Basement

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The Basement is a location in the Hello Neighbor franchise. The main objective of Hello Neighbor and Secret Neighbor is to access it. The basement is a labyrinth of passages and rooms located deep below the Peterson house.

Story

Shortly after moving into 910 Friendly Court in 1991, Theodore Peterson set up an office in the basement and started to work in it.

MORE INFORMATION REQUIRED

Location

Hello Neighbor (Full Game)

The basement's entrance is quite obvious; in fact, it's seen in the introduction cutscene in Act 1. Nicky Roth will hear commotion coming from Mr. Peterson's House. Intrigued, Nicky approaches the house and will catch a glimpse of Mr. Peterson shutting someone in his basement (this is Aaron Peterson). Mr. Peterson will spot Nicky and catch him. After this, Mr. Peterson will barricade the basement door by locking it with the red lock. It can be accessed by using the red key to unlock the lock.

Secret Neighbor

INFORMATION REQUIRED

Hello Neighbor 2

The basement entrance is located in the living room, similar to that of Hello Neighbor. There is also an entrance in the back of the house which leads to the basement.

The Door Itself

Hello Neighbor (Full Game)

Act 1

The basement door in Act 1 is a yellow wooden door with a silver handle. The door is locked by a red lock.

Act 2

The basement door in Act 2 is similar to the one in Act 1, but is darker in color, has no lock and is barricaded by a couch.

Act 3

The basement door in Act 3 is the same as the one in Act 1. Instead of a red lock, the door is locked by a keycard terminal. There are also boards and a chair propped on the door. An EXIT sign is now above the door.

Secret Neighbor

Hello Neighbor 2

The basement door in Hello Neighbor 2 is more detailed. The wood is red, and there is a golden knob. There are golden plates on the hinges and a giant black plate on the door. There are two brown planks and one black plank nailed to the door. The lock is yellow and is beside the doorknob. On the top corners are black plates.

Hello Neighbor (Pre-Full Game)

Prototype

Pre-Alpha

Alpha 1

Alpha 1.5

Alpha 2

Alpha 3

Alpha 4

Beta 1 and 2

Appearance and Gameplay

Hello Neighbor (Full Game)

Act 1

In Act 1 of the full game, the basement appears to be an ordinary junk room at the bottom of a staircase, containing boxes, a shelf, a boiler and a washing machine. However, upon trying to open the washing machine, the entire front hinges open, revealing itself to be a secret door. It contains a secret passageway leading to a run-down bedroom in the real basement; a maze of corridors and rooms. The player must get to the end of the basement, and make their way back to the beginning while removing the chairs blocking all the doors. This will create a path for the player to follow, and they must then turn off the power. Upon doing so, the gates shut and will block the player's path, requiring them to use the doors. Mr. Peterson will also be in the basement. The player must make their way to the end, while avoiding Mr. Peterson. The electric fence blocking a generator will open, allowing players to turn it on and then make their way back to the EXIT door, then flip the switch to remove the gate. Upon entering, Mr. Peterson enters behind the player and will begin to chase them. They must make their way to the end of this passageway without being caught. If Mr. Peterson catches the player here, they are simply put back at the beginning of the passageway and must repeat the chase. At the end of the passageway is a door locked with three locks. The player gets cornered and will be captured by Mr. Peterson.

Act 2

In Act 2, you wake up in a small locked room within the basement similar to the one in Act 1. Upon attempting to open the door and then wandering away from it, clattering noises noises are heard, as the banners at the windows are knocked down, and then the sound of a lock being opened. You can now exit the room to find the basement's layout is slightly different, and only a small section leading to the back exit is accessible. There are wire fences with a boiler, bed, and other bits of furniture behind them. The main path back to the front of the basement is blocked with a pile of furniture, so you must remove a nearby ventilation grate, walk through the duct and climb a ladder to exit through the back hatch.

Act 3

In Act 3, the layout of the basement is much of the same as in Act 1, but the accessible areas are different. The basement texture is also slightly darker, tilted and worn down. All three abilities from the Fear Rooms are required from here on. The Thing is also present. It patrols a long corridor and will catch you if it sees you. You need to use the invisibility ability from Fear Supermarket to avoid being caught as The Thing walks down the corridor. After it is gone, you can pass. You should then go down the hall that The Thing came from and use the double-jump ability from Fear Darkness to get over a fence blocking the door marked with an exit sign. At this point, Mr. Peterson will attempt to catch you. Use the shove ability from Fear School by repeatedly jumping (spacebar (PC/Mac), A button (Xbox), X button (PS4) jump button (mobile) by default) to escape. Afterward, Nicky Roth knocks over Mr. Peterson and locks the door behind him. Mr. Peterson can be heard crying worriedly from outside. You can then go to the door that was previously locked in Act 1. The Giant Neighbor boss battle in Act finale begins after going through it.

Secret Neighbor

INFORMATION AND IMAGES REQUIRED

The basement can be accessed in Secret neighbor map 4 as a playable area, although there is another basement. The area is Mr. Peterson work place along with where Nicky Roth is being held captive.

Hello Neighbor 2

In Hello Neighbor 2, the basement is much smaller compared to Hello Neighbor and can be accessed from the living room and the back of the house via a gate.

Hello Neighbor (Pre-Full Game)

Prototype

The only footage of the Prototype does not show the basement door being unlocked. In the announcement trailer, the protagonist attempts to open the basement door, but gets caught by Mr. Peterson from behind. The protagonist wakes up inside a wooden coffin, church bells can be heard in the background. The light starts to fade away as Mr. Peterson slowly buries the protagonist alive.

The basement in the Prototype had two required objects: The copper key and a hammer

Pre-Alpha

At the beginning of Pre-Alpha, the player will see a red glow coming from the slightly open basement door. This prompts the player to investigate Mr. Peterson's house and find out what lies within the basement. However, upon opening the basement door, the player will only find an empty room under the stairs. No basement had been created or implemented.

The basement in Pre-Alpha had three required objects: A code for the combination lock which can be found by using the ultraviolet lamp, the copper key (alternate: lockpick) and a hammer (alternate: crowbar).

Alpha 1

Like Pre-Alpha, the basement in Alpha 1 was an empty room under the stairs as no actual basement had been created or implemented. In the basement cutscene, where Mr. Peterson can be seen entering the basement, the player can catch a glimpse of what is behind the door. It appears to lead outside. When the player opens the basement door, a cutscene occurs. The door slowly opens revealing bright light coming from the basement. But before the player can enter the basement, Mr. Peterson intervenes and slams the door shut, capturing them. The player soon wakes up in a coffin, Mr. Peterson drops the coffin lid and the game ends.

The basement in Alpha 1 had two required objects: The copper key (alternate: lockpick) and a hammer (alternate: crowbar)

Alpha 1.5 and Alpha 2

Alpha 1.5 was the first build to have an "explorable" basement, though the exploration can only seen in a gameplay trailer as Alpha 1.5 was never released publicly. The basement is a maze of corridors and mini-puzzles, which has split paths but eventually leads to one room at the end. Candles and objects notably from Alpha 1 are littered throughout. In the gameplay trailer, Mr. Peterson chases the protagonist throughout the basement, though this was probably scripted. There are many doors with keys hanging by them that need to be unlocked, as well as generators to open gates. The protagonist eventually hides under a bed. Mr. Peterson gets distracted by a scream and goes through a door. The protagonist soon follows and the gameplay trailer ends.

Alpha 2 was the first public build to have an explorable basement. The basement in Alpha 2 is mostly the same as Alpha 1.5. However, only the first room is accessible. If the player touches the door, the game will end with a black screen and the text "HELLONEIGHBORGAME.COM". However, using the left-in developer commands (ghost mode), the player can access the rest of the basement, and see that it is just like Alpha 1.5 with minor differences.

In both Alpha 1.5 and 2, the basement had two required objects: A keycard and a crowbar.

Alpha 3

After unlocking the basement door, the player will find themselves in Mr. Peterson's living room, isolated in a white void. Mr. Peterson's car can be seen outside the window. Through the two doors, the player can see The Thing and part of a QR code. Mr. Peterson is crying in the corner of the room, behind the television. If he is approached, the game will end with a white screen and the text "HELLONEIGHBORGAME.COM".

The basement in Alpha 3 had two required objects: A keycard and a crowbar.

Alpha 4 - Beta 3

The basement in Alpha 4 - Beta 3 contains a large amount of parkour and puzzles that ultimately lead to a boss fight. The boss fight is against the Giant Neighbor, which requires the player to jump around and activate objects to slowly knock him down and get into the house on his back.

The basement's floor is mostly made of a sea-green tile, and the walls are dark and unseeable. There is also a platform that the player can reach by using an umbrella. Across the starting platform is The Thing, and between the platforms is a large fan that, if jumped in its path, will blow the player to the left.

The basement from Alpha 4 to Beta 3 had two required objects: A keycard and a crowbar.

Trivia

  • In Pre-Alpha, the code for combination lock beside the basement door is always "4785".
  • Behind the basement door in Alpha 1 is a road picture, as seen from the basement cutscene of Mr. Peterson entering it and then leaving after a crash occurs inside. Glitching, hacking, or disabling the invisible walls showed this easier.
  • In Alpha 2, if the player opens the basement door but does not enter it, Mr. Peterson will occasionally open the door and check inside while inspecting his house. However, he can not use the portal inside to teleport to the basement.
  • Curiously, there is a basement map in Alpha 3's game files consisting of a flat grassy area and a large bucket.
  • The player can enter the basement in Alpha 4 and onwards as soon as they acquire the crowbar and keycard. However, the basement cannot be traversed until the player unlocks the double-jump ability from Fear Darkness, as the default jump is not long enough to reach the air stream of the fan. In the full game, the double-jump is needed to clear the fence.
  • Mr. Peterson may occasionally place a bucket trap on the basement door, even though there is very little reason for him to do so.
  • Aaron and Nicky are both being held here at one point.

Appearances

Only Door

Prototype

Just a Room

Pre-Alpha

Seen But Not Explorable

Alpha 1

Explorable

Alpha 1.5 (only technically, as it was never released)

Alpha 2

Alpha 3

Alpha 4

Beta 1

Beta 2

Beta 3

Act 1

Act 2

Act 3

Secret Neighbor

Hello Neighbor 2

Trailers

https://youtu.be/zYHm59lDpMI?si=G3ELJlbGlRO2RF2R https://youtu.be/O41H9yESyHA?si=G1ya835BL1dFXmjE https://youtu.be/hB06WB8RI3I?si=uvVW6okMEy7WxgSE


Sounds