recursal/Fanatic-Fandom huggingface dataset:
Support Enlistment

**Support Enlistment** is an achievement in *Battlefield 1*, worth 80 Origin points.

## Requirements

Reach Support Rank 2 in multiplayer

Nothing is Written
Through Mud and Blood
Avanti Savoia!
The Runner
The Great War
Enough for a library
Putting in the effort
Up to the challenge
Master of adaptation
Taking down giants
All men dream
Sound of thunder
Conquering the mountains
Up close and personal
Mightier than the shovel
 Progression
Assault Enlistment
Medic Enlistment
Scout Enlistment
**Support Enlistment**
Play the Objective
Warbonds
Coffin Cover

*This article contains cut content.*

The **Coffin Cover** was an item in *Hello Neighbor*. It appeared exclusively in Alpha 1, and could be seen in some of the Alpha 2 trailers. It is inside the Grave Room, under the dirt. The dirt must be dug up and the Coffin Cover removed in order to access the Teacher Mannequin, and therefore the Rifle.
Operations (Achievement)

**Operations** is an achievement in *Battlefield 1*, worth 10 Origin points.

## Requirements

Win 1 Operation in multiplayer

Nothing is Written
Through Mud and Blood
Avanti Savoia!
The Runner
The Great War
Enough for a library
Putting in the effort
Up to the challenge
Master of adaptation
Taking down giants
All men dream
Sound of thunder
Conquering the mountains
Up close and personal
Mightier than the shovel
 Progression
Assault Enlistment
Medic Enlistment
Scout Enlistment
Support Enlistment
Play the Objective
Warbonds
ARG Rooms

The **ARG Rooms** are a set of locations in *Hello Neighbor*.

## Gameplay

One of the rooms has a red circle with the words (Unreal Engine MissingScript). It was part of an ARG during the Alpha stage of the game's development. In Alpha 4, touching it brings the player to the Binary Code Room. In later versions it instead leads to an empty void.

The Binary Code Room is a small room with a textureless floor and walls, and a set of colored cubes. The ceiling is a black texture with binary code alluding to this website.

The binary reads:

"*1003063 is running again. The second third is available. i need help. keep it a secret. if they find out, they might abridged me.*"
Valve

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

A valve is a device that regulates, directs or controls the flow of a fluid by opening, closing, or partially obstructing various passageways. Valves are technically fittings, but are usually discussed as a separate category. fluid flows in a direction from higher pressure to lower pressure. The word is derived from the Latin valva.
Seed

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

A seed is an embryonic plant enclosed in a protective outer covering. The formation of the seed is part of the process of reproduction in seed plants the including the gymnosperm and angiosperm plants and is used in hello neighbor to plant the golden apple tree.
Rooms

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

This is a list of rooms in the Neighbor's house in order of which version first added them.

## Rooms added in the Pre-Alpha

* Living Room
* Garage
* Dining Room
* Kitchen
* Hallway
* Bedroom
* Bathroom
* Furnace Room
* Reverse Room

## Rooms added in Alpha 1

* Grave Room
* Flooded Room
* Rifle Range Room
* Classroom
* CCTV Room
* Nursery

## Rooms added in Alpha 2 House

* Tool Room
* Tool Shed
* Basement
* Bird Room
* Attic

## Rooms added in Alpha 3

* Glue Room
* Jail Fence Room
* Floorless Room
* Rifle Room

## Rooms added in Alpha 4

* Flooded Vault
* Stairwell
* ARG Rooms

## Rooms added in the Betas

* Birthday Room
* Golden Apple Room
* Extension Room
M1909 Benét–Mercié Telescopic

The **M1909 Benét–Mercié Telescopic** is a primary weapon for the Support class in *Battlefield 1.*

## In-Game Text

A slow-firing, strip-fed LMG best used from a distance.

## History

The French M1909 Benét–Mercié was designed by Hotchkiss et Cie and adopted as a light machine gun by the French Army in 1909. Chambered in 8 mm Lebel, it was also manufactured in Great Britain in .303 British. Both nations used the LMG extensively, particularly ANZAC.
Wrench

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

The **Wrench** is an item that appears in Hello Neighbor. In Alpha 2, it was a key item.

## Gameplay

In Alpha 2, there were two wrenches. One could be found in the Neighbor's shed, and another one could be found in the kitchen fridge. It was used to remove the bolt from the ladder at the back of the Neighbor's house to allow access to the roof. In Alpha 3 and beyond, however, it seemingly has no function beyond being a regular throwable object.

## Gallery

* The wrench in the fridge.
* The wrench being used on the ladder.
Fear School

**Fear School** is the second of the three Fear levels that are in the game, and it allows the player to unlock the shove power-up, allowing them to push over the Neighbor once per chase if he grabs them.

## Gameplay

The entrance to the level can be found on the first floor, near the stairs and behind a pile of boxes. It requires the green key, which can be found attached to the electromagnet in the room next to the tram station at the top of the set of ladders near the stairs. They must deactivate the electromagnet from the roof in order to grab the key.

During the Fear School level, the player must navigate an incredibly elongated classroom, where the bell rings periodically, presumably to represent lessons starting and ending. They must use lockers to stealth past the teacher and students, since the invisibility power-up does not work on this level. Each time the bell rings, the level switches between "student mode" and "teacher mode". During student mode, there are a lot of mannequin students wandering around, and a single immobile mannequin, whom is presumably the teacher. The player must hide in one of the many lockers, while the students roam around. If the player is out in the open and spotted by any students, they will hoarde the player, sending them back to the beginning of the level if they make contact with them. If they see the player hide in a locker, they will look curiously through the locker window from the outside for a couple of seconds, and then wander off. They cannot harm the player at this time.

During teacher mode, the students go to their desks while the teacher patrols around, glowing white to differentiate itself from the students. Sometimes, there will be one or two students running back and forth away from their desks, and if it sees them, it will escort them to their desks. If it spots the player, and isn't currently checking a student, it will assume they are a badly-behaved student, and charge towards them. It will not stop if the player hides in a locker, though it cannot catch them there. If caught by the teacher, the player is also sent back to the beginning of the level. The teacher and the students cannot be outran, as they are very fast.

Once the player reaches the end, a single large mannequin appears from the doorway before they can leave. It will stare at them for a moment, and then grab them. The player must press space repeatedly and push the mannequin over, thus ending the level. Upon exiting, the player can remove the chair from the nearby door to unlock a shortcut to the Neighbor's yard.

## Trivia

* The ending of the level is similar to the nightmare sequence in the Pre-Alpha. Both involve a giant being that stares at the player and attempts to grab them.
Train

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

The Train is a vehicle/prop in *Hello Neighbor*. It first debuted in Alpha 1, randomly running along its tracks and emitting noises on the third floor. It appears again in Alpha 3's concept art for the track going around the Neighbor's house. It would not be made rideable until Alpha 4.
Sleeping Pills

*This article contains cut content.*

The **Sleeping Pills** were an item found in Alpha 2 of *Hello Neighbor*.

## Gameplay

The sleeping pills were located in the Neighbor's bathroom, inside the cupboard above the sink. The player could use them on the milk in the kitchen to spike it and cause the Neighbor to fall asleep on his couch or bed. While it wasn't a requirement for beating the game, it would help the player have more of a chance to explore the Neighbor's house. After the milk was drugged, it would glow green, remaining that way even if the Neighbor caught the player.
Bear Trap

**Bear Traps** are tools used by the Neighbor in all versions of the game.

## Gameplay

Bear traps are placed in areas that the Player visits frequently, with the intent of making it easier for the Neighbor to catch them. In the Pre-Alpha, the Neighbor also threw bear traps while chasing the player. If the player walks into the trap (or interacts with it, prior to Alpha 2), they will be caught and will need to repeatedly press the space bar to escape. If the Neighbor is trapped, he will grab his leg and attempt to pull it out of the jaws of the trap, succeeding after a few attempts. When a trap is triggered, the sound of its jaws snapping shut will attract the attention of the Neighbor, similar to the cameras.

If the player breaks a window, the Neighbor may place a bear trap next to the window in order to trap the player the instant they jump through it. The player can also pick up bear traps and use them against the Neighbor, but they can only be picked up if the trap is closed. In the Pre-Alpha, there were sometimes three different-sized bear traps hanging on the wall of the garage that served no purpose, but could still trap the player if they walked into them.

## Trivia

* In Alpha 1 if the Neighbor was trapped with a bear trap and immediately shone at with a flashlight, he would slide forward, but still be trapped.
* The bear trap can be used to glitch objects out of position by placing it just close enough to an unmovable mesh, then triggering the trap to move the object (e.g. doors, the player).
	+ Effectively, this makes the bear trap a useful tool for speedrunning.
Camera

**Cameras** are traps in Hello Neighbor.

## Appearance

Between the Pre-Alpha and Alpha 2, the cameras were white and box-shaped, with a small light that shone red near the lens (orange in the pre-alpha). Alpha 3 changed the design of cameras to be metallic and gray, with a distinct shape, and a more noticeable lens and light.

## Gameplay

Once the protagonist has been caught at least once, the Neighbor will start installing a lot of cameras around his house. When the protagonist walks into a camera's line of sight, it will alert the Neighbor with a loud buzz. It will continue buzzing until the player moves out of its line of sight or disables it. A camera can be disabled by throwing an item at it, though if the protagonist dismantles it, the Neighbor will fix it if they hide after being seen. The cameras can also be picked up, which renders them useless, though this was not possible in the Pre-Alpha.

If the player is caught, any broken cameras will eventually be replaced. In Alpha 1, the cameras could be turned off via a red button in the CCTV room on the second floor. There was no CCTV room between Alpha 2 and Beta 2. Beta 3 added the CCTV room back, but with a different aesthetic, and the red button is replaced with a lever that points towards green for on, or red for off.

## Gallery

* The appearance of a camera in the Pre-Alpha.
* The appearance of a camera in Alphas 1 and 2.
* The appearance of cameras from Alpha 3 onwards.

## Trivia

* In the Pre-Alpha, the cameras had a different detection noise. Instead of a buzz, they used a 1kHz tone.
Cutscenes

## Pre-Alpha

The player is having a nightmare about going into his basement and then the neighbor catches him. Again the player is having a nightmare that there is a giant neighbor.

## Alpha 1

The player just arrive to his new house and the neighbor is watching him.

## Alpha 2

The player just arrive to his new house and takes a nap to the couch and the neighbor kicks him out and lives to the next house while the neighbor is making an example of how to hide his people on his house and hides them in the basement.

## Alpha 4

The player is just chilling to his house and the neighbor is knocking his door and slamming the door and he gives a mail to his house

## Trivia

* The player can use cheats or techniques to know what is in the cutscene
Bucket

**Buckets** are items in Hello Neighbor that the Neighbor sets up as traps.

## Appearance

Buckets were blue and plastic with a yellow handle (with their design changing slightly in Alpha 2) until Beta 3, when they were turned into a metallic silver.

## Gameplay

Sometimes, the Neighbor will place a bucket trap on a door. When the door is opened, it drops the bucket, and if the player is nearby, the bucket soaks them with water and obscures their vision. Bucket traps serve as little more than a minor annoyance, as they do not alert the Neighbor to the player's position. If the Neighbor keeps setting up bucket traps that the player triggers, the house will become littered with buckets, making it tricky to navigate.

## Trivia

* Prior to Alpha 3, buckets could be found lying around in places, but they served no purpose.
	+ Additionally, the Neighbor and player could still set up bucket traps, but they did not function correctly.
Mle 1903

Fabrique Nationale **Mle 1903** is a sidearm weapon for the Assault, Support, Scout and Medic classes in *Battlefield 1.*

## In-Game Text

A Belgian-made semi-automatic pistol adopted by a number of nations, including Sweden.

## History

Initially marketed as the Browning Modèle de Guerre (Browning War Model), the Modele 1903 is a self-loading semi-automatic sidearm developed basing on mechanical designs sold to Fabrique Nationale by the prolific John Browning. Though based on the same principle as the M1903 Hammerless, it is an independent development chambered for the 9x20mmSR Browning Long cartridge. Reliable, accurate, light, and very quick to reload, the Mle 1903 found its way into the holsters of thousands of soldiers and police officers. With a total of over 150,000 units produced, the Mle 1903 was a resounding success, used by the German, Russian, and Ottoman Empires, as well as Norway and Sweden, designated as Kongsberg M/1912 and m.1907 respectively.
Paintings

*This article contains cut content.*

Paintings are decorative props in *Hello Neighbor*.

There are many paintings found around the Neighbor's house. Each painting (from Alpha 2 onwards) appears in a variety of shapes and sizes, save for a few exceptions. The selection of paintings available has changed with each update.
Garage

*This article contains cut content.*

The Garage was a Room in Hello Neighbor. It first appeared in the Pre-Alpha version of the game. It contained items, such as a trash can lid, chairs, buckets, books, boxes, a flashlight, a hammer (which was used to take the board of the basement door), and a watering can. Eventually, bear traps and a pair of binoculars will appear on the wall. After progress was made in unlocking the basement door, a ton of boxes will fill up the garage. There is also a switch on the wall that will open the garage door upon being switched on. Other than the hammer, the garage contains no significant purpose in this version of the game.

In Alpha 1, the garage reappeared. This time, it had a more significant purpose since the hammer could be found here laying on the garage shelf. The garage in this version had a lawn mower, bucket and broom, watering can, boxes, a toolbox, flashlight inside the toolbox, and a beartrap hanging up on the shelf. There was a switch that would open the garage door, but the garage door opening would get the neighbor's attention and draw him to the garage, where he would ultimately find you if you were still there. Alpha 1 was the last appearance of the garage.

In Alpha 2, the garage was cut from the game, but if looking through the game's files, you can find a garage remote which was scrapped. This means that the garage could've made a comeback but was ultimately scrapped. It was found by Savage Snail (Video link:https://www.youtube.com/watch?v=CocH\_wflhGk ) at the 1:17 mark. The garage never appears again inside the game itself from Alpha 2 onwards.

In Alpha 3, the garage parts, including the garage remote, reappeared in the files. (Video Link: https://www.youtube.com/watch?v=rAYYpA1cTIs at the 3:02 and 8:01 mark.) Why they reappeared in Alpha 3's files is unclear. The garage may have been planned to be in it very early in development but was scrapped. Nothing that involved the garage ever appeared in the game files after Alpha 3; killing off the garage from the game entirely. The Tool Room seems to have replaced the garage, often containing the crowbar and other useful items to help the protagonist out in future versions of the game.
Blacklight

*This article contains spoilers.*

*This article contains cut content.*

The **Blacklight** was a key item used in the Hello Neighbor Pre-Alpha. It was used to get the number code for the Keypad on the basement door, by shining it on the wall behind one of the paintings in the hallway by the backdoor would show the code.

To obtain the Blacklight, you first have to use the brown, rusty heart key on the padlock and use the hammer to take the board off the doors, and then go asleep. After you wake up, the Blacklight will appear on the dresser next to the neighbor's bed in his bedroom. Other times the Blacklight will appear on the neighbor's bathroom sink. After you obtain it, the player can go out into the hallway, go by the backdoor, and pull the picture of the neighbor and his friend off the wall. Then, you turn the Blacklight on and shine it on the wall where the painting once was; there will be a purple glow on the wall. And you've found the code. Input the code on the keypad by the basement door, and you'll have access into the basement.

The Blacklight nor Keypad did not appear in future versions, as the Keypad was replaced with a Keycard reader. Interestingly though, the Keypad, it's number components, and the Blacklight reappeared in the Alpha 3 files. (Video link: https://www.youtube.com/watch?v=rAYYpA1cTIs at the 7:00 mark and the 14:46 mark.) It's unclear why it showed up in the files, but it might have been planned to come back for the basement door. The Blacklight and Keypad never came back in the files after Alpha 3, killing it off for good.
Couch Room

## Pre-Alpha and Alpha 1

The couch room is the room in which neighbor watches TV. In Alpha 1 the name was changed to "Living Room"

## Alpha 2

The couch room from Alpha 2 is much different than the original room. The TV has been moved to the bedroom also this is the common room that he can sleep.

## Trivia

* While he drinks his milk with the sleeping pills he will head from this room.
Car Key

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

The car key is used to into the neighbors car trunk.
It can be found in act 1 in the upstairs roon. By bumping into the
Big flower painting, you can knock it over, leading to the room in the middle of the kid's
room and upstairs entrance. It will be hanging on a key holder on the left wall.
Classroom

*This article contains cut content.*

Rifle

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

## Gameplay

The classroom was located on the second floor of the Neighbor's house. It was where the player could find the rifle. They were required to dig up the teacher mannequin from the grave room, place it at the front of the class and use the number magnets to solve the sums on the board. If the player tried to solve the sums without the teacher mannequin, paper balls and paper planes would appear from behind them and knock the numbers off the board, preventing them from completing the puzzle. The rifle would drop from the ceiling once the sums were solved.
Umbrella

The **Umbrella** is a key item that was introduced in Alpha 4.

## Gameplay

In Alpha 4, there are five umbrellas scattered around the house. In future versions however, there are only two, and they require quite a bit more effort to find. There is also an umbrella in the Neighbor's basement, and it is the primary method of getting through the basement.

When opened, an umbrella acts as a parachute and slows the player's descent, allowing them to glide over wide gaps. It also prevents them from taking fall damage.
TinyBuild

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

## Team

### Alex Nichiporchik, CEO

alex@tinybuild / @aNichiporchik

Alex Nichiporchik is the producer and marketing guy on most tinyBuild projects. He's originally from Latvia, lives in the Netherlands, and doesn't have any citizenship on Earth.

Before co-founding tinyBuild, he was a pro-gamer, a games journalist, and game producer. Created A10.com while at Spil Games.

### Luke Burtis, Managing Partner

Luke handles the business operation at tinyBuild. This includes a morphed role of CFO and COO into one. He's also in charge of tinyBuild's conventions like PAX.

Before tinyBuild, Luke was the managing director of Casual Connect for 8 years. Lives in Seattle.

### Yulia Vakhrusheva, PR Director

If you're a streamer, youtuber, or press -- you've probably been working with Yulia. Originally Ukrainian, currently American, Yulia is in charge of tinyBuild's PR operation.

### Tom Brien, Creative Director

Tom Brien grew up being an indie developer, making flash games in his spare time. At tinyBuild, he's the creative drive behind our games.

## Links

* Main site

​
Rifle Range Room

*This article contains cut content.*

 Contents |  * Small Silver Key

The **Rifle Range Room** was a location in Alpha 1 of *Hello Neighbor*.

## Gameplay

The rifle range had a padlocked counter which, when unlocked, allowed access to the Nursery. The key could be obtained in this room, though the player needed to place the rifle onto the yellow stand and press the button to start the game. After shooting three targets, the key would drop down from the nearby vent.

Although the nearby poster also displayed a TV remote and a golden apple as prizes, neither could actually be won from playing the game.
Apple

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

The **Apple** is an item in Hello Neighbor

## Trivia

* In Alpha 1, from the Rifle Range Room, there is a board where you can unlock stuffs, golden apple, remote and the silver key. However, the golden apple and the remote will not be unlocked.
* In Alphas 3 and 4 there is a platform outside the neighbors house with the code '22381' and an apple.
* In Alpha 1, if the neighbor knocks down a door, you can pick up the door. The door will appear as an apple in the player's inventory.
	+ In the Beta 3, there are also 'missing' posters found around the neighborhood. If picked up it will display an apple
Tomato

The **tomato** is an item that appeared from the Prototype to Alpha 1 of *Hello Neighbor*, and then returned for the full release.

## Gameplay

Tomatoes could be found around Mr. Peterson's house, and in the trash can in front of the player's house. When thrown, a tomato would splat against a surface. Mr. Peterson would then be distracted in cleaning it off for about 5 seconds. Mr. Peterson also threw these while chasing the player. When hit by a tomato, it would tint the player's screen red and thus obscure their vision. Tomatoes did not re-appear until the full release of the game, where Mr. Peterson would throw them along with glue. The screen effect was also updated to a squashed tomato texture.
Bedroom

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

The **Bedroom** is a room that has appeared in all versions of *Hello Neighbor*. The Neighbor does not typically sleep in this room often, but rather on the couch in the Living Room. However, he'll time to time sleep in his bedroom.

## Pre-Alpha

In the Pre-Alpha, the bedroom was one of the locations of the blacklight. The doors would often be blocked with a fridge, table and closet (one in front of each door) which prevented the Neighbor from accessing this room. The player would need to break a window in order to access this room until the Basement door is unlocked. Once the door is unlocked, all the furniture blocking the bedroom doors will be moved out of the way and the player and neighbor can have easy access to the room.

## Alpha 1

In Alpha 1, the bedroom was smaller and was no longer blocked off by furniture. Additionally, the crowbar could be found under the bed.

## Alpha 2

This room was changed dramatically in the Alpha 2. A furnace was placed in this room, and the bed itself was changed to a taller purple bed with 3 wheels and one leg that was propped up by books. This would be the final look of the bed.

## Alpha 3 and beyond

This room changed dressers, one of them holding a TV. There is also a set of cupboards above the TV, and the room is directly next to a bathroom

## Trivia

* This room is found in the Neighbor\_3 level, along with the Neighbor's cutscene model frozen in a sleeping position in midair. This most likely was due to changing Unreal Engine versions seen in this screenshot: [1] .
Ending

The ending of hello neighbor prototype is the protongist runs away from the neighbor and hides in a closet the player grabs crowbar near power box after that the player moves to a door and defeat the giant neighbor

## Prototype & Alpha 1

The protagonist makes it into the basement in this version, but he was chased and hide in the closet and defeat giant neighbor by . Alpha 1's ending is mostly identical, but the basement door is unlocked, however the protagonist is once again caught and buried alive.

Note that the Pre-Alpha has no ending, as there is no basement.

## Alpha 2

The basement is developed in this version, the protagonist manages to enter and explore a bit of it before it ends on a scare chord. The Basement Trailer shows there would have been a whole section involving running from the Neighbor and escaping.

## Alpha 3

Instead of exploring the basement, a trigger sends the player to an ending where the house is brightly lit and the Neighbor is seen crying near the wall for unknown reasons. The game ends shortly afterwards.

## Alpha 4

Here, the double jump ability is required to explore much of the basement. The player must get to the door with a white glow inside it and overlayed by a shadow that vanishes upon approaching it. The ending shows the protagonist about to leave what seems to be his apartment, due to being evicted (judging by translation of the letter and in the E3 Beta Reveal).

## HelloMods Secret Ending

In the modding competition "HelloMods" there are several unused ending maps. One of which, called "Final Thing" has the neighbor making child noises and playing with toy versions of his and the protagonist's cars. He walks over to a cupboard, knocks over a vase, and gets scared as the shadow appears in one of the windows. He climbs a staircase and the shadow breaks the house, the neighbor dies, and the level is reset. The player is supposed to block the shadow from killing the Neighbor, getting slightly bigger each time. After the player gets to the same size as the shadow, he is teleported to another ending, Final Battle Scene. This is where the shadow blows up, the neighbor waves goodbye to the player as the neighbor steps through the exit door. When the player walks through the door, he is teleported to an ending where he is in the intro house, and looking sadly at a painting in a closet where the basement should be. He walks down the street as the Alpha 2 intro music plays and the game ends.
IFFYPEDIA

## References

1. ↑ https://www.youtube.com/watch?v=GH1aWybTvBE
Furnace Room

*This article contains cut content.*

 Contents |  * Hammer (Pre-Alpha)
* Furnace

The **furnace room** was a room that appeared in the Pre-Alpha and Alpha 1 of *Hello Neighbor*.

## Gameplay

In the Pre-Alpha, the furnace was one of the possible locations of the hammer, and it was at the back of the house. It was a small room with some boxes, a chair and some other objects. In Alpha 1, the furnace room was also at the back of the house, near the back door. The furnace could be turned off, which froze the water in the flooded room and rendered the Sharkotron harmless.

## Trivia

* The furnace room was not included in Alpha 2, but it returned in the scrapped Alpha 3 house.
* Throughout the different builds of *Hello Neighbor*, the only usable furnace was in Alpha 1.
Tool Shed

*This article contains cut content.*

 Contents |  * Wrench
* Rifle

The **Tool Shed** was a location in Alpha 2 of *Hello Neighbor*.

## Gameplay

The tool shed could be found in the Neighbor's back yard in Alpha 2. Its door was padlocked, requiring the lockpick from the tool room or in the kitchen cabinet drawer in order to be opened. It contained a wrench and the rifle. The Rifle was for self-defense against Mr. Peterson, and the wrench was for getting onto the roof. This was the only version that the Tool Shed appeared in, making it an Alpha 2 exclusive like the Bird Room

### Trivia

* The door on the shed was also used as a non-openable door in the player's house at the top of the stair case.
* A key that looks like it was meant for the shed can be found under the neighbor's Living Room floor and can be picked up if you lean the camera inside of it at the right angle. The key does not work for unlocking the padlock.
* The shed without its door was on the small island in the pond outside the map. The pond can be found by using ghost mode.
* The shed can be seen in the Alpha 1.5 video (unfinished Alpha 2), but it's purpose was unknown since at the time the rifle was on the wall in the Hallway.
* Once unlocked, the neighbor could chase you into the shed, but if he is outside and didn't see you go into the shed, he won't be able to see you through the windows.
Tool Room

Contents |  * Lockpick
* Crowbar
* Wrench (Full game)
* Shovel (Full game)
* Glue (Full game)
* Watering Can (Alpha 2)
* Buckets
* Boxes (Full game)

The **Tool Room** is a room that first appeared in Alpha 2 of *Hello Neighbor*. It returned in the final game, in which it is a room in the first act.

## Gameplay

The Tool Room appears during the first act of the game. It is locked with a silver padlock and requires the lockpick, which is in the tool room itself and requires use of the Magnet Gun through the small window at the side. The room is rather small, and contains boxes, wooden trays and jars of glue, as well as a shovel, a crowbar and a wrench along with the aforementioned lockpick. The wrench is attached to the tool rack via hooks, so it cannot be obtained without actually entering the room.

During the second Act, the tool room appears to have been converted into a furnace room, with all items removed from it, and the room is completely absent from the third Act.

### Alpha 2

In Alpha 2, the tool room was locked and required use of the red and silver key. The key was attached to the Neighbor's belt, requiring the player to sneak up on him and steal it. The room contained a lockpick, a crowbar, three buckets, as well as a school desk, a broom, a watering can and a toolbox. There was also a hospital gurney laying on its side, for some unknown reason. The second way to get in the room was by using the Magnet Gun using found upstairs in the Bird Room. Then, you'd have to go outside, and magnetize the lockpick through the window which could open the lock on the door. Either using the lockpick method or pick pocketing the neighbor method would work.

## Gallery

* The Tool Room as it appeared in Alpha 2.
Rifle

*This article contains spoilers.*

The **Rifle** is a key item in *Hello Neighbor* that first appeared in Alpha 1.

## Appearance

The rifle is a toy gun with a gray muzzle and brown stock, which has the words "Bang! Bang!" etched onto it. The bullets it shoots are yellow cone-shaped pellets, which are about the size of apples and presumably made out of styrofoam.

## Gameplay

The rifle has the ability to hit switches from afar, as well as break windows and slow down the Neighbor. The rifle is a useful item in this regard and thus should not be dropped until the player is ready to enter the basement. It is advised the player only use it while the Neighbor is chasing them, as if the player shoots him when sneaking around his house, he'll immediately notice them and will know where they are, even if they hide around a corner. When the Neighbor is shot during a chase, he'll yelp in pain, while covering his face and slowing down. During this state, he cannot capture the player, giving them a window of opportunity to slip past him and escape, even if there's only a small amount of room between him and the walls. If the player is on their own property and they shoot him, he'll be seemingly unaffected and instead just react as if the player escaped him during a chase, by inhaling sharply and then shaking his head disapprovingly at them while muttering to himself.

In Alpha 1, the rifle could be obtained by finishing the classroom's puzzle. Its only function in Alpha 1 was being used in the Rifle Range room to obtain a key, as the ability to slow down the Neighbor was not yet in the game. In Alpha 2, it was inside the tool shed openable via a lockpick. While it was not required for any puzzles, it was still useful for slowing the Neighbor down. In Alpha 3, it was hung on a wall in the room behind the golden lock. Alpha 3 also re-introduced the puzzle-solving element of the rifle, but instead of a shooting range, the player was required to shoot into a hole in the wall and hit a switch behind it. Between Alpha 4 and Beta 2, it could be found in a room near the top of the house that was filled with apple-shooters. The fire-rate of the rifle was also sped up in Alpha 4. In Beta 3, it is obtained in the birthday room, though the player needs to find the three remaining slices of cake and four mannequins, and place them on the table and rug, respectively. The rifle falls out of a present fixed to the ceiling, and onto the table, along with some confetti. In Beta 3, the rifle is also required in order to obtain the red key.

## Trivia

* Up until the final build, the Rifle's model clipped through the player's hand. A new animation was made for the final build, in which it is held properly.
* From Alpha 1, up to and including Beta 3, the bullets shot from the rifle were very small, about the size of a grape. The size increase in the final build was likely an attempt to make the bullets easier to pick up.

## Gallery

* The inventory icon for the rifle used in Alpha 1.
* The rifle being held in Alpha 2.
Basket Ball

A basketball is a spherical inflated ball used in basketball games. Basketballs typically range in size from very small promotional items only a few inches in diameter to extra large balls nearly a foot in diameter used in training exercises. For example, a basketball in high school would be about 27 inches in circumference, while an NBA ball would be about 29 inches. The actual standard size of a basketball in the NBA is 29.5 inches in circumference and is used in hello neighbor at the basketball mini-game outside.
Day Cycle

**Day Cycles** are type of settings whether if it is dawn, day, noon, dusk and night.

## Dawn/Dusk

The game is about to get dark, whether the sun is rising or setting.

## Night

The game is mostly dark. Passing cars/trucks have their headlights on.

## Trivia

* When Mr. Peterson catches the player in the Pre-Alpha, Alpha 1, Alpha 4, Act 2 (full release), and Act 3 (full release), the day cycle changes.
	+ Alphas 2 and 3 lack the day cycle feature.
* Alpha 4 starts the day cycle at dusk.
	+ Alpha 4's version is also brighter than Alpha 3's.
* Act 1 (full release) is always Day/Noon.
* The Finale (full release) lacks a day cycle, and appears to have a gray sky.
Bathroom

This is where the neighbor takes a bath and pees, there are only 1 item found in here, sleeping pills.

## Trivia

* This room from Pre-Alpha was a big room with water bottles in the bathtub. There was a bucket and broom. A toilet, and a sink with the cabinet doors missing.
* In Alpha 1, there are two bathrooms, one is next to the furnace room,and one upstairs where there is a hole in the floor which can bed peeked through by stacking objects.
* From Alpha 2 there is a new action that the neighbor will pee. And if you get his attention while he's bathing, he'll forget all about his bath, leave the water on, and come after you.
Lockpick

The **Lockpick** is an item that originally appeared in the Pre-Alpha of *Hello Neighbor*. It returned in the final game, in which it is a key item in the first act and an optional item in the third act.

## Gameplay

The Lockpick is an item which appears in the first and third acts of the game. It is essential in opening the tool room during the first act, and is a hidden item during the third act in which it can act as a replacement for one of the keys. The player needs to click on a lock to use it and upon use, it will disappear.

In the first act of the game, the lockpick can be found in the tool room, and requires the magnet gun in order to be retrieved. In the third act, it is instead hidden behind the Neighbor's house and outside of the fence. The player needs to find the hidden graveyard teleport to escape the normal playing area and look around behind the fence.

### Alpha versions

In the Pre-Alpha and Alpha 1, the lockpick appeared as an alternative to the key, and was necessary for opening the basement door. In the Pre-Alpha, it could be found either in a drawer in the sitting room, or in the garage. In Alpha 1, it was found in the CCTV room. In Alpha 2, it instead opened the Neighbor's shed and allowed access to a wrench and the rifle. It could be found in the tool room and in the Kitchen. Its functionality in opening the basement was replaced with that of the keycard in future versions.

## Trivia

* A redesigned lockpick could be found in the game files of the beta versions. The lockpick then returned for the final game.

## Gallery

* The exact lockpick used from the Pre-Alpha to the Alpha 2 of Hello Neighbor (the red highlighted one)
* The lockpick. It remained unused in the Beta.
SMLE MKIII Carbine

The **SMLE MKIII Carbine** is a primary weapon for the Scout class in *Battlefield 1.*

## In-Game Text

A British bolt-action rifle with a high magazine capacity, excellent for medium to long range use.

## History

Short Magazine, Lee-Enfield, Mk III was introduced into British service in January 1907 and soon became an icon of the British Empire. Its design was only slightly modified from the preceding model, and went on to become the basic rifle of the Brits on the fronts of World War One. As the war continued, the SMLE was modified to cut down on production costs and shedding many of the extraneous features that weren't used by regular troopers. Ultimately, the Mk III would go on to serve in World War II and the Korean War, before production finally ceased in 1953.
Alarm clock

An alarm clock is a clock that is designed to alert an individual or group of individuals at specified time. The primary function of these clocks is to awaken people from their night's sleep or short naps; they are sometimes used for other reminders as well Most use sound some use light or vibration and can be used as a tool item in the game.
Trash Can

The **Trash Can** is a Item in Hello Neighbor.

## Bugs/Trivia

* There is a popular bug in Pre-Alpha where if the player takes a Trash Can and place it on the Red Car, they can access the first roof. Then, if they take an Arm Chair and stand in the right spot, it will glitch into a window and you can access the roof.
* In Alpha 1. There is a glitch where if the player walks on top of the trash can and presses the control key 2 times he can press space repeatedly to fly. If the player presses the control key repeatedly, they can launch themselves out of the map and explore the secret second house.
	+ This glitch is also present in the Pre-Alpha, Alpha 2, and Alpha 3, though it is harder to pull off.
	+ In Alpha 3 and onward a sign was added that read "Trash can flying prohibited".
	+ In the Alpha 4 the Trash can model was changed to a tall slender trash can, so the player can no longer fly in it.
Keycard

The **Keycard** is a key item that appears in *Hello Neighbor* from Alpha 2 onwards. The Keycard has a similar purpose as the key in previous versions. It will open the keycard lock to the Basement.

### Keycard Location in Each Build

In Alpha 2, the Keycard can be found in the kid's room with the hole in the roof, on a table below. The room requires either the wrench or crowbar to be used to be accessed. You can use a wrench to open the ladder up and fall down through the hole inside the room, and then break out of the window after obtaining the keycard. You can also go from the Bird Room and use a crowbar on the boarded door.

In Alpha 3, the Keycard can be found on the 2nd floor in a room accessible by dropping through a hole in the floor of the room unlocked by the blue key. After dropping down in the hole, there will be a display case/cabinet with a covered couch, covered chair, a broom, and flashlight beside it. Inside the cabinet is the keycard.

From Alpha 4 onwards, the Keycard is found in the freezer in the kitchen, and must be unfrozen by turning off a generator connected to the refrigerator. From Alpha 4 - Beta 2, the generator was in the train station up the long ladder at the end of the Hallway.

In Beta 3, the generator is instead inside a cage on the front of the house which must be opened by placing certain items on the shelves in a certain way in the nearby bedroom. In Act 3 of the final game, the puzzle is the exact same as the Beta 3 puzzle.

### Trivia

* The keycard lock that was in the old art style was never used in any version of the game. We only see it in the Alpha 2 trailers.
* The keycard is only one of three items that were never affected by the art style change. The neighbor's phone was the second object that wasn't changed into the new art style. And the beartrap was the third object.
Jackhammer

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

*This article contains spoilers.*

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

*This article contains cut content.*

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

It was used to remove bricks from a wall in the Rifle Range room, and has not appeared in any future versions.

The Jackhammer locked like this
Hammer

*This article contains cut content.*

The **Hammer** was a key item that appeared in Pre-Alpha and Alpha 1 of *Hello Neighbor*.

## Gameplay

The hammer was used to take the board off of the Basement door in both versions it appeared in, as well as remove boards from windows. It had the same purpose as the crowbar. In the Pre-Alpha, the hammer appeared in either the boiler room or the garage.

In Alpha 1, it appeared in the garage or in a drawer in the neighbor’s bedroom. You could fine the hammer in either place in Alpha 1.

In Alpha 2, the hammer only appeared during the cutscenes where the Neighbor boarded up the room containing the keycard and the basement door, and wasn't a usable item. The hammer could be found underneath the map using ghost mode. It could be found in the files as well.

In Alpha 3, despite it never being seen inside the game, reappeared in the files. (Video link: https://www.youtube.com/watch?v=rAYYpA1cTIs at the 4:10 mark.)

It also reappeared in Alpha 4 being seen in the closet dream sequence (redesigned in the new art style) as you make your way to the top.

Its functionality was entirely replaced by the crowbar from the Alpha 2 version onwards. The crowbar replaced the hammer. However, it reappeared in the Modkit and can still be used for mods and wasn't entirely killed off.

## Trivia

* The words "hammer time" are etched onto the handle.
* The hammer was one of the redesigned items in the Modkit.
Watering can

A watering can is a portable container, usually with a handle and a spout used to water plants by hand. It has been in use from at least the 17th century and has since seen many improvements in design. Apart from watering plants as it is a fairly versatile tool and is used in hello neighbor to grow the golden apple tree.
Doll

The **Doll** is an item that can be found in the Neighbor's house. It has appeared in the Beta version and the Full Game.

The Doll seems to serve only a decorative function, aside from its capability to break a Window if thrown. However, it may also serve as a clue, potentially being the former possession of a child victim of the Neighbor. It bears an uncanny resemblance to the real-life doll Raggedy Ann, and has been given this name by Jacksepticeye.
Skateboard

A skateboard is a type of sports equipment or toy used primarily for the activity of skateboarding. It usually consists of a specially designed maple-wood board combined with a polyurethane coating used for making smoother slides and stronger durability and is used with the guitar in hello neighbor to get the key-card.
Telephone

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

The **Telephone** is a Weapon and Tool Item found in your House. If picked up, it causes the Neighbor to walk to the phone by his front door. It should be used to distract the Neighbor, most likely so you can get in through the Back Door.
Cup

A cup is a small open container used for drinking and carrying drinks. It can be made of wood, plastic, glass, clay, metal, stone, china or other materials, and it might have a stem, handles or other adornments. Cups are used for quenching thirst across a wide range of cultures and social classes, and different styles of cups may be used for different liquids or in different situations and it is used in the fear darkness mini-game.
Glitches

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

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

A Glitch is an unintended effect which can or cannot be used to the Player's advantage.

## Pre-Alpha

### Fast Roof Climb/Easy Ending

At the beginning of the game, grab a bin and wedge it between the bed and the wall in a way you can climb up it and go through the roof. Repeatedly sleep in the bed facing away from the Neighbor until you hear the nightmare music play, then climb through the roof with the bin. Because you never triggered the cutscene, You can freely walk around the Neighbor's House, but He won't be there, allowing you to easily beat the game.

### Lean Clip

You can enter the Neighbor's House early by leaning against the doors and picking up chairs blocking them, allowing you to open the door and go inside.

### Prop Flinging

If You un-crouch on a medium/large object, it will briefly become stuck to You and can result in interesting results.

It is possible to use this to get onto the Neighbor's roof, but is very inconsistent.

### Neighbor Stun

Near the beginning of the game, if You Lean Clip through a wall to get a beartrap, You can have the neighbor set it of and get trapped, resulting in the neighbor being stunned.

## Alpha 1

### Crouch Flying

It is performed by repeatedly crouching on a physics object. (e.g. lawnmower, bin)

If it is used with a bin, it allows the player to get stuck inside of the bin.

After that, you can repeatedly jump to go OoB.

## Alpha 2

### Keyhole Glitch

It is performed by repeatedly going in and out of keyhole view.

It can be done on any door that has a keyhole. (e.g. Front doors, Tool room door)

The camera will be moved from the protagonist's neck down to about his knees after doing the glitch.

### Closet Glitch

It is caused by going into a closet right when the Neighbor catches you.

When the glitch is in effect, You will get stuck and you will need to reset the game.

## Alpha 3

### Garbage Can Flying

Although crouch-flying has been patched, garbage can flying is a glitch in Alpha 3.

It is performed by going to a corner, (e.g. the edge of the map) looking down, then Jump and place a Garbage Can below you, You should start floating upwards.