Follow this guide to complete Gone Home and earn the 'Gone Home' trophy. Learn about keeping voice diaries active and finding optional collectibles along the way.
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?
To obtain the Gone Home trophy you must: Complete the game and keep on the Voice Diaries.
Strategy:
- Do not use this guide for your first playthrough.
- Do not use modifiers that allow you to turn on all lights and open all doors, as this will spoil the experience.
- Keep the map active to aid in orientation.
- Do not disable the voice diaries, as you cannot end the game if you can't hear the narration.
- Adjust Graphics to increase Brightness and Field of View unless you prefer playing in darkness.
- Keeping the reticule helps with targeting objects to pick them up and put them back.
Walkthrough
This walkthrough is designed as a guide to complete the game quickly and gain the Gone Home Trophy, picking up four secret trophies on the way (identified as A, B, C, D). If you just want to complete the game for the first time, then ignore the Optional sections.
Front Porch
After a long loading screen, the game begins with a voicemail from Katie to her parents. You are facing the front door of the house, but it's locked and there is a message stuck to the door. Turn left and open the right door of the cupboard. Grab the Christmas Duck (linked to a secret trophy) and discard it to one side (press R2). Pick up the Spare Key which was lying underneath the toy. It is added to the Backpack and you can view other items here by pressing L1. With the key, you will be able to open the front door and enter the Foyer of the house.
Optional: Leave the front door open as a reminder to return and pick up the Christmas Duck later to complete a trophy. Or pick it up now and leave it on the rug. Enter the cloakroom to the left and turn on the Faucet (Trophy B). This is the first of 8 faucets inside the house. Turn them all on and leave them running to gain a trophy during this exploration.
Staying on the ground floor, walk up to the telephone table. Switch on the light and listen to the messages on the answer machine. You can view a family painting on the wall to the left of the telephone table.
First Floor - Corridor
Walk up the staircase and turn on lights as you go - there's a lamp at the top of the stairs and the hall light switch is to the right of the entrance to the landing. Most room and corridor switches are in that position, close to a doorway. Follow the corridor past Sam's room to the right, and her parents' bedroom to the left. The room at the far end is a guest room. Turn left at the corner to see some red lights. This marks the entrance to the Attic, but the door is locked.
Sitting and Sewing Rooms - Sketch Map 1
Enter the open door to the right of the corridor and turn on the light switch. Check the map using Triangle to see that you are inside a Sitting Room. Open the door to the Sewing Room and open the Folder on the small table. This reveals a sketch map with a secret passage marked. Check your map and it will now show that secret passage leading from a closet in Mom and Dad's Bedroom.
Optional: There are two cassette tapes inside these rooms. One is an empty case found on the floor next to the table in the Sewing Room, and the playable one is on the chair in the Sitting Room. The cassette player is on the side table in this room. Take the tape to the machine and you will get a prompt to insert it. There are other tapes in the house, usually close to a player.
Mom and Dad's Bedroom - Sketch Map 2
Go inside and turn on the room lights. Enter the door to the left of the bathroom and approach the back wall. You can open the secret panel and go down the stairs. Directly opposite the bottom of the steps is a map on the wall. Examine this to learn of three hidden compartments.
Turn to the right, and walk a few steps to the end of the passage. Turn left and touch the wall to reveal a secret panel that swings outwards into a new room. This is a library on the Ground Floor. But it's dark, and hard to get your bearings on the first visit, so it's better to turn around again, leaving the panel open if you wish, and return through Mom and Dad's room to the corridor.
Optional: Enter the bathroom and turn on both Faucets (B) over the basins. Go through the inner door and do the same with the Faucet (B) over the bath. There are 4 more faucets to turn on.
First Floor - 1st combo scrap
This time go straight ahead into the short side corridor. You'll see a door to the right with a sign *Danger*. Turn so your back is to that door and investigate the panelled wall in front of you. You'll find the loose panel which can be removed. Discard the panel and check out the contents of the compartment. The important item is the 1st combo scrap. This gives you half of the combination for the locker in Sam's room.
Optional: The other two items in the cubbyhole introduce a sub-plot about Oscar. Keep a look out for more information about this mysterious person.
West Wing - 2nd combo scrap
Return down the stairs to the ground floor and go right, into the West Wing. Open the door and move forwards a couple of steps and turn to the right to find the light switch. Check out the loose panel on the same wall - it's the one to the right of the light switch. Take the 2nd combo scrap and you will get a message to say that you have completed the combination to Sam's locker. You can view this in the game.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content