recursal/Fanatic-Fandom huggingface dataset:
Bird Room

*This article contains cut content.*

Magnet Gun

The **Bird Room** was a room in Alpha 2 of *Hello Neighbor*.

## In Gameplay

The bird room was located on the second floor of Mr. Peterson's house, at the top of the stairs. In order to get inside, you would have to turn on a generator behind the house outside by the shed, flick a switch on a post by the neighbor's bedroom window, climb into the window, open the door, and quickly run into where a fake wall was covering it. You'll see the stairs and a part of the wall going upwards. Be quick, if you don't get through in time, another fake wall will block it off instead. If you miss it, all you have to do is go back outside, and flick the switch again.

You could also take the ladder up on the backside of the house and climb onto the roof and fall down on the roof in front of the window. You could then use an object to break the window and get inside. The neighbor can't get upstairs most of the time unless you trap him up there while the fake wall is going up and a big enough gap is made.

Once inside, the room contained some boxes, some wheels, a watering can, a chair, a magnet gun, covered furniture, trash, mannequins, a basketball, blocks and a teddy bear on the staircase, as well as a painting of a crow covering up a hole in the wall. The door leading to the child's room is upstairs and you can use the crowbar to take the boards off the door and get inside; giving you the ability to get the keycard.

However, the Bird Room also contained a caged crow. If the player does not look directly at the crow with their vision not obscured by scenery, it would begin calling out loudly and continuously, attracting the attention of Mr. Peterson, only stopping if the player looked at it again, or left the second floor entirely. The crow doesn't alert the neighbor immediately, but if the crow calls too long and too much, then Mr. Peterson's attention is attracted. This was also likely the same crow that stole the small silver key during the tutorial.

The magnet gun upstairs is used for getting the lockpick out of the storage room through the small window on the backside of the house. It also contained the fireworks, which unfortunately do not stun the neighbor. Interestingly though, in the "Fireworks Gameplay" trailer, the fireworks did in fact stun the neighbor for a brief period of time when they were ignited. Them not working in the final version may have been from switching Unreal Engine versions or accidentally tampered with, causing them to not work. The fireworks can still be ignited and set off, but have no effect on the player or the neighbor.
Fear Factory

*This article contains cut content.*

**Fear Factory** was a Fear level that could be found in Beta 1 and 2 of the game. It would unlock the super-throw ability, which allows the player to throw objects further, and with enough force to knock the Neighbor over, by holding the throw button for longer before release. It was removed in Beta 3 when the developers felt it wasn't fun enough, and the super-throw power-up was made a default ability for the player.

## Overview

The entrance to the level could only be accessed by no-clipping into the flooded vault. It was replaced in Beta 3 with a room containing a guitar.

The level took place inside of a desolate factory with large floodlights. During the level, mannequins would suddenly appear and surround the player, preventing them from moving. One would drop a basketball, which the player needed to pick up and throw, prompting the mannequins to free them in order to grab the ball. After travelling a short distance, the player would be surrounded again, and would have to repeat this about ten times, after which the mannequins would no longer surround them and they could exit the level. It was supposed to teach the player they could hold the throw button for longer to throw further, and it was not completed before its removal.
Nursery

*This article is a stub. You can help Hello Neighbor Wiki by expanding it.*

*This article contains cut content.*

The **Nursery** was a room in Alpha 1 of *Hello Neighbor*.

## Gameplay

The nursery was located on the second floor. It could be found by drilling into a wall behind the Rifle Range Room with the jackhammer. It contained a heart key, a teddy bear, and a mannequin.
Gramophone

**Gramophones** are key items in Hello Neighbor that were introduced in Beta 3.

## Gameplay

When a gramophone is interacted with, it plays music. This music is used in cultivating the tomato plants that appear in various areas of the Neighbor's house. The plants either grow or wilt depending on which gramophone is played near them.

There are two gramophones in Hello Neighbor. One of them is a gramophone with a green record which plays the Alpha 2 intro theme, and grows the plants. It can be found on the balcony outside the day/night door rooms. The other has a red record which plays the Pre-Alpha and Alpha 1 chase theme, and wilts the plants. It can be found in the flooded room at the top of the tall ladder, and can be reached by solving the frozen globe puzzle.
CCTV Room

Contents |  * Lockpick (Alpha 1)

The **CCTV Room** is a room that has appeared in Alpha 1 and Beta 3 of *Hello Neighbor*.

## Gameplay

The CCTV room has monitors showing the view of many cameras. Turning the monitors off with the nearby switch renders the cameras useless, which makes it easier to roam the Neighbor's house unnoticed, although it isn't necessary.

### Alpha 1

The CCTV room in Alpha 1 can be found on the second floor near the classroom. The room is small, with not much in it besides the monitors, the switch (which is a red button) and a lockpick. The desk containing the monitors is blue and has an armchair in front of it.

### Beta 3

The CCTV room in Beta 3 is still on the second floor, and can be accessed from a couple of locations. The easiest method of entering the room is by climbing the ladder at the side of the house and breaking a window. The room is larger, with a door in the floor. Additionally, the switch is now a metallic lever instead of a red button, and there is a small coffee table in addition to the armchair. The monitors look more like a series of televisions screwed together than a single display, though they function the same. There are no important items in the room itself, so it is entirely optional.
Note that entering and leaving a Fear level will reset the switch, requiring it to be turned off again.

### Secret Neighbor

In the game Secret Neighbor, the neighbor will respawn in this room after being knocked out by one of the children.
Binoculars

**Binoculars** are a key item in Hello Neighbor.

## Appearance

Between Alpha 1 and Alpha 4, the binoculars looked like ordinary-looking yellow binoculars. Beta 1 changed the look to stranger-looking wood-reinforced ones with mismatched scopes and convex lenses.

## Gameplay

The binoculars allow the player to see further away and can also be thrown, should the player be short on objects to break windows or knock over the Neighbor with. In Beta 3, they are useful in solving the 12-button puzzle in order to cause a platform to move and allow the player to get a mannequin and a wrench.
All of the Acts in the game

*This article contains spoilers.*

*This article is a stub. You can help Hello Neighbor Wiki by expanding it.*

Template:AAA
There are four acts in the game (counting the last act )
The acts take place in the Neighbor House

Act1 is the first act in the game

##### First way

The magnet gun way. To do this you first need to get into the room where you can get the Neighbors car keys the go too then Neighbors car and use the key to open the car truck then you will find the magnet gun then go to the room when you got the Neighbors car keys then go to the door where the red key is and right up to it and then use it then walk back and boom you have to go the red key then go the basement door and use it boom in the basement.

##### Second Way

Go to the room where you can get the Neighbors car keys the go too then Neighbors car and use the key to open the car truck then you will find the magnet gun then go to the back of The Neighbors House then you will find a small window use the magnet gun to get the Lockpick then go inside the Neighbors house and go to the small room at the back of the house the door will be lock but remember you have the
Lockpick so use the it on the door boom you are in the small room then get the yellow wrench and go back outside and back to the small room but to go to the small room you will see next to to there is a ladder use the wrench and go up the ladder boom you are up the follow the stuff to go in the red key room get the red key and go the basement door use the key boom in
the basement.

### Act2

#### How To Complete act2

There are 2 ways (or more) to complete act2

###### The Speedrun Trampoline Way

Just Get Boxes and then go to where you do the Trampoline Way stack the boxes up and then jump towards the trampoline
Yellow Car

*This article is a stub. You can help Hello Neighbor Wiki by expanding it.*

The **Yellow Car** is a Vehicle owned by the Protagonist. The Yellow Car has been in every version of the game. The protagonist is moving to a new house, and he drives this car.

## Pre-Alpha

We don't see the car in action in this version of the game, but we do have it parked in our front yard, surrounded by items we took with us. From the Pre-Alpha to Alpha 4, we're unable to interact with the car, such as opening the doors and opening and closing the trunk. There's a lot of items surrounding the car in this version

## Alpha 1

In Alpha 1, we see the car in action. We see the car being driven to our new house as the neighbor spies on us from the Flooded Room. However, since we had no player model at all in this version, it appeared as if the car was being driven by a ghost. We still couldn't interact with the car in this version, and there was a lot less items surrounding the car this time.

## Alpha 2

In Alpha 2, we are driving the Yellow Car to our new house. We drive it down the street and park in front of the house alongside the road. After we wake up in the world with the neighbor, our car is gone. However, it can still be found underneath the yard by the player's house using ghost mode. It might have been intended to be in the map at one point in development, but it got scrapped. Why it's exactly there is unknown. There's two other Yellow Cars in the map. One rives down the street next to Nicky Roth's House when the player walks nearby, and the other being used as set dressing for a random house by the street.

## Alpha 3

In Alpha 3, the car is once again driven by Nicky Roth into the new neighborhood, past the big sign that says "Welcome to Alpha 3". After we pull up by our house, the items are unloaded and are placed by the car. We have more items than from Alpha 2 but approximately about the same amount from Alpha 1. It isn't used anywhere outside the map or placed underneath the map. We still can't interact with the car in any way.

## Alpha 4

This time in Alpha 4, the car has significance for the first time. In the trunk of our car, the red key was there for the red key door. Despite there being a cutscene of us moving out of our apartment and seeing our car parked in front of our house, we don't see our car driving in this version. We still can't open the doors or close the trunk, but that would change in the next build.
Apple Shooter Room

The **Apple Shooter Room** is a room in Alpha 4 of *Hello Neighbor*. It contains the Rifle, and several baseball shooters that shoot Apples. Due to the physics engine, being hit by an apple may "kill" the player, kicking them back to their house.

## Trivia

The BonusTank Easter Egg can be found here, along with a dunce cap.
Hallway

**Hallways** are a type of location in *Hello Neighbor*.

## Gameplay

Hallways are found in all versions of the game. They typically serve as transitions between the rooms. They often contain wardrobes in which the player can hide inside, shelves where miscellaneous objects can be found, paintings, a dresser and multiple doors. Hallways will also sometimes contain windows by the front door. When the Neighbor places bear traps under the windows and in doorways, they can be harder to navigate, due to the shape of these rooms. This linear layout also makes it harder to avoid being detected by cameras the neighbor sets up. He'll sometime set up more than 5 cameras on one wall in newer versions of the game, which makes it impossible to not get seen by them. The only ways to deactivate them are breaking them, turning the power off, or turning the security system off in the second floor in Alpha 4 - Beta 3, and Act 3.

In the Pre-Alpha, the hallway at the front of the house was one of the locations where the basement key could be found.
Shovel

The **Shovel** is a key item that first appeared in Alpha 1 of *Hello Neighbor*, and returned in the final release, where it can be found in Act 1 and Act 2.

## Gameplay

In the final game, the shovel can be found in the tool room in Act 1, though it seemingly has no function. In Act 2, the shovel is instead in the flooded room guarded by a Sharkotron, and the player must drain the water in order to stop the Sharkotron from capturing them and causing them to be put back in the basement. They can then use the shovel on the dirt mound in the Neighbor's back yard to uncover a coffin, which contains the toy key for the dollhouse.

### Alpha 1

In Alpha 1, the shovel could be obtained by using the bell in the Grave Room. The shovel could be used on the grave to obtain the teacher mannequin. The shovel had no other purposes.

## Trivia

* Although the shovel itself did not appear in Alpha 2, the box which previously held it could be found in the Neighbor's front yard.
TV Remote

The **TV Remote** is an item in *Hello Neighbor*. It can be used to turn on the TV, serving as a distraction for the Neighbor.

## Trivia

* In the Living Room is a cabinet you can hide in where a TV is also located. Going in there with the TV remote and turn on the television will make the Neighbor go to turn it off. You can turn it back on as soon as he turns it off to effectively "prank" him.
* There is a poster in the Rifle Range Room showing rewards from shooting targets enemies. These items are a Golden Apple, a TV Remote, and a Silver Key. However, the Golden Apple and the TV Remote will not be given.
Fireworks

*This article contains spoilers.*

The **Fireworks** were an item that could be found in Alpha 2. They made their first appearance here. The Fireworks can be thrown at the Neighbor to stun him. They are found in the Bird Room upstairs. They were one of the items that were introduced in Alpha 2. There was a handful of Firework boxes, but unfortunately do not stun the neighbor when ignited, though, in the "Fireworks Gameplay" trailer, the fireworks did in fact stun the neighbor for a brief period of time when they were ignited. Them not working in the final version may have been from switching Unreal Engine versions or accidentally tampered with, causing them to not work. The fireworks can still be ignited and set off, but have no effect on the player or the neighbor.

In Nieghbor\_3, you can still find 3 boxes of fireworks, but do not affect you or the neighbor here either. After this, the fireworks went unused for a period of time, but would later return.

After entering the Beta 3 Basement, there is fireworks in the giant neighbor boss battlefield. They require a candle to ignite and can be used to stun the Neighbor. Instead of being the firework boxes, they were redesigned into rockets. In Act 3, they came back in the boss battle with giant Mr. Peterson.
Teacher Mannequin

*This article contains cut content.*

The **Teacher Mannequin** was a key item in Alpha 1 of *Hello Neighbor*.

## Alpha 1

The teacher mannequin was essential in completing the classroom puzzle and obtaining the rifle. When placed at the front of the classroom, it stopped paper planes and balls of paper from being thrown at the chalkboard and knocking down the numbers. The mannequin could be found located in a coffin covered by dirt in the Grave Room, and required the shovel in order to be obtained. The teacher mannequin never reappeared in future versions of the game, making her an Alpha 1 exclusive like the Grave Room.
Dynamic Pixels

**Dynamic Pixels** is an indie game studio. In partnership with tinyBuild, they are responsible for *Hello Neighbor*.

They are an independent and young at heart team of highly skilled game developers who create games for kids and adults. The most popular games which they have created are Tamagotchi-style games, but they like to experiment and from time to time explore other genres. They have released more than 50 games for iOS, Android, Windows Phone, J2ME, and some other platforms. One of their most successful games, MewSim, has been downloaded by more than 8 million people.​
Hide and Seek

Hide and Seek is the prequel to Hello Neighbor. It has not been officially released yet and is only available as a free .zip file that was emailed to a large group of people.

## Gameplay

In Hide and Seek, the player controls the Neighbor's daughter, who is imagining that she is in a savanna (when she is really just in the upper floor of the Act 1 House) and her brother is a cheetah trying to catch her. To win, the player must find and retrieve several stuffed animals and place them in a basket. If the player gets caught too many times, her brother will take the stuffed animals out of the basket and put them in a different location.
Fear Rooms

## About this rooms

These rooms are **very** important to the player, which may unlock/learn the technique. Some of the techniques are:

* Double Jump
* Back-off
* Invisibility from ducking/crouching

## The rooms for Alpha 4

* In the basement is required to use Double Jump to jump across the gaps like the beginning parts.
* In the pantry, the player is resized to small while the light is turned off but he's goal is to go to top of the shelves and once the "Space" is shown from the bottom, the player must do it quickly before he loses it; after completing this unlocks the **Double Jump**.
* In the school, the player's goal on this room is rush and hide to the farthest side, the mannequins are chasing you so hide quickly on the lockers before they get to you, when you reach to the exit door you'll see a big mannequin and then grabbing, and then showing the "Space" again do it quickly; after completing this unlocks the **Back-off**.

There are rooms that can kick off the player from Alpha 4

* The shopping room
* The ruins

## The rooms for Beta

* Before going in the shopping room, the door is now unlocked (instead of peaking the keyhole), after entering it, again you have to be fast as you can, **but** make sure you need to drop at least 5 items in the shopping cart.
* Before going in the flooded room to the ruins, make sure to use **ghost** mode and find the pipe that drains out the water and go through the barricade and then you'll find a mannequin strangling you, the only way too get out of the gang is throw the basketball, and then just do it repeatedly until you go to the other side.

## The shadow man's sights

* In the basement you can see him on the exit door but if you reach there he's gone.
* In the school, look from the ceilings and then you'll find him.
* In the pantry, the shadow man is at the near top of the shelves.
* In the ruins, the shadow man is outside the ruins acting like sick, having a stomach ache or something.

## Trivia

* The basement requires the keycard from the fridge which you need to melt it from disabling the power from the the house and the crowbar which is hotted with electric which you need to make it wet/stay it on the place.

* The pantry requires the red key which is either in your car or in the house.
* The school requires the green key which is stuck at the magnet.
* There's a chance that the shadow man's eyes will be gone from the pantry only.
* Getting to the pantry is much harder now since the red key is locked in to a container.
Shadow Man

The "**Shadow Man**" (internally called "Thing") is a malicious creature whose origins are unknown. Its first known appearance was in the Alpha 3 build, where it looked like a little kid. In the next Alphas and Betas, it appeared in all of the Fear rooms. However, due to the Beta 1+2 engine break, its identity likely changed (what caused a wave of criticism). The present iteration suggests the "Shadow Man" represents fear. However, in the Beta trailer, Mr. Peterson and the player were hiding from it, thus it must have been something alive. A very common theory is that it is the devil. Another common theory is that it represents Mr. Peterson's conscience, or maybe Aaron (Mr. Peterson's son), who was imprisoned in the basement by his father.

## Role in Final Release

The "Shadow Man" appears again as a major character in the full release, so major that it's the final boss.
Elevator

*This article touches on unreleasedcontent. Some information here might be incorrect or get changed as time goes on.*

*This article is a stub. You can help Hello Neighbor Wiki by expanding it.*

*This article contains spoilers.*

*This article contains cut content.*

The Elevator can be found in **Mr. Peterson's House** is where the like-named Neighbor resides. The Neighbors House

## Gameplay

### What was the Elevator made for

The Elevator was used to go up to the 2 floor and down to the 1 floor

### When was the elevator introduced

The elevator was introduced Alpha 1 and maybe the pre alpha

#### Fall under the elevator

this bug is when you fall under the elevator if this happens to you. You will be stuck and you will have to restart the game. Because the door will not open so you are stuck.

#### Button Bug

I don't know is if is a bug but i am calling it a bug this is a bug when you are getting chased by Neighbor
Chair

**Chairs** are items in *Hello Neighbor* that can be found very commonly around the Neighbor's house.

## Gameplay

Chairs come in a few varieties, though each variety has the same function. In the Pre-Alpha, there were only two varieties; a standard wooden chair with a lavender-colored seat and an orange and brown leather armchair with a stripy orange seat and back; which also contained an illuminati sticker.) As of Alpha 3, there are four varietites. There are brown wooden chairs with red seats that can also be found in the player's house, and there are also reddish-brown wooden chairs with a pink and yellow cushion, a wooden armchair with a yellow seat/back and an orange and yellow armchair with a tall back and a green seat.

The primary use of chairs is to block doors and prevent the Neighbor from entering rooms. However, he can ram into the doors, and after a few attempts, will manage to knock the chair out of the way and open the door. Doors can only be blocked from the side that opens towards the player. A lot of the doors in the Neighbor's house are blocked with chairs and thus must be navigated around via other means. From Beta 1 onwards, there is also a chair blocking the basement, but it can be simply moved aside.
Glue

* The old glue car before being redesigned.

**Jars of Glue** are items used by Mr. Peterson in *Hello Neighbor*. They were added in Alpha 3.

## Gameplay

Jars of glue can be found around the Neighbor's house and are used by the neighbor to slow the player down.

A single jar belonged to the player , while the neighbor had a lot in Alpha 3. The Neighbor will also throw these at the player during a chase. When thrown, the glue spills out in a puddle. When it's stepped in, it will slow the player down and prevent them from being able to jump. The Neighbor can also be affected by the glue and he'll also be slowed some. In Alpha 3, he could throw glue to an extent distance.

In Alpha 4, the frequency of the Neighbor's glue-throwing was decreased significantly. In the final game, the neighbor threw glue at you as well as Tomatoes.

### Trivia

* You could find a bottle of glue in the Neighbor\_3 house in the kitchen, in it's old art style; partially inside the floor. This has remained largely unnoticed by many.
* In Alpha 3, there was entire shelf inside the Glue and Generator Room that only had glue on it.
Kutukuura

The **Kutukuura** is the giant cousin of what Humans call the *bobbit worm*. It is an aggressive giant worm living in deep sea caves.

## Description

The **Kutukuura** usually hides in walls waiting for a jellyfish to swim within its attack range. If it manages to catch the player and to bring it into its hole, the player dies instantly. However, the player has a chance to escape it by quickly swimming towards the opening of the worm's jaws.

Small fish skeletons are a sign of the worm's presence nearby.

## Spawning

The **Kutukuura** appears in rare places of the Iatuku biome.

rarely, the Kutakuura will spawn without any skeletal pieces nearby, making them even more deadly.

## Behaviour

The **Kutukuura** hides itself away from your sight. Often, it resides in a medium-sized cavern with multiple openings. The entrance always have a fish skeleton stuck to the wall nearby. Once your jellyfish goes past this entrance, the **Kutukuura** will quickly extends its body aiming towards you. It changes direction to hone into your jellyfish should you try to flee, however, the **Kutukuura** has a limited length and is not very accurate if you move quickly. The best thing to do is to try to get the other side of it’s striking area

## Trivia

* The real bobbit worm is as terrifying as the **Kutukuura**, if not more!
* The real bobbit worm can be up to 3 meters long.
* The **Kutukuura** will not attack other sea life besides jellyfish. If another fish happens to be in front of the worm when its jaws clamp shut, it will simply let it go as if it caught nothing and retreat.

## See also

* Fauna
* Annelids
Tiki

In Polynesian cultures, Tikis are wooden or stone carving of humanoid form. They represent deified ancestors. They often serve to mark the boundaries of sacred or significant sites.

In Seashine, Tikis serve the same purpose. They are also a proof of contact between early Polynesian cultures and the underwater civilization of Seashine.

The organic technology of the Ancients gives life to these stone statues, allowing them to help the player.
Jellyfish

The **Jellyfish** usually refers to the playable jellyfish, the main character of Seashine.

There are multiple playable **Jellyfish** in the game that you can unlock using stars. All players start the game with the Karumoana jellyfish. A game always starts with the player's chosen jellyfish hatching out of its egg.

Each jellyfish has different stats based on 5 characteristics.

## Jellyfish

Karuirapa

Karumoana

Kirimiru

Mahanaiti

Manawanui

Rimakopi
Hello Neighbor

Release Date |  December 8, 2017
 Platform(s) | Microsoft Windows, Xbox One, Nintendo Switch

***Hello Neighbor*** is a stealth-horror game that is developed in Unreal Engine 4, it was released for Microsoft Windows and Xbox One on December 8, 2017. Shortly afterwards, a Nintendo Switch release was announced, and was released on July 27, 2018.

## Description

*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.*

* Stealth Horror
* Procedural AI
* Pixar-style visuals
* Extremely tense gameplay

AI
--

The Neighbor gathers all the information about the player's actions, decisions, movements etc. Having analyzed it, he comes up with counter-actions, traps and unique tactics to ward off the player. The more one messes up, the more the Neighbor adapts.

## Gameplay

In the game, the player must enter the door to the basement, but it won't be easy. As said in the AI section, the Neighbor adapts to the player's playstyle, and will either board up smashed windows, place bear traps in areas in which the player frequently visits, place cameras to areas where the bear traps just don't work, or block doors with chairs to hinder their attempts to visit rooms. The player can throw items to break windows and enter the house, although this alerts him to their location.

## Trivia

* In Alpha 4, one can find a room that contains a TV, and box with an **X** and a **1** on it under the table, including a clipboard with the numbers "29.08" written on it. Information at the time confirmed that this was the release date of both the PC and Xbox One version. However, due to needing extra time for QA testing, the date was pushed back to December 8, 2017.
* The same tweet that tinyBuild also posted in Twitter confirmed that it was the release date of *Hello Neighbor* at the time.

## System Requirements

**Minimum:**

* Windows 7 (64-bit) and up
* Processor: i5 and up
* Memory: 8 GB RAM
* Graphics: GTX 770 and up
* Storage: 5 GB available space
* Sound Card: Stereo. Play with good stereo.

## External links

* Official site
* Steam
Purapa'ari

The **Purapa'ari** is one of the Edible organisms in Seashine.

## Description

The **Purapa'ari** is one of the biggest edible fishes in the game. In the language of The Ancients, **Purapa'ari** means "wise spark". It was given this name because of its large forehead.

Eating a **Purapa'ari** will restore 50 points of Light.

## Spawning

The **Purapa'ari** appears in the Vacuum, Tenebrae, and Vulgarius biomes.

## Behaviour

The **Purapa'ari** outpaces all but the fastest jellyfish. It will flee if it spots the player advances.

However, with careful approach and avoid sudden movements, the player can get close to one without causing it to run.

In chases, try to move in a zigzag path to cause the **Purapa'ari** to run itself into a wall, afterwards it can be cornered.

## Trivia

* If you look close enough, you can see the brain, stomach, and skeleton of the fish because of its transparent body.
* It restores the same amount of light as the Ramapingore (Plantern).

## See also

* Fish
* Edible
Cradle

*This article contains cut content.*

The **Cradle** is was an Item in Hello Neighbor. It was in the Alpha 1 and Alpha 2 versions of the game. It didn't have a lot of significance other than holding the key in the Nursery in Alpha 1.

## Alpha 1

In Alpha 1, the key to the Basement door is inside the crib despite a drawing on the floor says to burn the Teddy Bear in the furnace to get the key. The teddy bear was also in the crib as well as a Mannequin looking like it's reaching for the bear. Other than the key, the crib has no real use.

## Alpha 2

In Alpha 2, the crib reappeared in the nursery and in the basement. The crib had no significance this time at all, and this was the last build it appeared in. In the basement, the crib was with building blocks, drawings, and a teddy bear indicating that children were being held in the basement.
Birthday Room

Contents |  * Rifle
* Keycard (Alpha 3)
* Gold Key

The **Birthday Room** is a room added in Alpha 3 of *Hello Neighbor*. Prior to Alpha 4, it was the location of the keycard.

## Gameplay

In all versions it has appeared, the room has had a fence gate separating the two parts of the room.

### Alpha 3

The birthday room contained the rifle in Alpha 3. In Alpha 4, the rifle was moved to the Apple Shooter Room, the gold key was moved here, while the keycard was relocated to the kitchen freezer.

### Beta 3

The rifle was moved back into the room in Beta 3, but locked behind a puzzle involving cake and mannequins. The player has to find 4 mannequins around the house and three slices of cake. Once the cake slices are placed on the table and the mannequins are stood up on the rug, the rifle drops from a present on the ceiling. The CCTV Room is also nearby this room.
Magnet Gun

The **Magnet Gun** is a Key Item and a Tool Item starting in Alpha 2. It is an item used to grab metal items from a distance. It picks up most of the metal items.

## Purposes in the Alpha and Beta Builds

In both Alpha 2 promotional videos, the Magnet Gun is shown grabbing a lockpick from the Tool Room and grabbing the key off the neighbor.

In the complete Alpha 2, we can't use the magnet gun to take it off of the neighbor. We still use it to get a lockpick out of the Tool Room through the window.

In Alpha 3, the magnet gun was behind the fence surrounded by a pile of boxes you had to move or kick out of the way. The magnet gun's primary use was to get the yellow key and blue key. The yellow key being in a container above the front door and in a room you had to jump to on the second floor.

In Alpha 4, the magnet was once again used to get the blue key from the same spot. It was no longer needed for the yellow key since the key was now on boxes in a barred off room you can access by flipping a switch. Instead of the magnet gun being by the fence, it's not below the blue key. You have to unlock the Birthday Room to reach it; it's in this same spot in the future versions of the game.

From Beta 1 to Beta 3, the magnet was still used for the same purpose; getting the blue key from the same area.

## Full Game

### Act 1

* In Act 1, you have to get the magnet gun from the neighbor's car trunk after unlocking it with the car key upstairs in the neighbor's house. Then you'd have to get the lockpick from the Tool Room through the window, which would then unlock the door.

### Act 2

* The magnet gun is not used in Act 2. It's not in this Act at all.

### Act 3

* The magnet served the same purpose; get the blue key from the same room.

### Trivia

* The magnet gun had a sound effect that could be heard in the Alpha 1.5 (Unfinished Alpha 2) when using it. This sound effect never made it into any complete build of Hello Neighbor.
Flashlight

The **Flashlight** is an item in *Hello Neighbor*.

## Appearance

In the Pre-Alpha and Alphas, the flashlight was an ordinary-looking yellow and black flashlight. Beta 1 changed the flashlight to a stranger-looking black one with a tall red button.

## Gameplay

In Alpha 3, it was always night-time and the house was incredibly dark, so it was an essential. While it is not required in order to complete the game, it is still a useful tool. It can be used to light up dark places, and can also be thrown should the player be short on objects to break windows or attack the Neighbor with.

There are many flashlights in various places around the Neighbor's house, and are always either on shelves or in drawers or cupboards. In Beta 3, a flashlight is one of the items that is required to be placed on the shelves that unlock the cage holding the generator for the freezer.
Hikukiore

The **Hikukiore** is a mid-size predator fish. It is the Seashine version of the real *grenadier* fish, also called *rat tail fish*.

## Description

The **Hikukiore** is a long fish looking like a swimming tail. It has a blue and shiny skin, white glowing eyes, and bioluminescent spikes on its dorsal fin and all along the bottom of its tail.
These spikes are supposed to send a warning message to potential predators.
Its bioluminescent side fins are relatively small compared to the overall size of its body. This is mainly due to the fact that the **Hikukiore** uses its strong and long tail for both movement and direction.

## Spawning

The **Hikukiore** spawns mostly in the Pokapango biome mid game. It is neither rare or common.

## Behavior

The **Hikukiore** is quite fast. It feeds on jellyfish and small or same size fish.
Because of its very small teeth, it does not bite hard.
The fish, however, has a good vision and, combined to its speed, it makes it a danger to stay aware of.

The fish will relentlessly pursue the player for a long time once spotted them. Keep moving or it will catch up. The eyes of the **Hikukiore** makes it easy to spot them in the dark. If possible, try to circle and not get close to them.

## Behind the name

Because of its rat tail shape, the Ancients named it **Hikukiore**, which means "rat tail".

## See also

* Fauna
* Fish
Hellomods

Hellomods is a modding competition that was launched by Dynamic Pixels and TinyBuild, in partnership with ModDB.

## Overview

The competition began on 6th October 2017, and ended December 8th 2017 to coincide with the release of the final game.

## Trivia

* Some of the entrants uncovered files in the game for a location called "Childhood House" which, when assembled, form a 2 story house with several rooms and a chimney which would eventually become the player's house in the final game.
	+ The Player's and Neighbor's old houses from Alpha 2 were still in the files, along with a re-designed Lockpick and a Rubik's Cube. The latter two were found in the final release, as well.
Pillow

A pillow is used to sleep on and support the head/neck or other parts of the body while sleeping, lying down or sitting. In addition, pillows have decorative uses and are used on beds, couches or chairs; these are also referred to as cushions and is used with others to get the keycard in hello neighbor.
Jellyfish Resistance

**Resistance** is one of the jellyfish characteristics differentiating every jellyfish.

## Use

The **resistance** characteristic alters the amount of physical damage the player's jellyfish can receive. The base resistance value (0) is the resistance level of the Karumoana jellyfish.

The maximum bonus (+1) represents a diminution of 50% to any physical damage inflicted to the jellyfish.

The maximum penalty (-1) represents an increase of 50% to any physical damage inflicted to the jellyfish.
Hello Neighbor Wiki/Bottom section

What is *Hello Neighbor*?

*Hello Neighbor* is a Stealth Horror Game about sneaking into your neighbor's house. You play against an advanced AI that learns from your every move. The Neighbor gathers all the information about the player's actions, decisions, movements etc. Having analyzed it, he comes up with counter-actions, traps and unique tactics against the player. The more one plays, the more experienced the Neighbor becomes.

*Hello Neighbor* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Biomes

**Biomes** are regions in Seashine with varying mineral, animal, and floral characteristics. Some organisms are endemic, meaning they appear in only one biome. Most animals appear in more than one biome.

**Biomes** are still under development. With time they will become much more diverse.

Known biomes include

* Kore biome, Vaccum biome, Aroapa, Iatuku, Pokapango
How to play guide for Seashine

This page will serve as a basic **how to play guide for *Seashine***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

Your goal is to discover and thrive. Your light will deplete once you leave the nursery. Catalog both friendly and formidable fish and several flora. There are many hidden secrets too.

## Controls

Use your finger to swipe in the direction you want to go. Double tap to use a star and gain an energy boost.

## Tips and tricks

* Move quickly through medium open spaces, if you linger too long in one spot the Mutamara will appear.
* Explore the Kore for stars, but if you have 50 or more points, you should go strait to the other side or risk being eaten by large fish faster than you. Fish from the Kore will not follow you into the caves and vice versa. If you swim down in the Kore you will eventually circle around to where you started. Often there is a crystal by or in the void entrance.
* Always pop planterns. It's free points!
* The falling-rock biome is your friend: predators will not follow you into this biome, there are often crystals inside passages or on the occasional rocks, and there is food.
* There are often stars in Nogohika passages and the fish is easy to dodge, however, it will kill you in one bite. Sometimes there are stars above the fish's spawn.
* Its recommended to swim into vents if you are yet to complete the encyclopedia, as it might take you to a Sanctuary entrance. It might also take you to a Nogohika passage so be ready.
* If you see several pushable rocks and a vent nearby that you can't swim into, that's probably the entrance a Sanctuary.
* Usually it is only the mouth of the fish that can hurt you.
* The jelly you start with is very capable, but Manawanu and Rimakopi jellyfish are subjectively the best for their speed and long life. It doesn't matter much if it's big or bright if that means allowing the predator to be faster than you.
* Parakuka detach if you touch a crystal.
* Sometimes when you backtrack the passageway will turn into something you didn't pass through, but most of the time it will just have a rock in the way.
* It's okay to use stars for health and abilities if you're above 100 points.
* There are many unlisted organisms and mysterious interactions in this game (eg. the curious submarine).
* Use a circle motion to halt the momentum of large fish, they turn slower than you.
* If you disturb the Kutukara, swim to the bottom of it's lair, it can't touch the bottom.
Abilities

**Abilities** are unlockable boosts for your Jellyfish. You can purchase new abilities with Stars by visiting the abilities menu.
This menu is accessible from the home screen of the game and from the game over window.

## Use

To use an ability after unlocking it, assign it to one of the combo slots on top of the ability menu.
The abilities assigned to the combo slots will activate every time you use a star in-game.
Stars

**Stars** are an in-game currency in Seashine as well as an element of gameplay.

## Description

**Stars** are collectible glowing starfishes that have multiple functions. To collect one, you simply swim and bump into it.

If the player has enough stars, he can use one by clicking the star icon in-game or by douple tapping anywhere on the screen. Using a star gives an instant boost of Light.

Stars can also be used to unlock Abilities. Once an ability is unlocked and placed in a combo slot, it will activate everytime the player uses a star. The effects is added to the standard light boost.

Stars can be either collected in-game, bought on the Store, or earned with rewarded actions.

## Spawning

**Stars** spawn everywhere. As Difficulty increases, stars appear more often.

## Trivia

* Glow-in-the-dark self adhesive stars inspired the creator of the game.

* You are unable to collect **stars** if a parasite is attached to the area that you tried bumping into the **star** with.
Nogohika

The **Nogohika** is one of the common predators of the game. Humans call it "anglerfish".

## Description

The **Nogohika** is a female anglerfish. It uses a bioluminescent bait to trick smaller creatures close enough to its mouth. In the language of The Ancients, **Nogohika** means "line fishing fish".

   Its in-game description reads: "This beauty lures you into her mouth with a light thingy. It's clearly a trap."

## Spawning

This anglerfish spawn in specific areas of some biomes. It isn't generated dynamically like other fish. Most of the time, it is waiting for you behind holes.

## Behavior

The **Nogohika** is fast but easy to trick. It has a lot of inertia so changing direction quickly is hard for this fish. You can easily swim around it to gain some time.

However only one bite of this fish will kill you.

## Trivia

* The **Nogohika** is one of the original fish of Seashine. It was in the first release of the game and remained the same since then. Only its name changed.
* Occasionally, stars appear in the short tunnel behind where the **Nogohika** spawns. The player can get to them by carefully swimming around the fish, but beware that they can easily catch you this way if you get cornered.

## See also

* Fauna
* Fish
Jellyfish Lifetime

**Lifetime** is one of the jellyfish characteristics differentiating every jellyfish.

## Use

A bigger **lifetime** means a slower rate of depletion for the light of the player's jellyfish.

**Lifetime** works like a bonus or a penalty like the other jellyfish characteristics. A value of 0 corresponds to the base light depletion rate of the game, which corresponds to the Karumoana jellyfish. A positive value (up to +1) means a longer lifetime, or a slower depletion rate. A negative value (down to -1) means a shorter lifetime, or a faster depletion rate.

The bonus or penalty is also affected by the effect of poison and parasites.
Tarakona

The **Tarakona** is a predator fish in Seashine.

## Description

The Tarakona is a **Dragonfish** with a long snake-like body and dark coloration. Ihhg%hgg has photophores that run down the length of it's body except for the head. It has a bioluminescent lure under it's lower jaw to attract prey closer to it's mouth similar to the **Nogohika**.

## Behavior

The **Tarakona** has a behavior similar to that of the **Nakahika** except much more dangerous. They are extremely fast and will kill you with one bite. Using the circle-around technique is especially crucial in escaping from this fish. tarakona will also kill any surrounding fauna apart of the secret fish.
Spikefish

The **Ikakina** is a passive fish in Seashine.

## Description

The **Ikakina** is a slow and passive fish with spikes on its skin acting like a natural defense.

## Spawning

The **Ikakina** appears in closed and medium to large size dark areas.

## Trivia

* It is one of the few creatures already present on the first released version of Seashine. This explains it lower quality compared to more recent fishes. An updated version of the Ikakina is planned.
Momona

“A beautiful and peaceful creature. Just a tad bit overweight”

- Encyclopedia Description

The **Momona**, also called *fatty* by The Ancients, is a common, slow-moving fish related to blobfish.
It's the plooply blubfisg this live in a chicken farm hoi it is the enemy, a crab with a beard. We love the plooply blubfisg :3.

## Spawning

The **Momona** appears in the Pokapango and Arapoa biomes.

## Behavior

Momona are passive in nature, aimlessly swimming in whatever direction they please. They are ignorant of other fauna, so they can be pushed around without much resistance. That being said, their large bodies are able to block small tunnels rather easily, making it difficult to navigate if said Momona also wedges itself. Like the Piripi, it's regularly preyed upon by secondary carnivores like the Wakakakao.

Like other prey animals, it can be affected by the Stun power.

## Trivia

* Despite the Momona's appearance, real blobfish aren't normally fat in appearance. This is actually the result of individuals being brought to the surface, decompressing their bodies in the process.
	+ They rely on the water pressure to maintain their shape, so when they are brought to a low pressure environment, their tissue is severely damaged and deformed.

## See also

* Fauna
* Fish
Bell

*This article is a stub. You can help Hello Neighbor Wiki by expanding it.*

*This article contains spoilers.*

*This article contains cut content.*

The **bell** was a key item that appeared in Alpha 1 of *Hello Neighbor*. The bell was used in the Grave Room to obtain the shovel. There were two bells in Alpha 1, one located on the table in the Flooded Room, and the other located in the toilet in the upstairs bathroom. Only one of these bells was needed to get the shovel. The bell has not appeared in any future versions.