Home Is Where He Is Walkthrough

Home Is Where He Is is a short first-person horror visual novel about a house you cannot leave and the person already inside it. Mould moves through the rooms while you move through them too, and the game never once stops to tell you how dangerous he is. It only asks you what you do next.

The script is small enough to read end to end, which makes the branching unusually easy to pin down. Two running numbers, fear and affinity, are adjusted by almost every menu you touch. One threshold on one of them decides which of four endings you get, and a single late choice splits the good ending in two. Here is how it actually works.

The house and the person in it

Chapter one opens in your own bedroom. The back door is already locked when you try it, and you find yourself moving through the kitchen, the corridor and your bedroom on autopilot, looking for clothes to wear and a way to leave. The game names the other character Mould and refers to you in a way the player chooses at the start.

What makes the early game work is that Mould is never announced. He simply is in a room you enter, wearing something of yours, close enough that the text stops describing him and starts reacting to him. The first frame below is the moment the script writes it plainly: he is sitting on your bed in your sweater.

Home Is Where He Is in-game screenshot
Mould sitting on your bed in your own sweater, with the line "He's wearing your sweater." beneath it.

The choices the script actually tracks

The first real fork is a piece of fruit on the kitchen table with a bite already taken out of it. Three options, three different bookkeeping results. Throwing it in the bin sets both jogou_fora and nao_comer and adds two points of fear. Leaving it where it lies sets deixou_la with no cost. Eating it sets comer and adds five points of affinity — by far the largest single swing in the game.

Two more forks follow in the same bathroom. You can ignore a drawing and go to bed, or look in the mirror, and inside that you either wipe the drawing or leave it. After the wardrobe, the closed cupboard door and the breathing behind it, the script offers two responses, both of which raise fear — running away costs twice what shouting does.

Home Is Where He Is in-game screenshot
The bathroom mirror with the drawing on it, and the two-option choice to erase it or leave without looking.

Fear and affinity are the whole route

Across the whole script there are only two numeric trackers. medo rises when you are frightened, when you throw things away, and most steeply when you flee. afinidade rises on the rare choices that accept closeness instead of resisting it. Almost nothing lowers either one.

Chapter two compares them directly at the close. If affinity is higher than fear the final line reads that you fall asleep feeling held. Otherwise you turn onto your side and the silence does not comfort you. Then the single number that matters arrives: if affinity is 8 or higher, you get a good ending; anything lower and you get the neutral one. No amount of fear alone can push you below that line — only low affinity can.

The four endings

The script names all four endings on screen in Portuguese, and each one is reached by a condition you can check against your own file rather than guess at.

Tips before you start

Route notes written from the game's own script.

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