Walkthrough Menu
- General Tips
- Chapter 1: The Entrance
- Chapter 2: The Second Floor
- Chapter 3: Beachside and Corrine's House
- Chapter 4: Museum and Police Station
- Chapter 5: Rear Grounds
- Chapter 6: Lower Mansion
General Tips
- This is the official guide for Dark Dimensions: Homecoming.
- This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. This guide will not show HOP solutions. It will identify the location of the HOP and the inventory item acquired.
- This guide will show solutions for non-random puzzles. Please read the in-game instructions for each puzzle.
Chapter 1: The Entrance
- Talk to Corrine (A).
- Touch the car (B).
- Open the wallet; look at the photos/ID (C).
- Take the KEY FOB and phone (D).
- The phone will go to your menu bar (E).
- Take the WIRES (F).
- Press 1-2-3.
- Take the PLIERS and LIGHTER (G).
- Use the KEY FOB (H).
- Play the HOP; earn ROCKY (I).
- Rocky will sit in your menu bar (J).
- Use the LIGHTER (K).
- Use ROCKY (L).
- Take the HAIRPIN, 1st HANDLE PART, and SCREW (M).
- Take the CLOTH (N).
- Use the HAIRPIN (O).
- Place the WIRES (P).
- Walk forward.
- Take the POLE (Q).
- Place the 2 photos (R).
- Use ROCKY; take the 2nd HANDLE PART (S).
- Combine the 2 HANDLE PARTS and SCREW to make the DOOR HANDLE (inventory).
- Select the door (T).
- Place the DOOR HANDLE on the door.
- Solution color-coded.
- There are 3 sets (1-3).
- Walk forward.
- Solution color-coded.
- There are 5 pairs (U).
- Play the HOP; earn the 1st BOOK SPINE (A).
- Touch the photo (B).
- Take the BLUEPRINT and NECKLACE (C).
- Remove all the beads from the NECKLACE to make the FISHING LINE (inventory).
- Select the BLUEPRINT for a HOP; take the THREAD (inventory).
- Use ROCKY to take the SCRAPER (F).
- Take the BROOM (G).
- Select the newspaper (H).
- Solution (I).
- Take the DIAGRAM (J).
- Walk down.
- Use the BROOM (K).
- Take the BENT HOOK (L).
- Use the PLIERS on the BENT HOOK to make the HOOK (inventory).
- Combine the POLE, FISHING LINE, and HOOK to make the FISHING POLE (inventory).
- Use ROCKY (M).
- Take the BROKEN DISC (N).
- Use the FISHING POLE to take the 2nd BOOK SPINE (O).
- Walk forward.
- Place the 2 BOOK SPINES and arrange as shown (P).
- Take the STATUE EYE (Q).
- Place the STATUE EYE; take the TORCH (R).
- Walk down.
- Place the TORCH; read the journal (S).
- Take the FUEL (T).
- Combine the EMPTY LIGHTER and FUEL to make the LIGHTER (inventory).
- Walk forward.
- Use the LIGHTER (U).
- Walk forward (V).
Chapter 2: The Second Floor
- Touch the door (A).
- Read the album (B).
- Open the frame (C).
- Place the slide piece (D); take the SLIDE.
- Use ROCKY to take the 1st DISC TILE (E).
- Place the SLIDE (F).
- Play the HOP (G).
- Take the 2nd DISC TILE (H).
- Walk right.
- Use the SCRAPER (@).
- Solution I-J-J-K-K-L.
- Take the 1/2 GEMSTONES (M).
- Touch the piano (N).
- Take the PIANO PROP (O).
- Use the PIANO PROP (P).
- Turn the 2 levers (Q).
- Restore and take the DRUM (color-coded).
- Place the DRUM (R).
- Solution: V-T-S-U, S-U-V-T, and U-V-T-S.
- Take the 3rd DISC TILE (W).
- Combine the BROKEN DISC and 3 DISC TILES to make the DISC (inventory).
- Walk down.
- Place the DISK (Y).
- Select the book (Z).
- Select A-B-C-D-A-E-C-F-A-G-C-H-A-I-C-J-A-K-C.
- Final solution (L).
- Select M-N-O-P-M-Q-O-R-M-S-O-T-M-U-O-V-M-O-W-M-X-O.
- Final solution (Y).
- Take the FLAME TILE from the compartment.
- Walk right.
- Place the FLAME TILE (A).
- Play the HOP; earn the FLAMMABLE LIQUID (B).
- Combine the FLAMMABLE LIQUID and the CLOTH to make the MOLOTOV COCKTAIL (inventory).
- Walk down.
- Use the MOLOTOV COCKTAIL (C).
- Walk forward.
- Restore the faces (D).
- Select the drawing board (E).
- Solution: F, G-H, I-J, K- L, M-N, O-P, Q-R, S-N.
- Solution: A-B, C-B, D-E, F-G, G-H, I.
- Take the PHONE DIAL and RAZOR BLADE; read the note (J).
- Take the SHOVEL (K).
- Move the cup; take the KEY (L).
- Place the 3 pieces in order (1-3).
- Place the PHONE DIAL (M).
- Read the paper; take the GEAR (N).
- Place the KEY (O).
- Turn the outer wheel until the key pieces move out (P).
- Walk left.
- Use ROCKY to take the BOX (Q).
- Open the BOX with the RAZOR BLADE to find the 1st STAINED-GLASS SHARD (inventory).
- Move the vines 3x; take the LADDER (R).
- Color-coded solution (S).
- Select the viewer (T).
- Place the GEAR (A).
- Press the 4 buttons (white).
- Take the 1st HALF OF INSTRUCTIONS (B).
- Walk down.
- Place the LADDER (C).
- Open the curtain (D).
- Move E-F, F-G, G-H.
- Soluiton (I).
- Take the FANCY TILE and TORN NET (J).
- Combine the TORN NET and THREAD to make the NET (inventory).
- Walk left.
- Use the NET to capture the BUTTERFLY (K).
- Use the SHOVEL (L).
- Touch the plant, and then use the BUTTERFLY; take the POKER (M).
- Walk down.
- Place the POKER to make the RED-HOT POKER (N).
- Walk left.
- Use the RED-HOT POKER (O).
- Select the vines (1-6).
- Walk forward.
- Talk to Corrine (A).
- Use ROCKY to take the EMPTY PITCHER (B).
- Take the ROPE (C).
- Walk down.
- Use the EMPTY PITCHER to take the PITCHER OF WATER (D).
- Travel to the Music Room.
- Play the HOP; earn the 2nd STAINED-GLASS SHARD (E).
- Select the stained glass (F).
- Place the 2 STAINED-GLASS SHARDS in the openings.
- Solution (G).
- Open the pod; take the SEEDS (H).
- Return to the Garden.
- Place the SEEDS, cover with dirt, and use the PITCHER OF WATER (I).
- Take the 2/2 GEMSTONES (J).
- Walk forward.
- Place the 2 GEMSTONES on the wheels.
- Select Kx3-N-Lx2-Kx2-Nx2-M-N-Mx2-Nx3-Lx2.
- Take the BOOK KEY (O).
- Place the BOOK KEY (P).
- Move and rotate the 3 pieces to attach to the center piece (Q).
- Take the 2nd HALF OF INSTRUCTIONS (R).
- Combine the 2 HALVES OF INSTRUCTIONS to make the INSTRUCTIONS (inventory).
- Play the HOP (S).
Chapter 3: Beachside and Corrine's House
- Use the ROPE, and then use ROCKY (A).
- Take the PADDLE (B).
- Touch the sand, and then use ROCKY (C).
- Move the shell; take the STONES (D).
- Use the PADDLE; take the FUEL ELEMENT and CARD (E).
- Use the CARD (F).
- Press Gx2, Hx3, Ix4, Jx1, Kx2.
- Walk right.
- Touch the building (L).
- Place the FANCY TILE; take the NEON WAND (M).
- Select the 4 pieces (green); take the TORN TICKET (N).
- Restore the TORN TICKET to make the MUSEUM TICKET (inventory).
- Open the drawers 1-4; take the MULTITOOL and OIL (P).
- Open the MULTITOOL several times to make the KNIFE (inventory).
- Place the NEON WAND (Q).
- Take the HOSE; press the button (R).
- Play the HOP; earn the ICE CREAM (S).
- Walk down.
- Use the OIL; take the ANTENNA (A).
- Extend the ANTENNA twice (inventory).
- Use the KNIFE; take the WALLET (B).
- Open the WALLET; read the note and take the MONEY (inventory).
- Use the ICE CREAM; take the WAX and FLINT AND STEEL(C).
- Walk right.
- Use the MONEY (D).
- Select the 4 bills (red).
- Press the button (E).
- Take the LASER (F).
- Use the LASER (G).
- Walk forward.
- Use the ANTENNA to take the FLOWER TILE (H).
- Use the FLINT AND STEEL; place the FLOWER TILE and push (I).
- Move blue J-K-L, yellow M-K, blue L-J, yellow K-M, blue J-K-N, and yellow M-K-O.
- Move red P-Q-R, green S-Q, red R-P, green Q-S, red P-Q-U, and green S-Q-T.
- Take the BROKEN FLASHLIGHT and NIPPERS.
- Use the NIPPERS; take the EMPTY GAS CAN (A).
- Combine the EMPTY GAS CAN and HOSE to make the GAS CAN WITH HOSE (inventory).
- Try to walk left (B).
- Try to walk right (C).
- Walk down.
- Place the FUEL ELEMENT in the ring.
- Select Dx3-E-E-F-F.
- Use the GAS CAN WITH HOSE to take the GAS (G).
- Walk forward.
- Use the GAS and the FLINT AND STEEL (H).
- Take the SMOLDERING STICK (I).
- Walk right.
- Use the SMOLDERING STICK (J).
- Take the 1st STAR MEDAL (K).
- Select the doghouse (L).
- Use ROCKY on the dirt.
- Follow the paw prints and click on the circle (1-3).
- Take the BUTTON (M).
- The button will appear in different holes, depending on the order you dig.
- Walk down twice.
- Play the HOP; earn the VALVE (A).
- Place the BUTTON (B).
- Use the MONEY; select 3 bills (green).
- Press the button; take the BATTERIES (C).
- Combine the BROKEN FLASHLIGHT and BATTERIES to make the FLASHLIGHT (inventory).
- Return to Corrine's House.
- Read the note (D).
- Pan down (E).
- Use Rocky (F).
- Use the FLASHLIGHT; select the KEYS (G).
- Use the KEYS; select the right key (H).
- Walk forward.
- Use the FLINT AND STEEL (I).
- Take the SYMBOL DISC (J).
- Use the KEYS; select the right key (K).
- Take the SHOTGUN SHELL (L).
- Open the SHOTGUN SHELL and take the GUNPOWDER (inventory).
- Remove the cover (M).
- Play the HOP; earn the HEXAGON MEDAL (N).
- Place the STAR MEDAL and HEXAGON MEDAL; swap the awards as shown (O).
- Take ROBERTS'S PORTRAIT (P).
- Pull the folder; place the SYMBOL DISC (Q).
- Select the disc; turn the wheels as shown (R).
- Take MARTHA'S PORTRAIT (S).
- Place the MARTHA'S PORTRAIT and ROBERT'S PORTRAIT on the tree.
- Select D-Bx2-Ex2-C-A-D-B-D-B-A -Cx2-Ax2-C-Ex2-Cx2-E-Dx2-Ex2-Dx2.
- Take the SLINGSHOT (F).
- Combine the SLINGSHOT and STONES to load the SLINGSHOT (inventory).
- Walk down.
- Touch the mailbox (G).
- Use the SLINGSHOT (H).
- Click when the slingshot is in the window (I).
- Take the SCROLL (J).
- Open the SCROLL to find the STETHOSCOPE (inventory).
- Walk forward.
- Play the HOP; earn the PHOTO REFERENCE (K).
- Select the safe (L).
- Place the STETHOSCOPE on the safe.
- Select P-Ox2-P-O-P-O-N-O-Nx2-O-P-O-N-O-N-O-P-O-P-Ox3-P-Ox2-Nx2-Ox2-N-O-P-O-P-O-N-Ox2.
- Read the folder and take the POWDER (Q).
- Walk down.
- Use the POWDER; press the 3 buttons (R).
- Take the RUBBER CAR MAT (S).
- Walk down.
- Place the cap; add the VALVE (T).
- Place the RUBBER CAR MAT (U).
- Walk left.
Chapter 4: Town
- Select the boxes 1-4.
- Take the 1/2 GEARS (A).
- Play the HOP; earn the 1/3 HOUSE PARTS (B).
- Use the MUSEUM TICKET (C).
- Walk left and right.
- Select the PHOTO REFERENCE (D).
- Redress the mannequin (E).
- Take the 2/3 HOUSE PARTS (F).
- Note the display (G).
- Select the cabinet (H).
- Press Ix2-J-Kx2-Lx4.
- Take the HOODED STATUETTE (M).
- Walk down.
- Select the painting (N).
- Slide the tile indicated by the arrows (1-18).
- You earn the PAINTING.
- Walk right.
- Place the PAINTING; arrange the pictures as shown (A).
- Take the 3/3 HOUSE PARTS and the 2/2 GEARS (B).
- Walk down.
- Place the 3 HOUSE PARTS (C).
- Place the matching parts in the outlines (D).
- Take the INSTRUCTIONS (E).
- Select the upper wall (F).
- Place the INSTRUCTIONS (G).
- Solution (H).
- Take the ARROW (I).
- Place the 2 GEARS and ARROW in the device.
- Press Kx3-Jx2-K-J.
- Take the MAN STATUETTE (L).
- Walk right.
- Select the display.
- Place the MAN STATUETTE and the HOODED STATUETTE.
- Move the table (M), book and orb (N), the 2 figures and flames (O), executioner and blade (P).
- Move the 4 boards (Q).
- Take the BADGE TOKEN (R).
- Walk down twice.
- Play the HOP; earn the MATCHES (S).
- Use the BADGE TOKEN (T).
- Enter the Police Department (U).
- Press the button (A).
- Take the TAPE and RULER (B).
- Read the file; take the FAMILY LOCKET (C).
- Use the FAMILY LOCKET (D).
- Use the RULER (E).
- Open the bag; take the photos (F).
- Change the date on the CLOCK and take it (G).
- Read the map; press the switches in order 1-2.
- Connect the 2 wires; use the TAPE (H).
- Press the switch (I).
- Use the GUNPOWDER and MATCHES (J).
- Select the parts (green).
- Take the FUSE (K).
- Place the FUSE; press the switch (L).
- Walk forward (M).
- Connect the same colored wires and use the TAPE (N).
- Play the HOP; earn the IMPOUND KEY (O).
- Note the bulletin board (P).
- Walk down.
- Use the IMPOUND KEY (Q).
- Walk right.
- Open the visor; take the PHOTO FILTER (R).
- Open the camera; take the FILM (S).
- Push the button (T).
- Play the HOP; earn the CHALK (U).
- Walk down.
- Use the PHOTO FILTER; press 5-2-3-4 (A).
- Take the LENS (B).
- Walk forward.
- Place the FILM; press 3 times (C).
- Touch the paper (D).
- Take the ANTIDOTE RECIPE (E).
- Place the CHALK (F).
- Solution: G-F, H-I, F-J.
- You earn the MORTAR.
- Open the door (K) and place the mixture (L) inside.
- Slide the button down, and then up slightly (M).
- Take the ANTIDOTE (N).
- Select the bulletin board.
- Use the LENS; locate the faces (color-coded).
- Take the PHOTO HALF (O).
- Walk down and right.
- Place the PHOTO HALF (A).
- Restore the photos (green).
- Take the PUMP and read the instructions (B).
- Use the ANTIDOTE (C).
- Take the INNER TIRE (D).
- Use ROCKY to take the BAR (E).
- Place the INNER TIRE and PUMP; press the pump (F).
- Enter the date (G).
- Change the symbol; enter the date (H).
- Read the notes; take the 1/4 TRIANGLES and BRUSH (I).
- Walk down twice.
- Use the BAR (J).
- Click when the ball is in the center 7x (K).
- Mistakes move you back one stone.
Chapter 5: Rear Grounds
- Color-coded solution (A).
- Match the pairs.
- Take the PAPER (B).
- Open the PAPER to find the INSTRUCTIONS and 1/3 DARTS (inventory).
- Note the gate mini-game (C).
- Center the bottom bar (1); drag the middle bar far right (2), and then back to center (3).
- Play the HOP; earn the HAMMER (E).
- Select the gate mini-game.
- Select K-I-K-J-M-L-H-J-M-K-L-Hx2-G-H-J-M-F-G-H-J-Mx2-F-Hx2-G-H-J-F-G.
- Walk forward.
- Move N-O, P-Q, R-S.
- Take the NAIL ARTWORK (T).
- Turn the 4 bent nails in the NAIL ARTWORK to get the NAILS (inventory).
- Try to walk right.
- Walk left.
- Take the PLANKS (A).
- Read the note (B).
- Note the door mini-game (C).
- Select the tree (D).
- Select Fx3-Hx2-G-Hx3-F-Jx2-I-K-Ix2-Kx2-Ix2-J.
- Take the PAINTS (M).
- Walk down.
- Use the PLANKS, NAILS, and HAMMER (N).
- Walk right (O).
- Open the boxes; select pairs (color-coded).
- Take the LOCK PART (P).
- Place the LOCK PART; select pairs (color-coded).
- Take the LADDER (Q).
- Open the box; read the note and take the TEAPOT (R).
- Read the notebook (S).
- Place the TEAPOT and restore the other pieces (T).
- Read the note; take the GLOVES and CLIPPERS (U).
- Try the handle; use ROCKY (V).
- Walk forward.
- Play the HOP; earn the MAZE MARBLE (A).
- Note the opening (B).
- Select the greenhouse (C).
- Place the GLOVES on the plants.
- Move the small plants to the large plants (color-coded).
- Take the SEEDLING (D).
- Return to the Rear Gates.
- Play the HOP; earn the DOLL (E).
- Select the sewer lid (F).
- Place the MAZE MARBLE and drag it along the marked path (G).
- Turn the 3 valves (green).
- Place the LADDER; take the BUCKET (H).
- Walk forward.
- Use the CLIPPERS to take the ROSE (I).
- Take the PETALS from the ROSE (inventory).
- Combine the MORTAR and PETALS to make the RED PAINT (inventory).
- Combine the PAINTS, BRUSH, and RED PAINT to make the PAINTS WITH BRUSH (inventory).
- Walk left.
- Use the BUCKET to take the BUCKET OF WATER (J).
- Travel to the Greenhouse.
- Play the HOP; earn the 2/3 DARTS (K).
- Place the PAINTS WITH BRUSH (L).
- Paint the gnome to match the picture (M).
- Combine yellow and blue to make green, red and blue to make purple, yellow and red to make skin tone.
- Take the LANTERN (N).
- Open the LANTERN and use the MATCHES to make the LIT LANTERN (inventory).
- Use the BUCKET OF WATER; take the PRONGED JEWEL (O).
- Select the opening (P).
- Place the PRONGED JEWEL in the device.
- Select U-T-R-T-U-T-R-Sx3-U.
- You earn the 1/2 MANSION TILE.
- Go to the Basement Entrance.
- Use the LIT LANTERN (V).
- Use ROCKY to take the 2/2 MANSION TILES (W).
- Select the door (X).
- Place the 2 MANSION TILES.
- Solution: H-A-I-Ax3-C-D-E-F-G-C-J-B.
- Walk forward.
Chapter 6: Lower Mansion
- Select the stairs (A).
- Move the leaves to the barrels (1-3).
- Move the 4 tiles (green).
- Select the frame and restore the picture (B).
- Take the SCREWS, SAW HANDLE, and SAW BLADE (C).
- Combine the SAW HANDLE, SAW BLADE, and SCREWS to make the SAW (inventory).
- Use the SAW (D).
- Climb up.
- Play the HOP; earn the THREAD (E).
- Use ROCKY to take the DARK BOOK; take the DIE (F).
- Place the DIE and enter the code (G).
- Walk left.
- Take the PAPER (H).
- Use ROCKY to take the BILLIARD BALL (I).
- Select the billiards table (J).
- Place the BILLIARD BALL on the table.
- Move the balls to the matching spot (color-coded).
- Select, hold and pull back to aim and shoot the balls (K).
- Take the 1/2 PLAYING CARDS and PENCIL (L).
- Rub the PENCIL on the PAPER to find the CHESS CLUE (inventory).
- Place the figures as shown (M).
- Take the ICE (N).
- Use the ICE (O).
- Walk forward.
- Select the window (P).
- Use ROCKY (Q).
- Play the HOP; earn the MEDICINE TILE (R).
- Open the book; read the note (S).
- Place the MEDICINE TILE; slide the tiles as shown (T).
- Take the COOKIE RECIPE (U).
- Select the counter (V).
- Take the COOKIE SHEET (A).
- Move B-C, D-C, E-C, C-F, G-F, H-F, I-J, I-K, L-K.
- Take the RAW COOKIE (K).
- Combine the COOKIE SHEET and RAW COOKIE to make the COOKIE ON SHEET (inventory).
- Open the oven; place the COOKIE ON SHEET inside (M).
- Take the COOKIE (N).
- Place the COOKIE (O).
- Take the PAPERS and 3/3 DARTS (P).
- Walk down.
- Use the 3 DARTS on the board.
- Score 50-13-31 (Q) or 50-20-24.
- The center red circle is 50 points.
- Take the 2/2 PLAYING CARDS (R).
- Select the card table (S).
- Place the 2 PLAYING CARDS on the table.
- Complete the patterns (1-3).
- Take the JEWEL (T).
- Walk forward.
- Place the JEWEL on the lock.
- Solution (B).
- Take the BERRIES, MEDALLION, MILK, and CANDLE RECIPE (C).
- Use the MATCHES (D).
- Place the WAX and BERRIES; use the THREAD to make the BLACK CANDLES (E).
- Walk down twice.
- Play the HOP; earn the WEDDING RINGS (F).
- Place the MEDALLION (G).
- Place all the pieces in the outlines (1-3).
- You earn the ARROW BUTTON.
- Walk down.
- Place the MILK (H).
- Take the 2/4, 3/4, and 4/4 TRIANGLES (I).
- Place the 4 TRIANGLES; restore the house (J).
- Walk left.
- Select pairs (color-coded).
- Take the ACID (K).
- Use the ACID; take the KEYS (L).
- Select the alcove (M).
- Place the ARROW BUTTON on the device.
- Select the arrows (1-28).
- Walk forward.
- Use the PAPERS, BLACK CANDLES, and MATCHES (N).
- Place the DOLL (O), SEEDLING (P), WEDDING RINGS (Q), and KEYS (R).
- Select the 5 symbols (S).
- Congratulations! You have completed Dark Dimensions: Homecoming!
Created at: 2015-03-13