The much-anticipated Hello Neighbor has changed quite a bit since our last look at the previous Alpha build, as Alpha 4 now features an actual control keymap list (huzzah!), improved UI, a working day/night cycle, and some very creepy mannequins.
Most of the same controls and tips and we covered before are still applicable here, as is our previous stealth guide to distracting the neighbor. But the newest game version has been expanded and has some key differences. We cover them all below in our complete Hello Neighbor Alpha 4 walkthrough below.
Keep in mind that there are other potential routes to reach the ending -- this is just the way I went on my first playthrough!
Hello Neighbor Alpha 4 Puzzle Solving Guide
To get started, remove the box from the yellow car trunk right outside your house and grab the red key. You won't need this till way at the end though -- so if you need inventory space, just set it on the ground somewhere you can pick up later.
Red Key Location
Head around to the right hand side of the neighbor's house and use two or three boxes to create a makeshift ladder so you can reach the open grate near a window. Throw any object smaller than a box -- like a shoe or a banana peel or even your flashlight -- to hit the switch visible through the grate.
Grate With A Hidden Switch
Head inside the house and go down the hallway to the corner where you can either head up to the second floor or find a section of hallway blocked off with boxes.
Since you hit the switch, a new door will have opened, leading to an extremely long ladder that heads straight up. You'll need this route open to get across the neighbor's weird Dr. Seussian-style home that has no rhyme or reason to its floor plan.
The Ladder Shortcut
About three quarters of the way up you will see an opening on your left. Head inside and tap the big red button on the generator inside this room. You should now see the roller coaster track just to the side, but ignore it for now (although we will return here several times later).
Head down the stairs in the corner and open the regular door (ignore the door in the floor that drops straight down). Take a deep breath and jump across to the roller coaster tracks.
Yes, you will have to do this several annoying times, because the jumping and physics still aren't perfect in this Alpha version. (Note: Jumping is easier if you have an umbrella in hand and use it while falling, which slows your movement.)
Jump Attempt #1 Of ???
Immediately down and across from you is a boarded red window, and below that is a white landing platform. Jump to the platform, then grab the mannequin and smash out the window in front of you. Head inside the window, then jump down through the hole in the left corner of the room.
Heading Down
Head over to your left towards a blocked entrance and crouch down. You should see a red and blue magnet device just poking out of the shelf blocking your way -- grab it!
Remove the chair blocking the nearby doorway and head through to a hallway filled with paintings of eyes. Turn right, then take the first door on your left. There will be an empty spot in front of you and a platform over to the left just out of reach.
Get ready for another annoying sideways jump to reach that platform. Pull down the painting off the wall here to reveal a hole into the next room. Use the magnet to pull a blue key out of that room.
If Your Inventory Is Full, The Key Drops To The Ground
Jump back across the annoying gap and turn left to open the door at the end of the hall filled with eye paintings. Flip the big yellow switch on the wall near the stairs to open the iron fence. Now you can freely move between the first and second floors of the house.
Go through the opened fence and head up the stairs to the locked door, which can now be unlocked with the key you just picked up. Now you have unrestricted access to the upper third floor, and more places to run and hide.
Unlocking The Third Floor
Head through the nearby door and look on the wall to see a crowbar stuck to the wall. Throw anything against it to break it free, then use the magnet to pick it up. Don't touch it with your hands -- it's molten hot!
Instead, go all the way back down to the first floor and throw the crowbar in the kitchen freezer, where you can also pick up the blue keycard. The keycard isn't needed until the very end of the game though, so you can safely leave it here for now.
Cooling Down The Crowbar
If you don't have an umbrella yet, grab one from just behind the the front door. Head all the way back up the infinity ladder to the room where you jumped out onto the tracks before.
Do so again. But this time, instead of going for the platform, you are aiming to land just beyond it to go through a hole in the blue floorboard. Be sure to deploy your umbrella, as you are jumping to get more maneuverability!
Jumping Through The Hole
You will land in a control room -- pull the lever and press the big red button to start the tram moving across the coaster track. This will break the various obstacles preventing you from accessing track areas. Head down the hole in the floor to your left to get back on the ground.
Once more, head up the ladder to the room with the track. But instead of jumping down, just walk forward through the part of the wall that was previously boarded up but is now broken and allows direct access to the track.
Run across the track through a blue room and keep going down until you reach a yellow room that was previously visible through the control room glass. Remove the chair from the control room door, then head inside and hit the red button again to move the tram forward slightly.
Go all the way back the way you came until you reach the original track room. Go out the opposite end, where you should see the tram in front of you and a large silver pipe to your left. Jump out on the pipe and head up, then turn around and use the umbrella to reach the top of the tram.
The Mary Poppins Form Of Travel
From the top of the tram, jump across to the roof and then head all the way up until you see a small silver door with a yellow danger sign. Open it up and throw something in (like a box or a shoe) to stop the gears from moving.
Now for the tricky part. Head back down into that main track room you've been in several times. Look for a hole in the wall near the ceiling that's filled with boxes. Build a box ladder to reach the hole, then pull out all the extra boxes blocking your path and throw them anywhere. Carefully jump up and to the side to enter the room through the cleared hole.
Yes, it's ludicrously frustrating, and you'll probably do this a dozen times. It seems to work best if your box ladder is at least 5 boxes high. When you finally achieve sweet, sweet jumping victory, head through the door in this room and grab the yellow key on the floor near the large metal cylinder.
Reaching This Room Will Have You Smashing Your Keyboard, Guaranteed
If you need inventory room at this point, you can get rid of the blue key and the magnet -- just make sure you have the yellow and red keys in your inventory. Go the ground floor and head down the hallway leading towards the ladder. Instead of going forward toward the ladder, turn left and go through the wall of boxes, then unlock the back door with the yellow key.
There will be a very creepy segment here, after which you return to the main game area. Head back up to the roof where you gunked up the gears (you may have to turn on the tram in the control room to get it in position to reach the roof again). From the roof,look down and jump onto the upper part of the steel pipe.
Adventures In Home Ownership
From the pipe, turn and face left -- then very, very carefully use the umbrella to jump out onto the box with the yellow roof. Go down the ladder into the box, then use the red key to unlock the door inside.
Get ready for a weird segment. After completing that segment (I won't spoil it for you, but it's fun), make sure you have the blue keycard in your inventory and then go back to the ground floor and grab the cooled crowbar out of the freezer.
You can now remove the boards from the basement door found on the main floor of the house in the living room (with the crowbar in your equipped item slot, hit 'e' while looking at each of the nails).
Unlocking The Basement Door
Next, use the keycard to open the electronic lock -- and you can finally reach the bizarre ending.
Have fun, andlet us know if you took any different routes or found any other secrets that we missed in Hello Neighbor Alpha 4!
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The 8-Bit Ninja / Gaming
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Today we are here with a new game called Hello Neighbor (Or hello neighbour for some). Today we are here to see if we can possibly glitch our way into the 3rd floor without mods! The neighbor makes this pretty difficult though!
Hello Neighbor is a Stealth Horror Game
about sneaking into your neighbor's house.
You move into a brand new suburb and notice your neighbor is hiding something in his basement. The only logical thing to do is to break into his house and figure out what he's hiding.
Game Links:
https://www.humblebundle.com/store/hello-neighbor?partner=8bit
Links:
8-Bit-Ninja: http://www.youtube.com/The8BitNinja
Outro Credit (PHIBES): http://goo.gl/nMfrgP
Facebook: https://www.facebook.com/The8BitNinja
Twitter: http://www.twitter.com/The8BitNinjaYT
Hello Neighbor is a Stealth Horror Game
about sneaking into your neighbor's house.
You move into a brand new suburb and notice your neighbor is hiding something in his basement. The only logical thing to do is to break into his house and figure out what he's hiding.
Game Links:
https://www.humblebundle.com/store/hello-neighbor?partner=8bit
Links:
8-Bit-Ninja: http://www.youtube.com/The8BitNinja
Outro Credit (PHIBES): http://goo.gl/nMfrgP
Facebook: https://www.facebook.com/The8BitNinja
Twitter: http://www.twitter.com/The8BitNinjaYT
Each act in Hello Neighbor tells a different segment of the story, skipping around in time as a boy grows up and bad things happen in the neighbor's house.
By Act III, you should already have a pretty good idea of the game's mechanics and what sort of things to look out for in terms of finding new routes or discovering items and keys.
There are a few changes in the formula for this last act, though, and the basic run through is quite similar to the the previous Alpha build with the Dr. Seuss/Willy Wonka-style roller coaster.
Hello Neighbor Act III Guide
Some overlap exists between Hello Neighbor Acts II and III. If you haven't yet finished the in-between segment taking place in a different time, walk into your house for a cutscene, then grab the green key out of the car trunk to access the neighbor's house and pick up the phone. With that out of the way, it's time to get started back on the regular gameplay.
First, grab any small, throwable item (such as the VHS tape in your house) and two boxes. There are again boxes in the closet of your house, or you can find some outside in the neighbor's yard.
With those items in hand, head around the right side of the neighbor's house to the back. Throw down the boxes in front of the open grate where a red switch is just barely visible.
Jump on the box tower and throw your item at the switch to flick it over and unlock a door inside the house.
Reaching the switch
Break the window directly next to you and head inside the house. Immediately turn left and enter the door that was opened by the switch, which leads to several long sets of ladders going up.
Go up the first two ladders to a landing platform, then pull the red switch above the door. Head inside to find the rollercoaster track. We're not going on this section quite yet, though. Instead, go down the red staircase to your right, and open the door to your left at the bottom of the stairs.
Looking down through the open door, you should see empty space leading to part of the track and a window far across. If you step down onto the track, you should see a hole just in front of the window that you can jump into.
Aim for the hole in the left-center near the window
Jumping through the hole takes you to the roller coaster track control room. Flip the switch on the far left side of the control panel (be careful not to move too far over and fall through the hole), then push the red button to the right to start the track running.
After pressing the button, jump through the hole in the floor right in front of the control panel to return to the yard. Head back into the house through the same window you broke before, and go up the stairs to your right near the cluttered hallway (if you are entering through the front door instead, go to the back of the house, and the stairs will be on your left).
On the second floor, up the stairs, you will see a gated-off portion of the room. Hon vs dota 2 1. To get past the gate, jump up onto the wood railing, then turn and jump onto the lamp on the opposite wall.
Jumping past the gate
From there, turn around again, and you should see an open section of floor you can safely reach with a jump.
You can pull the switch on the wall if you want, which opens the gate so you don't have to do the jumping puzzle again, although this does mean the neighbor will also be able to patrol the area more easily.
Use the boxes in this room to make a tower so you can reach the paintings on the left wall. Interact with the painting of the apple at the top near the ceiling to turn it sideways (just press E instead of holding it to pick up the painting), which opens a ramp back on the other side of the gate.
Turn this painting!
Run up the painting ramp, then head up the stairs and ramps until you reach the top floor, where you can see a candy cane-striped entrance with a 'No Guns' sign.
Head inside, then take the door on the right, and the next door on the right, until you reach a room with more metal bars blocking off part of the room. We aren't actually going to get past them this time, though.
Ignore the wall fence and instead grab the shoe off the shelf, then turn back around towards the bars to find a box with a switch on the wall.
You can't open the box, but if you hold down right click to wind up a throw for the shoe, you can launch it through the grating into the box on the right side, holding the lever into the open position.
Propping over the lever with a shoe
Run back into the previous room, where another sealed box will now be open, letting you grab a red key. It's easy to accidentally mess up this segment, so if the shoe doesn't move the lever over, just grab something else like the binoculars off the shelf and try again.
Go back into the room with the metal fence, and open the door on the left to find a new room where a door is held closed by a chair. Pull off the chair and open the door, but don't step forward, as you will fall to the lower floor.
Instead, open the breaker to your right to find a red-hot crowbar. Grab the crowbar, which will immediately fall, as it is too hot to hold.
Too hot to handle, but we'll need this for later
We'll have to do something about the crowbar being heated up, but first jump down into the lower room and grab the umbrella off the floor.
With the umbrella in hand, jump through the square hole next to the couch to enter a strange room with a half-open wall to your right.
Look through the hole and search the bookcase to find a barely visible magnet. Grab that, as you will need it to pick up a metal object.
With this, we can pick up the hot crowbar!
Now, head back into the room where the crowbar dropped. There should be several routes there now, as you have opened the ramp and unlocked the doors.
When you get back to the room, use the magnet to pick up the crowbar by holding left click while pointing at the crowbar with the magnet in your current inventory slot.
Holding the crowbar
Go back down through the square hole next to the couch to again enter the room where you found the magnet. This time, throw the switch on the wall and go through the metal fence when it opens. There's a key on the box in this room you can use to explore another area, but it isn't required to complete the act.
Head through the door right in front of you (ignore the doors on the right and left sides of this room) to enter the bathroom. Turn on the shower and hold the glowing hot crowbar under the stream of water. After a few seconds, it will cool down so you can hold and use the tool (finally).
Pick up the cooled crowbar so it goes in your inventory, then head back out into the hallway. Turn left, then remove the chair and open that door to enter a room with a large chair and a bunch of television monitors.
Open the drawer underneath the TVs, and you should hear a click. Head to the right side of the room and open the door on the floor to jump down to the ground level.
Go through the door to your right to return to the main ground floor room. Here you can use the crowbar to remove the bolts holding the boards in place that restrict access to the basement.
Removing the boards
Although the chair and boards are removed, you still need a keycard to open the electronic lock to the basement. Make sure you still have the umbrella in your inventory, and return to that long series of ladders you used way back at the beginning.
Go back through the door you opened with the switch to return to the room with the track. If the trolley is there, wait for it to pass. Otherwise, walk forward out onto the track and into the area outside the house.
Returning to the track room
Run down the track until you re-enter the house and can turn into a room on your right.
You have to time this part carefully so you don't get hit by the trolley, as it may be close to you when you get to this section. If you have trouble, wait for the trolley to reach you, then go right after it leaves.
Don't forget that the umbrella slows your fall if you press left click while holding it, so you can actually use it to jump out of the way if the trolley is hurtling towards you.
Stand in the side room until the trolley slows down and stops in front of you. Open up the door and hop inside to take a ride across the track.
Waiting to hitch a ride
Move into the second section of the trolley and wait until you are almost through the hole in the wall that returns to the main track room. Pull the lever to stop the trolley, then jump out.
This part is super glitchy and behaves in odd ways, so you'll probably end up flying through the air and then walking all the way back up into that first track room.
Drop a box on the track and jump onto the pipe on your left, then from there, jump on top of the stopped trolley. Turn so you are facing the front of the trolley, and jump onto the roof section right in front of you.
If you find this part totally glitches out for you constantly and you can't get it to work, just wait for the trolley to pass, then stack two boxes on the edge of the track to jump across to the pipe, then drop another box so you are higher up. With a few tries, you can use the umbrella to reach the roof manually without the trolley.
Jumping onto the roof from the trolley
Turn left and run up to the top of the roof to find a bunch of trees growing. Jump across the tree tops to the opposite corner of the roof, where you will find a small breaker box-type opening on the ground. Open it and throw something like a box in to junk up the gears.
With that done, go down the right side and jump onto the pipe. Out in the distance you should see a small building suspended in the air by boards. Jump across and activate the umbrella to land on top, then jump down the access hole.
Reaching the secondary building
Use the red key we got waaaaaaaaaay back at the beginning to open the door inside, which takes us into a fear room, where you are shrunk down to tiny size.
Make your way up the shelves, knocking over boards with cups when necessary to make your own ramps. When you reach the toaster, jump inside to be catapulted upwards.
After exiting the fear room, go back to the main track room and go out the opposite side of the track you had been traversing before. When you can see segments of the house again, jump forward and go to the left so you land on the area with the bullseye rug and a chair.
Hello Neighbor Secret Neighbor
Go through the outside door and then the next door to your right. Now head through the next door that should be on your left (if it's locked, it means the neighbor dropped a chair on the other side, so you will need to go through the house from the other direction).
Flip a switch on the wall and head through the odd metal door to enter a green room. Grab the guitar on the floor here.
Grabbing the guitar
Go back out into the hallway and head in the other direction until you see some boxes. Grab the flashlight on top of the boxes, then proceed around the corner to find a blue kid's room.
Your goal here is to recreate the dresser and wall segment exactly as it is shown on the wall painting. Put the flashlight on the shelf, the guitar and hat on top of the drawers, the pillow on the floor to the right of the drawers, and the skateboard directly in front of the drawers. You will hear a sound if you did it properly.
Look for a black wire on the ground running over to the window. Follow the wire and jump out onto the fenced area, which should now be open, and press the red button on the generator. This turns off a device preventing you from grabbing the green key.
Flipping the generator switch
Return to the main track room, and jump up on the railing for the red stairs to see an open section of wall blocked off by boxes up above. Throw something at the boxes to get through, then run into the next room and grab the green key.
Return to the main floor and go to the hallway where the ladders are located, and there are the stairs leading up to the ramp room.
Instead of taking either direction, go down the cluttered hallway on the side and jump over the boxes. Use the green key to open the door and enter another fear room.
Green Door
After finishing the fear segment, go back up the painting ramp and return to the room where you first grabbed the umbrella (the one with the small square hole next to the couch).
Turn the red lever (connected to a long black cable) positioned behind the blue couch. Head through the wood door that opens after you pull the lever to enter the next fear room.
When you complete this segment, return to the main floor and enter the kitchen. Open the freezer to find the keycard to the basement now waiting for you (if you haven't completed the fear rooms, the keycard will not be there).
Now you can finally enter the basement for the last time, where things get super freeform and weird as the story wraps up. Enjoy!
It was in the freezer the whole time?
Did you find any other secrets we missed? Let us know in the comments section below!
Haven't finished the earlier parts of the game yet? Check out our full Hello Neighbor walkthroughs for the game's two previous acts right here:
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From tinyBuild: Hello Neighbor is a Stealth Horror Game about sneaking into your neighbor's house. Play against an advanced AI that learns from your every move. You move into a brand new suburb and notice your neighbor is hiding something in his basement. The only logical thing to do is to break into his house and figure out what he's hiding.
What do you need to know about free software?
After hours of flipping switches, breaking windows, hiding in closets, and picking up every object known to man, you're probably more than a little stumped on how to complete Hello Neighbor's Act 1 segment.
If you are having trouble getting into the basement and figuring out how to proceed past all those stubbornly locked doors, we've got you covered with a step-by-step guide to the neighbor's security system.
Note that we're going for the most direct route to solve the main puzzles and not diving into all the various secrets for every achievement. If you want to fully experience the game, be sure to explore the whole house instead of heading straight for the basement!
Related content:
Hello Neighbor Basic Controls
For those just jumping into the game and getting frustrated by the lack of explanation on the game's controls, there are a few basics to keep in mind. You can have up to four items in your inventory at once, with old items you pick up disappearing and going into previous inventory slots.
After the opening segment, press and hold E to pick up any object that makes the reticle become a larger circle, then hold the right mouse button to aim and release to throw. The longer you hold, the farther and harder it goes. If you only right click without holding, objects won't actually break windows.
Knocking over the neighbor with a coffee mug
Objects can also knock over the neighbor, so keep something like the bowling ball or even a cup in your inventory for situations where you can't hide. If you hold down the right click for a stronger throw, he'll be knocked off balance for a few seconds so you can get away.
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Hiding under beds or inside cabinets only works if the neighbor didn't specifically see you enter the room, so you need to get ahead of him when he's chasing you.
Hello Neighbor Act 1 House Exploration
Your goal at the beginning isn't to explore all the rooms in the house, but rather use boxes and get up on the roof where you can access the top floor.
Before heading to the neighbor's house, open the closet beneath the stairs in your house to get four boxes for free. Its easier to grab them here than to get the boxes in the neighbor's yard where he might see you through the window.
Free boxes!
Because of how wonky the controls are and how easy it is for boxes to slide off the roof, I recommend breaking out the second floor window before you even go up there.
Just grab something like the ball or even the weird eye painting off the wall in your house and chuck it up at the window from near the fence. After that's done, make sure there are at least two boxes in your inventory and climb up the leaning yellow shelves to the left of the front door.
Break this window!
Head to the top yellow shelf and drop two boxes on top of each other. Jump on the box tower, then turn left and jump onto the brown section of roof nearby.
From there, jump across to the roof/awning section above the porch. If you have trouble getting across, drop another box so you can jump from a higher vantage point.
From there, walk forward and jump across the white lattice to the brown awning in front of the window you broke previously. Inside the bedroom, throw a box (or any object in the room) at the painting of the flower next to the door to open a secret passageway.
Who needs keys?
In the purple room, grab the gold key sitting next to the door and then unlock it so you can get through easier. To your right, look for a keyring on the wall and grab the red key. This one will let you open the trunk to the red car back down on the lawn.
Go back out the window in the bed room and head down to the car. Unlock the trunk to get the magnet, which lets you steal metal objects from a distance.
Ain't no junk in this trunk!
With the magnet in hand, grab several boxes and head around to the back of the house near the area with the ladder (blocked by a shoddy fence completed with some boards).
Look for a small open window that's positioned up high enough that you can't quite reach. Set down a few boxes in front so you can jump up and see inside to the work shed area.
Making your own path
I found it easiest to create a step ladder using a large box as a base and two tiers of small boxes to actually get up high enough.
You can't use the magnet to grab the wrench just yet, but you can pull the silver lock pick off the top left side of the shelves (near all the pots of glue).
After grabbing the pick, go inside the open window on the side of the house (the one with the black wire running inside) and open the door to your left.
Knicking the lock pick
In the hallway, you can now use the lock pick to open the door to the left of the staircase. That door leads to the shed where you stole the lock pick.
Now you can physically grab the wrench off the wall instead of using the magnet. Head back outside to the exact same place where you previously made the box tower and stole the lock pick.
The wrench is ours!
Use the wrench on the makeshift fence that is blocking access to the ladder right next to the shed window. Climb up the ladder to get to the roof and run across a wood plank until you can look down and see through a hole in the ceiling.
Jump down the hole to enter that room that was previously locked and couldn't be accessed. Now you can pick up the red key on the green table that was seen in the game's opening cinematic.
Head back downstairs to the main floor and you can now use the red key to unlock the basement. Huzzah, the first part of Act 1 is complete!
Jumping through the roof
Hello Neighbor Act 1 Basement Guide
After running down the stairs, open the old timey washing machine up against the wall to reveal a secret passage into the next area.
Open the door to discover a rather disturbing room where a whole fake world has been created to fool someone (anybody else thinking of the opening segment of Prey?).
Pull one of the paintings of an open window off the wall to exit the fake room stage and access the rest of the basement.
There's more than just dirty laundry in there!
There's a wall breaker you can turn off, but don't do it just quite yet. Instead, flip the nearby wall switch to open the grating to another room and gain access to very large area to explore. You are looking for a section with a red light bulb and a marionette near another grate.
Flip the switch to open the grate and you will see a large open room with a fence. Behind the fence is a generator and some sparking wires that can't be reached. Near the fence, pull the chair off the door and head into the next room.
To your right on the wall is a section of black bricks which you can break by throwing any object.
If it seems suspicious, always try breaking it!
Through the broken wall you can now access the sparking lever and the generator, but don't do that yet since you don't want to get electrocuted.
With the wall broken and all the grates opened, go back to the beginning and flip the wall breaker you ignored earlier. This turns off the sparks so the switch can be safely used.
Now you can turn on the generator to power the final exit, which is back on the opposite side of the fence (in the room before the hallway before you broke the brick wall).
Flip the switch on the green lit exit door and get ready to run! After a chase you end up at a door covered in colored locks that you don't have keys for. All appears to be lost..
What the heck? I don't have any of those keys!
Although it seems like the end, this frantic chase to nowhere is actually just the beginning! Special thanks to YouTuber Razzbowski for a handful of the screenshots above.
Did you find any other ways to access the areas besides our method? Let us know in the comments below. Stay tuned as we cover the next act of the game where you try to break out of the house instead of sneak in, and things get even more crazy on the story front.