FAQ/Walkthrough by GrAwL

Version: 1.0 | Updated: 09/09/13 | Printable Version

Gone Home (PC) Guide by Grawl (Arjen Voogt)
09/09/13 - Version 1.0


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Version 1.0 (09/09/13) - Initial version.

Table of Contents                                                   [GH.00.00]
To make it easier for you to search this guide, I've added search-codes in the
TOC. Just press CTRL + F and enter the code to jump to that part of the guide

* Introduction......................................................[GH.01.01]
* Walkthrough.......................................................[GH.02.01]
* House.............................................................[GH.03.01]
* Conclusion........................................................[GH.04.01]

Introduction                                                        [GH.01.01]

"June 7, 1995. 1:15 AM.

You arrive home after a year abroad. You expect your family to greet you, but
the house is empty. Something's not right. Where is everyone? And what's
happened here?

Gone home is an interactive exploration simulator. Interrogate every detail of
a seemingly normal house to discover the story of the people who live there.
Open any drawer and door. Pick up objects and examine them to discover clues.
Uncover the events of one family's lives by investigating what they've left

Go home again."

Source: http://www.gonehomegame.com

Walkthrough                                                         [GH.02.01]

This walkthrough will guide you through the house in order to see the ending.
It does not feature anything else, and you'll miss out on a lot of extra
content. I either suggest you play it on your own the first time, or check the
"House" section (GH.03.01] that goes into detail much more.

Before you start the game, you can use modifiers;
 - All lights start on -- As you would think, you will never have to turn a
     light on. If you want to rush through the game, that's fine. But if you
	 are playing through the game on your own for the first time, a good
	 strategy is to only turn the light on when you explored/saw the room.
 - Disable map -- This disables the map. Not sure why you'd do this. It's
     handy, even if you've played through the game before.
 - Unlock all doors -- Good if you just want to explore. Or speedrun the game
     by just rushing to the attic.
 - Disable voice diaries -- You won't hear Sam's voiceover. This also means
     you can't end the game. Combine this with the other modifiers (except
	 the disable map one) to just explore the house at your own pace.

The story starts with a voicemail from Katie, who is coming home. And that's
where the game starts, you've arrived at the "Front Porch" of your house. If
you try to enter the house, you'll notice the door is locked. Open the little
cabinet on the left side of the porch and find the [housekey] underneath the
[Christmas Duck]. Use it to open the front door.

You'll end up in the "Foyer". Go up the stairs to the second floor and swing
a right. Keep following it until you find the attic (indicated by the red
lights). You can't enter it yet, but there's a room to the right of it, with
another room connected to it, which is the "Sewing Room". There's a [folder]
on the table with a [map] on it. If you look at it, a secret passage will be
added on your map.

If you go back towards the stairs, there's a room which turns out to be
"Mom's & Dad's Bedroom". In the closet you'll find the secret passage. Enter
it and look around for another [map]. Read it for three more hidden 
compartments inside the house.

You need to access two of them to get a code to a locker in "Sam's Room" (in
the same hall as the bedroom, but we'll get there later). Either follow the
hidden passage to get to the "Library" and "Dad's Office" to end up back in
the "Foyer", or walk back down. In the west hall is one of the hidden
compartments. Inside you'll find a [scrap]. This is the first part of the
locker code.

Head back upstairs towards the "Attic". "Sam's Room" is the one with the
caution sign. For now, ignore it and take the first hallway to the right to 
find the other hidden compartment. Take the other [scrap] to get the
combination to the locker (0501).

Turn around and open the door to enter "Sam's Room" (it has two doors). Use
the combination on the locker and grab the [key]. This one is for the
"Basement". Head back downstairs, and follow the western hallway to find the
door leading to it. Enter it and go down.

If you just keep going, you'll find a staircase going back up to the first
floor. This is the eastern hallway leading from the "Foyer". You can unlock
the door from the inside for easy access later.

Don't go back to the "Foyer", however, but keep following the hallway until
there's a dead end. Enter the door to the left and keep going to end up in
the "Greenhouse". There's a [note] on the table at the end that shows another
secret passage, just east of the stairs in the "Foyer".

Go there and open the passage. You'll find the [attic key] here. Head back to
the second floor and enter the "Attic". Find the [letters] to finish the
story. Now please start over and explore the rest of the house. It's worth it.

House                                                               [GH.03.01]

This section will cover the various items found through the house.

Coming in version 1.1.

Conclusion                                                          [GH.04.01]

I hope you enjoyed my guide, since I put a lot of work towards it.

And the biggest thank is for you, you for reading.
For other guides, you can check this link:

Copyright 2013 by Grawl (Arjen Voogt).