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Hello Neighbor Act 3 Green Key


Keys are a set of major items in Hello Neighbor.

There accept been a number of different keys throughout the development of Hello Neighbor. There are seven keys in the final game.

Keys in the terminal game

Blue Key

The bluish key allows the role player access to the room on the third floor containing the crowbar and the platform which takes them to the Fright Supermarket level. Information technology can be institute on the 2d floor, in a cabinet behind the painting. It requires the magnet gun in lodge to exist obtained. Information technology's just required for unlocking an easier path to the 3rd floor and railroad train automobile. In Deed Two, it is on a wall claw adjacent to the door it unlocks.

Dark-green Key

The green key allows the player to unlock the kickoff flooring door near the stairs that takes the player to the Fear Schoolhouse level. It can be found attached to the electromagnet in the room adjacent to the tram station at the summit of the ladders. To turn off the electromagnet, the player must visit the roof and, using the ruddy gramophone, navigate by the tomato plants and drop an object into the hatch covering the gears.

Yellow/Golden Key

In the first act of the game, the gilt fundamental unlocks a door on the second floor of the house, and the key itself is adjacent to that door. In guild to get the cardinal, the actor must remove the nearby oversized painting and spring through the hole information technology covered.

In the second human activity, the fundamental tin can be constitute in the room above the child's sleeping room, and allows for a shortcut back to the fireplace room nearby.

In the third human activity, the aureate key can be found behind the door that information technology unlocks, though there is an alternating path to that room the histrion must have. It has very little purpose other than to permit for a shortcut, and is the only i of the keys that is not mandatory for beating the game.

In Blastoff 3, it could instead be found in a locked case above the Neighbor's forepart door, and was essential for getting the rifle.

Scarlet Primal

In the first act, the red fundamental is the particular required to get into the basement. It can be found in the child's bedroom on the top floor, on a cabinet.

In the second act, the ruddy primal is one of the methods of escaping the Neighbor's firm, and unlocks the big front end gate which is keeping the player captive. It is found in an isolated room on the top floor, and the player must inundation the previous room and freeze the h2o with the nearby lever in order to gain access.

In the tertiary act, the scarlet central unlocks the door in the room suspended near the roof, allowing access to the Fear Darkness minigame. It can be found in a small container in the room past the gun-detecting door. To open up it, the player must use the electromagnet hatch to get the rifle past the door, and then get into the next room and shoot six switches, so pull the small lever that is opened upwards.

White Key

The white primal is plant on a wall hook, inside the small-scale room available after chirapsia the Fear School minigame during the third act. The nearby door is held close past the white lock, which the key tin unlock. In previous versions, the door was instead held shut with a chair. While information technology isn't mandatory for beating the game, it allows for a shortcut to the Neighbour's 1000.

Rusty Green Central

The Rusty Light-green Central is a fundamental which is used to unlock The Thespian's house at the commencement of act 3, it can exist found inside the trunk of the car

Car Key

The motorcar key is a small red key that can be found in the kickoff act, inside the room containing the yellow cardinal. It allows the histrion to open the kick of the Neighbor's car and obtain the Magnet Gun.

Toy Key

The toy key is a small yellow key with a little carmine ribbon wrapped around it. It can exist found in Act 2 of the game, within the bury in the Neighbor's back chiliad. Information technology is used to open the model house in the kid'south bedroom.

Scrapped Keys

Rusty Brownish Heart Cardinal

The rusty brown centre fundamental was essential to unlocking the Neighbor'due south basement in the Pre-Alpha and Blastoff i, every bit an alternative to the lockpick. In the Pre-Alpha, information technology was found either in the hallway at the front of the house, or on the drawer in the living room, next to the TV. In Alpha 1, it could be plant by using the jackhammer on the wall establish after completing the rifle range puzzle.

Red and Silver Cardinal

The red and silver cardinal was in Alpha 1 and Blastoff 2. It belonged to the actor in Alpha 1, and was the primal to the front door of their house. In Alpha 2 however, it belonged to the Neighbor, and unlocked the tool room property the lockpick and a crowbar. The central was attached to the Neighbor's belt, and the actor was required to sneak upwardly on him and steal information technology.

Small-scale Argent Key

The small silver key appeared in Alpha i and Alpha ii. In Alpha one, it unlocked the counter gate in the rifle range room. The player needed to vanquish the rifle range by shooting three targets, and the key would drop from a vent nearby. In Alpha 2, it was stolen by a raven during the tutorial, and it unlocked the Neighbor'south house.

Trivia

  • Every scrapped key in alpha 1

    Every scrapped central in alpha one

    The rusty brown center primal could be found in Alpha two, via going under the Neighbor'southward living room via debug photographic camera or ghost fashion. Nevertheless, it had no function in this build
    • It was probably intended to open the Tool Shed, as the lock is very similar to the one on the basement door in the previous versions.
    • It also appeared along with a few other keys in the Alpha 2 basement, though it was inaccessible since the game ended at the open door. Using ghost mode and attempting to use the keys on the padlock revealed that the function, either by blow or because of transitions betwixt Unreal Engine 4 versions, was non programmed in.
  • In the final build of the game, the lockpick tin act as a replacement for one of the keys during the third act of the game.

Source: https://helloneighbor-archive.fandom.com/wiki/Keys

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