Use it to unscrew the makeshift fence that prevents you from accessing the ladder in the back yard that leads up towards the top of the house. You already know the drill on the wrench from the previous act. Smash the window with an object like the binoculars or shoe and then open the freezer to find the wrench. For now, head around to the other side of the house and look for a window leading into the kitchen. You can't reach it yet, though, because it's so high up in the air. Turn around and go back the other way in the yard to find the second lever on the long pipe that sticks up out of the ground and runs into the house. The first one is found just by following the fence a bit further. Your first goal is to get the gauge on the wheel into the red by pulling levers on three other pipes around the area. Off to your right in a broken section of a fence is a pipe with a red turn wheel. From there, head up the ladder to find that the neighbor's house has changed quite a bit, and you are now locked in behind a giant fence. Head outside and grab the air duct grate in front of the red light so you can move through the crawl space. Go look at the window where the boards fell overand you should hear a click letting you know the door is now unlocked and can be opened. Go peep through the keyhole and look right and left until you hear a sound letting you know something fell over. Starting in the weird, fake room you discovered in the previous act, there's nothing immediately to pick up or throw, and the door won't unlock. Initially, it is hot and so easy to pick it up.Below we cover everything you need to know to fully explore the house and escape in Hello Neighbor Act 2. Now it is attached to a torn wire, from which blue flashes of light come. Located in the same room where it was in Alpha 3. The mount hangs on a carnation on a wooden pole. Located on the third floor, in a room under a roof with a blue lamp. After training, the subject can be found in the workshop and on the antenna on the roof. It is located in the trunk of the main character's car. Located in the neighbor's bedroom, under the bed, as well as in the garage. After a nightmare with a huge neighbor, you can see on the wall in the garage. Starting with Beta 3only the top of the mount is cooled, and then the mount itself. The alternative is to wait for it to cool down, or to come across a neighbor, and then return to the subject several times. After a few seconds of watering, the mount will cool down. To cool it, you need to fill the watering can with water from under the bathtub or sink and start watering the crowbar, or put it there with a magnet. If you pick it up, the object will fall out of the hands of the player with a characteristic hissing sound. Starting with Alpha 4the crowbar is initially red-hot. Alpha 3 has changed the look of the item, now it's more disproportionate. It looks like a crowbar with a red handle and grey ends. It is one of the items needed to open the door to the basement. The Crowbar is an object designed to unscrew nails from pinned boards. View mobile website.Mounting also a crowbar or nail is one of the most important gameplay items in Hello Neighbor.
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Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts. Thank you for the help! Per page: 15 30 Date Posted: 17 Feb, am. They will come out! So as for the key card, "left" click your mouse while pointing at the key card slot. You have to "left" click your mouse while pointing at the nails.
#Hello neighbor walkthrough act 2 how to#
Does anyone know how to remove the board? Showing 1 - 3 of 3 comments.
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I've tried pressing other things, but can't get the nails to extract from the board that covers the basement door. I have the crowbar and key card, but when I go to the basement door with the crowbar in hand, get the white dot centered on the board nails, then press E, nothing happens! Hey folks So I had amazing success with Hello Neighbor Alpha 2. Home Discussions Workshop Market Broadcasts.