![hello neighbor act 3 hello neighbor act 3](https://cdn.cloudflare.steamstatic.com/steam/apps/521890/ss_9341a234c2bba8b79b724018cc29c770a53200ac.1920x1080.jpg)
At the end of the passageway is a door locked with a few padlocks. If the Neighbor catches them here, the player is simply put back at the beginning of the passageway and must repeat the chase. The player must make their way to the end of this passageway without being caught. Upon entering, the Neighbor enters behind them and begins chasing them.
![hello neighbor act 3 hello neighbor act 3](https://my.mcpedl.com/storage/worlds/1301/images/hello-neighbor-2004_6.png)
HELLO NEIGHBOR ACT 3 GENERATOR
The player must turn on a generator and then make their way back to the exit door, flipping the switch to remove the gate blocking the door. However, for whatever reason, he cannot catch them, should they leave the washing machine. The player must make their way to the end, while avoiding the Neighbor. The Neighbor will also enter the basement. Upon doing so, numerous gates appear and block the player's path, requiring them to use the doors. THE SECRET BEHIND THE GREEN AND RED TRUMPET!!! This will create a path for them to follow, and they must then turn off the power. 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.
![hello neighbor act 3 hello neighbor act 3](https://i.ytimg.com/vi/lCdKk54MFEY/maxresdefault.jpg)
It contains a secret passageway leading to the real basement a maze of rooms. However, upon trying to open the washing machine, the entire front hinges open, revealing itself to be a secret door.
HELLO NEIGHBOR ACT 3 FULL
In the full game, the basement appears to be an ordinary room at the bottom of the stairs, containing boxes, a boiler and a washing machine. The chair can simply be removed, but the keycard is frozen in a block of ice inside the Neighbor's freezer, and the crowbar is hidden somewhere on the third floor and heated with electricity. In its current appearance, the basement door is a brown wooden door, which is keycard-controlled, nailed with two boards, and as of the first Beta, propped shut with a chair. In Alpha 2, the basement door looked like a large metal door that could be opened with a valve, and was blocked with only one wooden board, but had a key-card reader in place of a number pad. This method would become the default for future versions. Additionally, the player had to remove the individual nails instead of just clicking the boards. In Alpha 1, there was no keypad, and there were two wooden boards instead of just one. In the Pre-Alpha, the basement door was a white wooden door blocked with a wooden board, and sealed with a padlock and number keypad. The basement is the largest part of the housethis is the location the Neighbor attempts to keep the player from entering. The pipe is clearly visible up against the wall next to the couch.As part of the Unified Community Platform project, your wiki has been migrated to the new platform. The third lever is actually inside the house. Slowly move the reticle up and down near the red band until it expands and lets you know you can turn the lever it's easy to fall here, so stay as far back as possible. Up the ladder, walk forward across the roof it looks like you should fall, but you can walk forward above the pipes.Ĭrouch down at the end and slowly move forward to reach the second lever that was previously too high up to access. Use it to unscrew the makeshift fence that prevents you from accessing the ladder in the back yard that leads up towards the top of the house.
![hello neighbor act 3 hello neighbor act 3](https://static.planetminecraft.com/files/image/minecraft/project/2021/775/14926557-bdaa-ab-abaeaf_l.jpg)
You already know the drill on the wrench from the previous act. Smash the window with an object like the binoculars or shoe and then open the freezer to find the wrench. For now, head around to the other side of the house and look for a window leading into the kitchen. You can't reach it yet, though, because it's so high up in the air. Turn around and go back the other way in the yard to find the second lever on the long pipe that sticks up out of the ground and runs into the house. The first one is found just by following the fence a bit further. Your first goal is to get the gauge on the wheel into the red by pulling levers on three other pipes around the area. Off to your right in a broken section of a fence is a pipe with a red turn wheel. From there, head up the ladder to find that the neighbor's house has changed quite a bit, and you are now locked in behind a giant fence. Head outside and grab the air duct grate in front of the red light so you can move through the crawl space. Go look at the window where the boards fell overand you should hear a click letting you know the door is now unlocked and can be opened. Go peep through the keyhole and look right and left until you hear a sound letting you know something fell over. Starting in the weird, fake room you discovered in the previous act, there's nothing immediately to pick up or throw, and the door won't unlock. Below we cover everything you need to know to fully explore the house and escape in Hello Neighbor Act 2.