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Game guide

Hello Neighbor — Controls to learn before you start

Hello Neighbor [3 Acts]
pantrill, Playing 1.2K, Rating 76.9%
Creator pantrill
Playing 1.2K
Rating 76.9%
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About

Overview

Hello Neighbor [3 Acts] is a stealth horror puzzle game on Roblox where you try to sneak into your neighbor's basement without getting caught. The game spans three acts, each with its own puzzles and story beats. This guide walks you through the controls, how each act is structured, and what to do when you get stuck.

What is on this page

Contents
01

Controls to learn before you start

Table
In short Knowing your controls from the start saves a lot of frustration when the neighbor is right behind you.

The game supports both keyboard-and-mouse and gamepad, so pick whichever feels comfortable. All the core actions — grabbing items, opening doors, sprinting, and using things — are covered on both.

Pick up / open doorE (keyboard) or X (gamepad)
SprintShift (keyboard) or L1, L2, R1 (gamepad)
Drop itemRight Mouse Button (keyboard) or B (gamepad)
Use itemLeft Mouse Button (keyboard) or R2 / Y (gamepad)
Inventory slotsD-pad (gamepad only)
Ask on the board
02

How the three acts fit together

Summary
In short Act 3 is the longest and most complete experience, so if you only play one act, make it that one.

The game is divided into three acts that follow Nicky Roth across different years and locations. Acts 1 and 2 are available but are not actively supported by the developers. Act 3 is the recommended version — it has the most puzzles and content, and the story pays off everything set up earlier. You can earn the badge for completing Act 2, which then unlocks Act 3.

  • Act 1 Break into the neighbor's house and reach the basement
  • Act 2 Escape the basement and navigate the house; completing it earns you access to Act 3
  • Act 3 The longest act, set in a surreal dream version of the house with three Fear Rooms to conquer
03

Getting through Act 1

Step
In short Act 1 is mostly about finding the right tool for each locked door, so explore every corner before assuming you're stuck.

Act 1 has two main sections: the house above ground and the basement below. In the house, your goal is to gather items and find ways past locked doors. In the basement, the neighbor starts patrolling, so move deliberately and use the environment to keep distance.

  1. Enter the neighbor's house Stack boxes against the shelf on the left side of the porch, climb onto the roof, break a window, and drop inside.
  2. Find the flower painting Remove it from the wall to reveal a hidden passage, then collect the car key and use it on the yellow lock.
  3. Get the electromagnet Open the car trunk with the car key, then use the electromagnet to retrieve the lockpick from outside a small back window.
  4. Reach the red key Use the lockpick on the hallway room to get the wrench, open the backyard ladder, climb through the roof hole, and take the red key to open the basement.
  5. Work through the basement Turn off the breaker box, collect the flashlight from a middle room, break through the brick wall using a brick, turn on the generator, and pull the lever by the barred door.
  6. End Act 1 Let the neighbor catch you at the end of the final hallway to trigger the act's conclusion.
04

Getting through Act 2

Step
In short Act 2 starts where Act 1 ended and focuses on escaping the basement and then managing the house's water system.

You wake up in the basement a few months later. The early part of Act 2 is relatively calm — a cardboard cutout opens your door, giving you a window to move. Once upstairs, the main challenge is a set of three valves. A valve parallel to its pipe means water is flowing; perpendicular means it is blocked. Keep that rule in mind whenever a valve puzzle stops you.

  1. Leave the basement Look through the door lock by holding E, wait for the cutout to open it, then find the vent and climb the ladder out.
  2. Work the valves Go inside the house and locate all three valves; use the parallel-equals-flow rule to set each one correctly.
  3. Complete the act Clearing Act 2 earns you the 'Complete Act 2' badge and opens Act 3.
05

Getting through Act 3

Step
In short Clearing all three Fear Rooms in order gives you the abilities you need for the final basement sequence.

Act 3 is set inside a surreal, dreamlike version of the house that Nicky half-remembers from childhood. The rooms are exaggerated and jumbled, which is intentional. Your job is to conquer three Fear Rooms, each of which rewards you with a new ability. You need all three abilities to reach and survive the finale.

  1. Conquer the grocery store Fear Room This room represents being left in the back of a supermarket as a child; clearing it rewards you with crouch invisibility.
  2. Conquer the school Fear Room This room is based on being bullied before moving to Raven Brooks; clearing it lets you push the neighbor once per break-in attempt.
  3. Conquer the closet Fear Room This dark room represents being alone; clearing it rewards you with double jump.
  4. Reach the basement Use the crowbar and keycard to access the basement, then apply your new abilities: use invisibility to hide from the shadowy entity, double jump to clear the fence.
  5. Finish the finale Push the neighbor away at the exit door, slam it shut, and run the final hallway to enter the ending room.
06

When you are completely stuck on a puzzle

Check
In short Most dead ends in this game mean you have an item you have not tried in the right place yet.

The game never gives you a direct hint, so backtracking and experimenting is the intended method. If a room feels impossible, the answer is almost always somewhere else in the house first.

  • Check your inventory for any item you picked up but have not used anywhere.
  • Return to rooms you already visited and try your newer items there.
  • Move to a completely different part of the house and see if a fresh puzzle opens a new path.

Glossary

Glossary
Fear Room
One of the three challenge rooms in Act 3, each based on a childhood fear, that must be completed to earn a new ability.
Crouch invisibility
An ability earned in Act 3 that hides Nicky from the shadowy entity when crouching.
Double jump
An ability earned in Act 3 by clearing the closet Fear Room, used to clear the fence in the basement sequence.
Valve
A pipe fitting in Act 2 that controls water flow — parallel to the pipe means open, perpendicular means closed.
Electromagnet
A tool found in the neighbor's car trunk during Act 1, used to retrieve the lockpick from outside a small window.
The Thing
A shadowy entity that appears in Act 3, avoided by using crouch invisibility in the basement.

Common questions

FAQ

Do I need to play Acts 1 and 2 before Act 3?

Acts 1 and 2 are available to play, but Acts 1 and 2 are not actively supported. Act 3 is recommended for the best experience.

What is the point of the Alpha Tester and Beta Tester badges?

These badges were available during earlier testing phases of the game. The Alpha Tester badge was limited to a specific testing window, while the Beta Tester badge was described as easier to obtain.

Updated Sep 15, 2026
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Hello Neighbor [3 Acts] pantrill, Playing 1.2K, Rating 76.9%
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