Skrondolny's Guide to Hello Neighbor 2

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Hello! Welcome to Skrondolny's guide to Hello Neighbor 2! In this guide I am going to tell you how to complete the game step-by-step.

Tutorial

After the cutscene showing us that Quentin is a rather reckless driver we spawn in a room with gears on one of the walls. Here, we only need to just press the switch. Go to your right and grab a stone form the green crate, now just throw it one the cabinet and take the crowbar. Open the chest on the right with crowbar, take the gear and place it on the red spot near the door to the barn. There are doors on your left, take the key next to them and go inside. Take the yellow gear and place it on the yellow spot. Go to the room with your van and destroy the plank using your crowbar (LBM by default). Crouch through the wall, then jump over the fence, then climb up the ladder. Climb up the wall, take the blue gear and jump down through the hole in the floor. Place the gear on the blue spot and pull the switch. All you have to do now is step out.

Day 1

You've woken up in your office. Go to the Mr. Peterson's house, but don't enter it just yet. On the other side of the road there is a treehouse next to what was Nicky's house. You'll have to get inside, but that won't be as easy as you think. Go behind the house and jump onto the roof using the trampoline. Now jump onto the branch and enter the treehouse. Click on the ladder to make it fall down so that you can get inside more easily. Click on the drawing of the cardboard knight and take the hand. Attach it to the knight and click on both hands to make them match the drawing. Take the switch out of his stomach and attach it next to the toy train, then pull it. Wait for the train to arrive and take the scissors. Now go inside Mr. Peterson's house. Go to the kitchen, open the firdge, click on the plate and take the wooden block. Go to the bathroom, open the toilet and take the second block. Go to the stairs. cut the police tape and go up. Go inside the room on your left. Cut the tape blocking the bookshelf on the other end of the room and take the photo piece. Enter the next room and put the piece inside the frame. Pull one of the handles on the bed and take the switch. Climb up the wardrobe and cut the cobweb. Take the weight. Go back to the previous room and place the switch on it's place next to the large bookshelf, then pull it. Cut the cobwebs and take the battery. Go to the hallway and enter the second room. Place the weight on the pressure plate. BE CAREFUL TO NOT STEP ON THE TOYS! Take the photo piece from the wardrobe. Now put the battery in the RC car. Pull the lever, wait for the car to get under the bed, then pull the lever back and take the key. Cut the pillow inside the 'fort' and take the second photo piece. Go back to the bedroom and put the new photo pieces inside the frame. Go downstairs and pull the photo showing a road. To get the password, go to the room where the bedroom was in HN1 and turn the TV on. Nouds of Tanure. 'N', 'o' and 'T' are red, this is our password. To back and enter 'Not'. Take the crowbar and the Aaron doll. Climb up the wardrobe and pull the picture. Go inside the vent and take the Theodore doll. Place the dolls on the house in the kitchen. Theodore on the right and Aaron in the middle. Take the plank of the wall on your right and take the Mya doll, she goes on the left side of the house. Take the key, and use it and the previous ones to open matching locks on the basement door. Go upstairs and open the wooden crate. Take the last photo piece and put it in the frame. Some books came out of the bookshelf, and there is a key on top of them. Take it, and open it's lock. Go to the ex-bedroom and take the last block. It's on the left side of the couch. Now go to the second part of the room. There is a safe and a green block. Above the green block there are four tiny flags. Red, blue, green and yellow. We have to put the blocks in that order. It gives us '1984' , that is the code to the safe. Enter it and take the last key. Open the last lock on the basement and go inside. Here, you have to pick up the newspaper saying 'Csoling hte sumeum' ('Closing the museum' in Wayron Croobian). Take the key under it and leave the basement by the back.

Night 1

Go to the museum and pick the shovel up.

Day 2

You can see Gerda and officer Keith N. Newsom talking in front of the bakery, luckily we won't be running into him. Go to the bakery. Go upstairs, enter the second toom and take the scissors. Cut a hole in the tapestry and take the clock's hand and put it on the clock behind you. You cans see '10:35' on all the digital clocks all around the house, and that's the hour that we need to put on the clock. Take the seven and add it on the till. You'll have to sneak up behind Gerda and take the key out of her pocket. It unlocks the fridge in the back room. Open it and take the frozen fish. While in this room, take the valve. Give the fish to Imbir and take the 1. You can aslo pet Imbir to get the 'Cat person' achievement. Put the 1 on it's place in the till. Go upstairs and enter the bathroom. Put the valve on the boiler and spin it. It will stop the waterflow, so that you can cut the bush on the balcony. Take the 5 and add it to the till. Take the ice cube with a key inside it and put it in the oven. Wait for the ice to melt down and extinguish the fire. Take the key and go upstairs. Open the big book and take the 6. Add it to the till, look on the photo and press 1576. Take the key and go to the museum.

Night 2

Open the main door using the newly gained key. Before entering the main part, go to your right. Take the miniature museum standing on the safe and place it on the red spot on the map. Now you can go inside the main part. Cut the cobweb on the cabinet on your right and take the yellow house. Go to the map and place it on the yellow spot. Go to the left of the stairs and take the crowbar. Throw any item to break glass on the cabinet next to you and take the blue house. Place it on the blue spot on the map. Take the key from the safe and open the door behind you. Go to the newly accessed corridor and cut the cobweb on your left. Take the sconce and place it on the left side of the Forest Protector painting on the far end of the hallway. Pull both of the sconces and enter the room. Take the heart-shaped key and go upstairs. Open the bedroom on the left side of the stairs, break the glass in the cabinet and take the photo of a father with his son.

Day 3

Today we will be skulking in the house of sociopathic Mr. Otto. Go upstairs in his house, go left and take the crowbar. Go to the back of his house and climb up the tower. On top, take the 'c' laying on a box. Go a level down, and take the shovel. You can safely jump down onto the hay below you. Go inside the house and place the 'c' on the fridge. Go to the basement, take the scissors from the desk and the switch that is also on the bear. While in the basement, take off the planks that are under the stairs. Go upstairs to the bedroom and cut hole in the pillow on the bed. Take the key and use it to open the chest under the stairs. Take the map piece from the chest and place it on the pin board. Go to the bathroom, open the toilet lid, take the 'f' and place it on the fridge. Go to the other room on that floor, and place the switch on the bear. Pull it and take the map piece. Climb up the 'floor' and take the 'b'. Keep climbing higher until you reach the top. Open the window and pull the boar's head. It's a time puzzle so you'll have to do the next steps quickly. Get through a window to the basement and pull the head here. Go upstairs and pull the head next to the microwave. Go to the bedroom, and climb up so that you can pull the head above the stairs. Now the microwave should open. If it's not, you'll have to repeat it faster. Take the map piece from the microwave and place the 'b' on the fridge. Take the deer horn and go to the bedroom. Add the horn to the skull and take the map piece that just came out of the bookshelf and put all the pieces on the pin board. Go to the marked spot and dig a safe out. The code are the numbers from the map put in correct order. Each piece of the map was pinned by a different color pin, color of the pin is the color on the safe. The code is: 80164. Take the key and go to the museum.

Night 3

Open the second room of the left side of the stairs. Spin the globe so that the monster hand points at the X. Take the gear. Take the bird next to the photo of the neighbor's 1958 Plymouth Fury. Also take the weight next to the empty bookshelf. Go to the garage, and place the metal bird on it's place on the hood. Take the yellow gear out of what's left of the engine. Place both gears in the clock on the ride side of the stairs. Go to the bedroom and place the weight on the pressure plate. Take the green gear and put it inside of the clock. The clock shows 11:35, which is the safe code. Open the safe and take the camera.

Day 4

Today we are going to mess around in the Mayor's house. Take the shovel that's in front of the statue and go inside. Go to the kitchen on the right side of the house and take the extinguisher that is on one of the walls. Extinguish the grill that is on the left side of the house and take the meat. Give the meat to Skipper so that you can dig out the scepter behind him. You can also pet Skipper to get the 'Dog person' achievement. Put the scepter in the statue's hand and take the chalice. Go upstairs and enter the room on the right side of the stairs, and put the chalice in the middle of the table. Exit the room and go to the greenhouse on the far end of the hallway. Climb up the ladder, get to roof and enter the window that you can see from the front of the house. Crawl through the hole in the wall, take the crowbar from the room on the far end of the planks and return to this room. Open the fuse box using the corwbar and take the fuse. Jump down, enter the mayor's office and take the star trophy. Go to the mayor's bedroom, and jumping on the bed get onto the planks under the roof. Take the trophy, and pute the fuxe in the fusebox. A keypad is revealed. We'll come back to that later. Through the wardrobe get into the trohy room and place the star trophy on the far right end of the table and the second one on the far left end of the table. Go to the bathroom and take the toy boat out of the bathtub. Go to the kitchen and place the boat under the boat picture. A photo of Skipper gets revealed. We can see that the numbers '8', '6', '91' are bold, this is the code. Enter the code and take the different star trophy. Put it on the table between the two chalices. Go back to the hallway and use any item to brake the frame with the 'Nadce' ('dance' in Wayron Croobian) record, and take the vinyl. Go downstairs and play the piano in this order: yellow, red, green, blue. Put the vinyl in the phonograph and turn it on. Climb up the platform and take the last trophy. Place it on the last empty space and take the stere. Go to the bedroom and put the stere on the compass. Align the blue part with the blue part, and the red with the red, then enter the room behind you. Take the cog key and go to the museum.

Night 4

Accessing the attic

Enter the second floor and open the room near the headless statues. Open the boog on your right and take the wrench. Unlock the last unentered room on this floor, which is the bathroom, and take the book laying on the toilet. Go to the TV and climb up. Open the wooden chest and take the antenna. Return to the headless statues and open the boarded-up door, which leads to the roof. Enter the roof and put the antenna piece to the rest of the device, and make sure both parts are facing upwards. The TV gives us 3 pictures: a campfire, a flower and a planet. Go the room where you got your wrench and place the book you've picked up earlier on the spot marked by a flower. Pull the books in the order shown by the TV. Take the bear head and attach it on the bear statue (you can attach it to a different statue to get the 'Mad scientist' achievement). Go to hallway with the Forest Protector painting and take the fish head hanging from the wall. Go to the garage and take the handle from the wooden chest and attach it to the 1958 Plymouth Fury. Pull the handbrake because apparently it opens the trunk and take the boar head. Attach both heads to their statues. Wait for the staircase to fall down and climb up. Take the key hanging on your right and open the gate. Get inside.

Escaping

Go behind the curtains and take the scissors. Cut the webs blocking your access to the lock. You can see that the are numbers are upside-down. If you look the lock from behind you will a part is marked red, but before we get into this, we need to find all the numbers. They are all around the room, so to make everything easier for you, I'll just list them below:

  • Green - 7
  • Pink-ish - 5
  • Blue - 2
  • Red - 0
  • Orange - 3

We need to put this code the way the listed numbers will be in the marked space. Now take the switch from the monster's hand. Go the painting, cut the cobwebs, attach then switch and pull it. Go to the end of the room and jump down. BE CAREFUL NOT TO LAND ON THE PLANKS. Go downstairs and break the glass-case that the crowbar is in, and take the crowbar. Now, you have to steal the wrench from the neighbor's pocket, it may take you some time. With the wrench, go to the hallway with the garage entrance, and take the fire extinguisher. Extinguish the fireplace, take the key and unlock the door. Leave the museum.

Summary

Thank you for reading this! If you enjoyed this guide, consider reading the other 2 (for now) I've created.