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Hello Neighbor Wiki
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Alpha 1 is an alpha version of Hello Neighbor.

Plot

The player is in their car, driving to their new house. The Neighbor picks up a pair of binoculars and observes the player drive onto the street from a second floor window. The player unlocks their house, moves their belongings inside, and then takes a nap.

Gameplay

Alpha 1 can be very tricky because the Neighbor's house was designed with the Neighbor's AI in mind. For example, when pursuing the player, the Neighbor will take lots of shortcuts to quickly reach them. Below are the two methods for completing Alpha 1, so read carefully.

Lockpick Method

Go in through the back entrance and turn the valve on the large furnace. This will freeze the water and disarm the Sharkotron in the flooded room upstairs. You don't have to close the back door when exiting the room because the Neighbor will become suspicious and will go to the boiler room, after realizing the valve has been tampered with (closing the door will make him go the other way). It is also recommended to turn off the electricity to neutralize any security cameras which get the Neighbor's attention (you don't have to do this). Go upstairs, walk across the frozen ice, reach the door, and keep exploring. After a while, you will find the CCTV control room (it is adjacent to the second floor living room). Take the lockpick on the control room desk and retrieve the hammer inside the garage, or the crowbar under the Neighbor's bed in the bedroom (not recommended). Go to the basement door and use either the hammer or the crowbar to take off the wooden boards and the lockpick on the copper lock. Open the door to reveal the ending.

Copper Key Method

Turn the valve on the furnace and do NOT turn off the electricity (you will find out why). Go upstairs and take the bell on the half-sunken drawer in the flooded room. Bring it to the pole that requires the bell in the grave room downstairs. Take the shovel from the open compartment on the wall, dig up the dirt to find a coffin. Remove the coffin lid and pick up the mannequin teacher. Take the mannequin teacher to the classroom upstairs and place it near the blackboard. Solve the math equations with the numbers on the teacher's desk and in the drawers. After solving the equations, you will receive the toy rifle that can be used to break windows like in the other alphas (but in this case, plays the most important role). Make sure the electricity is not turned off as it is needed for the rifle range. Go to the rifle range (it is the room after the flooded room). Try to get at least 3-4 points to obtain the silver key, then use it on the silver lock on the gate. Open the wooden door to find yourself in the storage room. At the end of the storage room is a wall of exposed bricks. Find the jackhammer in the upstairs bathroom with the large hole in the floor. Go back to the exposed wall and use the jackhammer to drill through the bricks then proceed through the door. You will find yourself in the children room. The room is filled with different objects like a teddy, a mannequin, toy blocks, and children’s drawings pinned onto the walls. In the middle of the room is a baby crib. In it, you will find a copper heart-shaped key. A door on one of the walls leads out the side of the house, jump out of this door. Go to the basement door and take off the wooden boards with either the crowbar or the hammer, and use the copper heart-shaped key on the copper lock. Open the door to reveal the ending.

Ending

When the player opens the basement door, a cutscene will begin. The door slowly opens revealing bright light coming from within the basement. But before the player can enter the basement, the Neighbor intervenes and slams the door shut, capturing them. The player soon wakes up in a coffin, the Neighbor drops the coffin lid and the game ends by dropping you into the menu.

Trivia

  • Alpha 1 was the first version to have a second floor and working inventory.
  • Alpha 1 introduced mannequins and the toy rifle.
  • Alpha 1 is the only version with a working elevator.
  • The Neighbor's running speed in Alpha 1 is the slowest out of all versions. He is slower than the player even when the player is walking.
    • Despite this, the Neighbor gets faster the more the player gets caught.
  • An unused pause menu can be discovered by pressing the M key while in-game.
  • A train is present in Alpha 1, randomly running along it's tracks and emitting noises on the third floor. Removed in Alpha 2, a train would not appear again until Alpha 4 and all subsequent versions, including the full game in Act 3.
  • Alpha 1 was the first version to include the Sharkotron. It can be found in the flooded room upstairs, quickly swimming around in circles and patrolling the room. If the player approaches the water, the Sharkotron will swim around more erratically and pay special attention to their location. If the player goes into the water, the Sharkotron will instantly turn around and make a beeline for them, and should it catch them, it will send them out of the Neighbor's house.
  • After getting caught or sleeping twice, the player will experience a cutscene where they watch the Neighbor walk into the basement, hear a car crash, see a tire roll out, and then see the Neighbor walk out, closing the door behind him.
  • The "nightmare" from Pre-Alpha had been replaced in Alpha 1 by a tutorial; after getting caught or sleeping a certain amount times, the player will find themself in what appeares to be a carnival (judging by the scenery and the music playing in the background) with the Neighbor covering his face nearby. The player is given the option to hide in one of two places - inside a wardrobe or under a bed. Once the player hides themselves and a certain amount of time has passed, the Neighbor will start to look for them. If not caught, the player will wake up back in their house.
  • A banana peel in Alpha 1 can be used to make the Neighbor fall over.
  • An odd glitch can occur in which the Neighbor chases the player into their house. He will remain stationary until the player sleeps, or gets caught by the Sharkotron.
  • There are duplicates of the player's and Neighbor's house outside the playable area. They are both used in the basement cutscene.
    • The player can leave the playable area by performing the trash can flying glitch. Once past the invisible walls, the player can explore the rest of the neighborhood and see the duplicate houses.
  • The ending in Alpha 1 is very similar to the Prototype ending where the player attempts to open the basement door only to be caught by the Neighbor and buried alive.
  • Based on a concept floor plan of the Alpha 1 house, the third, fourth, fifth and sixth floors were meant to be accessible to the player. However, the staircase to the third floor is obstructed by various furniture and is completely inaccessible. The third, fourth, fifth and sixth floors were most likely not completed due to the scrapping of the Alpha 1 house.
    • The coffin in the grave room was originally going to be a "portal" that would have transported the player to a ER/hospital ward on the third floor. This was confirmed by the game designer (Nikita Kolesnikov) in the Alpha 1 developer Q&A.
  • The player was originally going to have a model in Alpha 1, as you can find one in the files and Mod Kit. However, this model was ultimately scrapped because the developers already had Nicky's model ready for Alpha 2. For more information on the Alpha 1 player model, please visit Pre-Nicky Player.

Related Videos

 	Hello_Neighbor_Alpha_1_Trailer 	 			  
 	Hello_Neighbor_Alpha_1_Developer_Playthrough_&_Q&A 	 			  

Gallery

The Player's House

The Neighbor's House

Ending

Other

Early Screenshots

Concept Art

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