Alpha 4

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"You found the Solt Nayd Noufd Box!."
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Alpha 4 is an alpha version of Hello Neighbor.

Beginning

First, Nicky Roth appears in an apartment (probably his) when suddenly someone knocks on the door. When he goes to the door, he sees a letter telling him to move to Raven Brooks. The player now has control over Nicky. The key to the red key room was in the player's car trunk.

This was the first basement where you could explore while having to avoid Mr. Peterson while he was down there too. In order to complete the basement, you needed the super jump to jump across the giant gaps.

Gameplay

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. Head around to the right-hand side of Mr. Peterson'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. 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 open, leading to an extremely long ladder that heads straight up. You'll need this route open to get across Mr. Peterson's weird Dr. Seussian-style home that has no rhyme or reason to its floor plan. 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 Alpha 4. (Note: Jumping is easier if you have an umbrella in hand and use it while falling, which slows your movement.) 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. 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 left, 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 in the next room. Use the magnet to pull a blue key out of that room. 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. 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. If you don't have an umbrella yet, grab one from just behind 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! 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 train. 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 green key on the floor near the large metal cylinder. If you need an inventory room at this point, you can get rid of the blue key and the magnet -- just make sure you have the green 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 green 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. 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). Next, use the keycard to open the electronic lock -- and you can finally reach the bizarre ending.

Here's a list of things that have changed.

  • An umbrella has been added.
  • Trees have been changed. Now their foliage is lumped together and has lighter color.
  • The train was returned, has a blue color, and you can ride it.
  • Mr. Peterson's House was partially finished and a little redone.
  • The appearance and location of the windmill were changed. In addition, it has become part of the gameplay.
  • There is a Russification.
  • The doors became wider.
    • Because of this, there was a bug with the doors propped up: the chair falls to the floor, but the door remains propped until it is lifted back.
  • The voiceover of Mr. Peterson has changed. Now he makes different sounds.
  • There are four times of day, as there was in earlier versions.
  • Mr. Peterson can use a flashlight.
  • The night was not as dark as before.
  • Mr. Peterson begins to see worse in the dark.
  • Now the player dies when falling from a great height.
  • Changed the texture of some things. Among them are a mannequin, tram, garbage can, toilet, electrical panel, and mailbox.
  • Mr. Peterson can now repair the cameras.
  • Now fear is playable in the game.
  • A completely new basement.
  • The top parts of the house now have a use.
  • There is now a square shaped window. It is at the attic.
  • The triple window in the living room is now a single window.
  • A new type of box was added. It is the open box.
  • The text on the Lost and Found Box was changed.
  • The keycard is now frozen in the freezer.

Ending

When Nicky Roth enters the door inside the basement, he appears in his apartment, leaving it.

Gallery

Nicky Roth's House