The Ultimate Home Sheep Home Walkthrough

When we released Home Sheep Home at the App Store, it included the 15 levels found in the original version, but our latest update tossed in five more levels for free. Here’s how to successfully complete all 20 levels.

A tip before you start: You can switch between the sheep by tapping their portraits in the top right corner of the screen, in addition to tapping them. Sometimes tapping their portraits is easier than tapping them, especially if they’re close to the move arrows or are next to each other.

Level 1:

This one is simple: use any of the sheep to knock over the board and then run all of them across. The only reason you would want to replay this one is to try and beat your best time.

Level 1

Level 2:

While this one is pretty easy too, it introduces the idea that Shirley is best for knocking things over: drive her into the stack of hay bales and they’ll quickly fall over. Timmy, on the other hand, is useless for that task, and Shaun can do the job, but he’ll take longer than Shirley.

Level 2

Tip: Put Timmy and Shaun on the hay bales after they’re knocked over and have Shirley plow into them. She’ll create a tidal wave that will carry the other two sheep to the end with her, shaving a few seconds off your time.

Level 3:

This one may seem simple, but here’s where the game starts getting tricky. You need a larger sheep, like Shaun or Shirley, to start the swing’s momentum; Timmy won’t be able to do it. The swing will also slow down, so time your jumps carefully, and remember that Shirley can’t jump nearly as far as the other two; she needs to wait until the swing is practically right next to her.

Level 3

Level 4:

Use Shirley to knock over the box and use Timmy to hit the switch on the other side of the door, since he’s the only one who can fit in the tunnel. As in level two, you could use Shaun to move the obstacle, but Shirley will get the job done faster.

Level 4

Level 5:

Here’s another level where momentum plays a critical role. Start with Timmy and get him across first, since he’s the easiest and he won’t make the stacks start swaying. Then move Shaun and Shirley across. Hopefully you can keep the stacks as still as possible while moving Shaun, so Shirley has an easier time.

Tip: Use the arrow keys to adjust each sheep’s jump while it’s in mid-air. That will allow you to land as close to the middle of the top of each stack as possible, which will minimize the amount of swaying. The stacks start swaying when you land too lose to one edge or the other – if that happens, quickly move the other way and try to counteract the momentum. You probably won’t be able to make a stack become perfectly still after it starts swaying, but you can calm it down a bit.

Level 5

Level 6:

Use Shirley to move the trampoline and then have each sheep jump to the top of the green structure. You need to time your jump button taps for the precise moment when the sheep touches the trampoline; that will propel them higher.

Level 6

Level 7:

This one seems tricky, but don’t overthink it: use Shirley to weight down the left side of the plank and use Shaun to push the box off the right side. Then have Shaun jump across, followed by Timmy and Shirley. Make sure Shirley gets a good running start.

Level 7

Level 8:

Put Shirley and Shaun next to the brick wall so they form a platform. Have Timmy jump on top of them and then over to the platform on the left; use him to push the box onto Shirley and Shaun and then onto the brick wall. While Timmy can push the box across the brick wall, you may want to use Shirley for that task, if you’re looking to shave seconds off your time.

Put the box on the switch and send all three sheep through the open door.

Level 8

Level 9:

Use Shirley to push the trampoline next to the door. Then use either Timmy or Shaun to jump up to the cabbages and push them over the right side of the red platform, so they bounce off the trampoline land on top of the building on the right. You just need two of the cabbages to land on top of the building so that one of them will end up on top of the switch, which opens the door.

Tip: Push the cabbages off the side one by one. If you push two or three at a time, you’ll find that they’ll knock into each other when they bounce on the trampoline, and they could end up rolling around on the ground, where they won’t do you any good and they’ll get in the way of the other sheep. To make space between the cabbages, run back and forth across them to get them rolling. Then drop down next to one and start pushing.

Level 9

Level 10:

Even if you’re not playing to beat your best times, you’ll need to hurry at the beginning of this level, since once the tire lands in the crevice, only Timmy will be able to squeeze through to the exit. Put Shirley next to the door and put Shaun on top of her; Timmy will be able to jump on Shirley, then on Shaun, and then over the door, so he can run over to the switch and activate it.

Level 10

Level 11:

Put Shirley next to the hay bale, then have Shaun jump on her and over it. The goal here is to create a ramp with the hay bale. You can do that by using Shaun to push the hay bale to the left, so it falls over and Shirley can prop it against the piece of wood, which will fall over when Shaun stands on it. This can be tricky, given the game’s physics, but the bottom line is you want to arrange it in such a way that all three sheep can get across. If any of them fall between the brick wall and the red structure, they likely won’t be able to get back up.

Tip: Remember that Timmy is the best jumper, so get Shirley and Shaun across first, just in case their movements shift the hay bale and the piece of wood.

Level 11

Level 12:

Run Timmy through the tunnel at the bottom of the steps, since he’s the only one who can fit through it. Put him on the right side of the teeter-totter; you’ll notice there’s a little platform he can stand on.

Use Shirley to push Shaun against the steps, then have Shirley jump on him so she can climb the steps. When she gets to the top, have her jumpy onto the right side of the teeter-totter, sending Timmy over to the other side where he can press the button and raise the ramp.

Tip: As soon as Shirley jumps on the teeter-totter, switch to Timmy so you can guide his leap with the arrow keys; push the right arrow to make sure he lands on the other side.

Level 12

Level 13:

Use Shirley to push the lower safe to the right, up against the brick wall, and then use her to push the other safe against the brick wall on the left. Put Shaun on top of the brick wall on the left, then have Timmy jump on him and up to the bottom platform. Have Shaun join Timmy on the bottom platform so Timmy can jump on him to get to the next platform up. (Have Shaun get a running start from the safe that’s up against the brick wall and he should be able to reach the bottom platform.)

You’ll be tempted at this point to have Timmy jump across to the platform with the box on it, but resist the urge: Shaun needs to jump off Timmy so he can reach the top platform, from which he can jump to the top of the middle structure. Now Shaun can simply jump across to the other side and Timmy can push the box off the platform and jump across too.

Last, have Shirley jump on the box and from there onto the safe and then to freedom.

Level 13

Level 14:

Stack Shaun on Shirley on the far right side of the green platform and then have Timmy jump on top of Shaun. Timmy can now jump to the tall brick wall in the middle of the screen. Don’t let him fall off the right side, because he needs to push the piece of wood there to the left – after he does that, he can push it all the way to the left, where it’s out of the way. Then he can jump to the top of the brick wall on the left and push the wood piece off to the right, where he can shove it out of the way in that direction.

After Timmy has cleared the way, Shaun and Shirley simply need to jump down and leave the level too.

Level 14

Level 15:

Move Timmy and Shaun to the right side, against the brick column, and use Shirley to push the trampoline to the left side of the brick house, where she can jump and knock the wood plank off and on top of Shaun and Timmy. Be careful: don’t push the trampoline too far to the left, or Shirley won’t be able to push it back to the right.

After the plank falls on Timmy and Shaun, use Shaun to push it to the left so that it rests on top of the large brick and forms a ramp. Now move Shaun to the far right, against the brick column, and put Timmy on top of him so that the two of them are out of the way.

Use Shirley to push the trampoline up the ramp and next to Shaun and Timmy. Now Timmy can simply jump on the trampoline and over the brick column, followed by Shaun and then Shirley.

Level 15

Level 16:

Use Shirley to push the bottom step all the way to the right. Don’t worry, you might think it will fall into the chasm, but it won’t. Once the bottom step is up against the cliff on the right, use Shirley to push the next step to the right, and then the next one, until they’re all pushed to the right. Now the sheep can simply jump up the steps to freedom.

Level 16

Level 17:

You could use any of the sheep for this task, but Shaun is the best since he can easily push the mallet and quickly move into position, so have him jump over to the cliff. Have him push the mallet, which will swing down and strike the cabbage. While that’s happening, move Shaun to the left and get ready: as soon as the cabbage shoots out of the hole at the top, have Shaun plug it so the cabbage falls on his back and rolls off to the right, where it will come to a stop on the button.

Now all three sheep can jump to the right and end the level.

Level 17

Level 18:

Have Shirley jump down and push the trampoline to the right so it’s angled, as shown below. The best angle seems to be created when Shirley is standing on the ground, rather than still on top of the bricks on the left. Don’t push the trampoline too far to the right because she won’t be able to push it back to the left.

Shaun is the best sheep to use for pushing the cabbages off the ledge and onto the trampoline. You’ll need to experiment to figure out how to hit the button on the left side: you want a cabbage to ricochet off the underside of the ledge and hit the button, but you can also accomplish the same thing when two cabbages bounce against each other. You can try pushing the cabbages over one at a time or both at once.

Once the button is pressed, you can move all three sheep to the exit.

Level 18

Level 19:

Use Shaun to jump across and put the crate on the right side of the teeter-totter. Then have Shirley jump across and land on the left side of the teeter-totter, so she catapults the crate to the ground below. Guide Shirley in mid-jump so she lands as far to the left on the teeter-totter as possible – that will give her enough force to pop the crate up and over the small patch of grass. Then use Timmy to push the crate onto the button and everyone is home free.

Level 19

Level 20:

Put Timmy in the open space in the wheel first. Then have Shirley jump in and start pushing to the right. The wheel will start spinning right away, so immediately switch to Timmy and get ready to jump over to the button. Once he pushes it, all the sheep can easily get out: Shirley will drop to the bottom, and the open space in the wheel will head back toward the top, since it is bottom-heavy and naturally comes to a rest with the open space at the top.

Timmy can jump back into the open space in the wheel and Shaun can jump in and push so that it turns again and drops both of them at the bottom.

Level 20


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