.

When leaving the room, make sure to close the spikes behind you, otherwise Klaymen won't be able to climb to the upper floor of Aqua House.

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