Dark Dimensions: Homecoming Walkthrough, Guide, & Tips
Dark Dimensions: Homecoming Walkthrough
Welcome to the Dark Dimensions: Homecoming Walkthrough
For years, Barton Mansion sat abandoned, a haunting reminder of an obsession gone wrong. But something sinister still lurked there…and it’s stirring.
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Dark Dimensions: Homecoming game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by prpldva, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
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!