We tell you how to complete the game, find all the items, keys, open doors and unravel the secrets of all the inhabitants of the city
Hello Neighbor 2 is a direct sequel to the original game, in which, for the first time in the series, players will find themselves in an open world and try to unravel the secrets of not one person, but several residents of a large suburb.
Watch the introductory video, during which the main character of the game goes to Wayron Croobs to investigate the mysterious disappearance of children. In the end, our character’s van will crash into the barn.
How to leave the barn
After the main character crashes into a large barn and comes to his senses, look around. You can get out by lowering the red lever near the colored gears. Once in the main room of the barn, pay attention to the closed gate. To the right of them there is the same panel under the gears. Some of the gears are already in place, but three are missing.
Where to find gears?
First, pay attention to the right corner of the room. There is a wooden box with a crowbar sticking out of it. Grab this tool on the E key and immediately apply it to the box by clicking on the LMB. In the future, by clicking on the LMB, you are trying to use the item that you hold in your hand. To select another item, use the inventory that opens on TAB. After opening it, switch between things with the mouse wheel. Close your inventory the moment you select the desired item.
Inside the box you will find stones. Grab one of them and turn to the right side. A little further is a glass showcase, into which one of the stones should be thrown. After breaking the display case, take the first gear and place it according to the color on the panel to the right of the entrance gate.
On the left side of the gate you will find a door with a lock. There is a key to the left of the door. Fortunately, it is he who you need to open the lock on the door and the door itself. After doing this, you will find the second gear, which should be returned to the panel to the right of the entrance gate.
You have a mount. Select it in your inventory, go back to the car that crashed into the barn and break the red plank in the passage on the left side. Press CTRL to duck and make your way forward. On the “Space” jump over the obstacle, go up the long ladder and jump even higher to the ledge on the right side. Take the last (third) gear and jump down the hole in the floor onto the car. Replace the gear and lower the lever to open the front gate and leave the shed.
Where to find gears?
First, pay attention to the right corner of the room. There is a wooden box with a crowbar sticking out of it. Grab this tool on the E key and immediately apply it to the box by clicking on the LMB. In the future, by clicking on the LMB, you are trying to use the item that you hold in your hand. To select another item, use the inventory that opens on TAB. After opening it, switch between things with the mouse wheel. Close your inventory the moment you select the desired item.
Inside the box you will find stones. Grab one of them and turn to the right side. A little further is a glass showcase, into which one of the stones should be thrown. After breaking the display case, take the first gear and place it according to the color on the panel to the right of the entrance gate.
On the left side of the gate you will find a door with a lock. There is a key to the left of the door. Fortunately, it is he who you need to open the lock on the door and the door itself. After doing this, you will find the second gear, which should be returned to the panel to the right of the entrance gate.
You have a mount. Select it in your inventory, go back to the car that crashed into the barn and break the red plank in the passage on the left side. Press CTRL to duck and make your way forward. On the “Space” jump over the obstacle, go up the long ladder and jump even higher to the ledge on the right side. Take the last (third) gear and jump down the hole in the floor onto the car. Replace the gear and lower the lever to open the front gate and leave the shed.
Mr. Peterson’s house
After the video, you will wake up at the radio station where our character’s base is located. Notice the four working TVs hanging on the wall. Each time they will display a building or object in the city that needs to be explored. The screens are currently showing Mr. Peterson’s house, which we explored in the game demo. And it is significantly different from what players have seen before. In addition, there are two devices on the table – a drone and a display. You can pick up and drop the drone, then select the display in your inventory and click on LMB. You will proceed to control the drone. With it, you can monitor the inhabitants of the city. The CTRL and Shift keys will allow you to change the flight altitude of the drone. But in general, it seemed to me that this item is completely unnecessary for passing the game.
Leave the radio station and go to the blue house of Mr. Peterson, next to which there is a police car. There are two ways to get inside Mr. Peterson’s house – through the front and back doors. There is a policeman at the front door. Until you get inside the house at least once, it may not leave at all. After that, the cop will periodically enter and leave the house through the central door. You can distract him. For example, in the kitchen, where you enter through the back door, there is an alarm clock. Start it and in a few seconds it will start ringing.
Dollhouse – where to find all the dolls
So, once in the kitchen, pay attention to the small stand at the left window. There is a dollhouse there. On the door of the refrigerator hangs an image of a house and dolls standing on top. This is a hint for the order in which the boy, girl and Mr. Peterson dolls should be placed.
If you have a crowbar, you can break the red board to the right of the dollhouse, in the wall, and get the first doll (the girl’s doll). If there is no scrap, you will have to act differently. First, go to the main corridor of the house, in front of the front door. There are two doors leading to two adjoining rooms – something like an office. One of the rooms has a safe, the other has a TV. Turn on the TV to see the screensaver of the TV show and its name. If you shorten the name and make an abbreviation out of it, you get NOT.
Return to the corridor and pay attention to the stairs leading to the second floor. You do not need to climb it: instead, find an interactive painting hanging to the right of the steps. Interact with her to discover the code mechanism. Enter NOT, then go to the opened niche.
In addition to the scrap on the shelf on the right, there will be a boy’s doll. If you haven’t already, go back to the dollhouse and break the boards in the wall on the right with the crowbar to get the girl’s doll.
Finally, to find Mr. Peterson’s doll, follow the same stairs and pay attention to the closet located in the corridor, in the corner, diagonally from the stairs. If you jump on this cabinet, you can interact with a small door. After opening it, climb inside the ventilation shaft and take Mr. Peterson’s doll.
Place all three dolls on the dollhouse in the kitchen in the correct order (from left to right): girl, boy, neighbor. You will receive the first key. Use it to open the second lock from bottom to top in the central room of Mr. Peterson’s house. As you understand, in order to complete the story in this house, you will have to open all four padlocks.
How to open a safe – what are toy cubes for?
So, in the office, located on the first floor on the left side of the stairs, there is a safe. You need to define a code combination. In the next room with a sofa and TV, there is a cabinet in the corner. Look into it and find a toy cube with the number “1”. On the table next to the safe is a toy cube with the number “8”. Go to the kitchen, open the refrigerator and move the plate to the side. Behind it you will find a toy cube with the number “4”. Next to the kitchen, in the hallway, there is a bathroom door. Look in there and lift the toilet lid to reveal a toy cube with the number “9”.
Return to the room with the safe and look up. Above the safe there is a shelf with four colored ribbons. Their colors correspond to the color of toy cubes. Arrange them on the floor in the right order (you don’t have to do this, just study the colors of the cubes in your inventory) to get the correct code combination: 1984. Enter this code on the safe to open it and get the second key. Use it to open the top padlock on the door in the central room of Mr. Peterson’s house. By the way, if the cubes are not thrown away, do it right now – they are no longer needed, and only take up extra space in the inventory.
Where to find scissors
There is a treehouse across from Mr. Peterson’s house. Climbing into it in the usual way will not work. Instead, pay attention to the trampoline at the neighboring building. Jump on the trampoline and, once again gaining height, fly over to the roof with a ladder. Having done this, climb to the top of the roof and jump onto the tree branch. This branch will take you inside the treehouse. First of all, lower the metal ladder down to create a shortcut. Then look around and find a drawing of a robot hanging on the wall. Interact with him to reveal a niche with a robot arm holding a sword. Take the item, turn around and find the robot itself near the entrance. Set your hand and turn as shown in the picture, behind which there was a niche: the sword should be raised up, and the shield should be lowered. As soon as you put your hands right, the inner compartment of the robot will open, and you can pick up the lever. Install it on the control panel on the table opposite, switch it and wait a bit. The toy train, instead of moving in a circle, will call into a small “depot”, and push out the scissors from there. Take the tool.
Second floor
There is nothing else of interest on the first floor, so go to the stairs and use the scissors on the yellow tape. Climb up to the second floor. Opposite the stairs there is a painting that can be moved to the side. In a secret niche you will find a monitor. Later, you can find a security camera and hang it in any room to follow the cop later.
Enter the first room. On the wall on the left there is a place for a lever, but the lever itself is missing. Pay attention to the table opposite the front door. To the right of it on the floor is a green box. Remove the red lever from there and place it next to the door. Lower the lever to get into the niche behind the wooden cabinet. There is a wooden box in the niche that can be hacked with a crowbar. Having done this, you will find the same security camera. As with the drone, the item is optional, so you can complete the level without using it. On the other side of the secret niche, there is a pedestal with cobwebs. Cut the web with the scissors to get the battery.
Return to the room where you found the lever. Walk forward and to the right, into the bedroom. There is a photo frame on the cabinet to the left. Several parts are missing. But for now, let’s find a use for the battery. The bedroom has a closet where you can hide. Instead, hop on top of it and cut through the cobwebs on the nearby cabinet. Take away the weight, leave into the corridor of the second floor and iditol to the distant end. Open the last room and find a metal square panel against the wall on the left. Put a weight on it. On the right side there is a track for a toy car. Install a battery in the machine and start it. Click on the control panel again, and the machine will return with the third key, with which you can open the penultimate padlock in the room on the first floor.
It remains to find all the parts of the photo. In the same room where you left the weight, there are pillows lying next to the round table. One of them can be cut with scissors to find the first part of the photo. In the same room, open the closet on the left side of the front door and take the second part of the photo. Go back to the corridor and break open the wooden box near this room with a crowbar. Take the third part of the photo. Finally, go to the room where you found the lever and the secret niche, and pay attention to the closet covered with yellow tape. Cut it with scissors and take the last part of the photo. Set all parts of the photo in a frame in the bedroom. A secret compartment will open in the bookcase a little further, and you can pick up the last key.
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Open all four locks to gain access to the basement. After going downstairs, read the newspaper lying on the table by the steps leading to the courtyard. You will receive the “Case Closed” achievement.
Museum
The newspaper mentioned a certain museum. Go outside and follow to the only diner in the city. From it, go to the left side and look for a huge red building on the hill. This is the museum where Mr. Peterson is hiding. Climb up to the museum. The first door will be open, and the second one will have a lock. On the right is a shovel. Take it to complete the chapter and get the Shovel Night achievement.
Bakery
On the monitors of the radio station, in the room of the protagonist, a local bakery is shown. Go to the building with a huge “pink pretzel” hanging on it. You will not confuse it with anything! Enter the main hall and go behind the counter on the left. There is a cash register here, on which four buttons are missing. All these buttons will have to be found in order to enter the code combination (from the poster hanging on the wall).
Button “1”
To start, pick a moment when the baker won’t see you. Enter the kitchen, sneak up from behind and steal the heart-shaped key. Exit and go around the bakery to open the back entrance. After entering the bakery from the back, open the utility room on the left. There is a refrigerator here. Use the key on the heart-shaped lock to open the refrigerator and find fish-shaped cookies. Return to the kitchen and pay attention to the cat. You will get the “Cat Lover” achievement. Put a fish-shaped cookie in his bowl to distract and take the first button with the number “1”. Return to the cash register and put the button in its rightful place.
Button “7”
Go outside and note the white stairs on the left. Climb up it and throw the scissors/crowbar at the window. After breaking the window, do not forget to pick up the discarded tool. Go into the room on the right and pay attention to the multi-colored woolen cloth hanging on the wall on the left. Cut out a “heart” in this canvas to get a clock hand. Insert this arrow into the wall clock hanging opposite the canvas. In the same room there is an electronic clock that indicates the time 10:35. Set the same time on the wall clock. A secret niche in the clock will open and you will receive a “7” button. Go downstairs and install it on the cash register.
Button “5”
Return to the utility room with the refrigerator on the first floor. To the left of the refrigerator there is a red pipe with a valve of the same color. Take the valve and go up to the second floor again. From the room with the wall clock and puzzle, go to the bathroom. On the left side is a large red cauldron. Install the valve and turn it to interrupt the water supply. Exit to the balcony and note that one of the buttons is hidden in a plant on the railing. Take the button with the number “5” and insert it into the cash register.
Button “6”
Go down to the first floor and go to the kitchen. To the right of the door that leads to the stairs connected to the second floor is a freezer. Open it and take out the ice cube. Throw ice into the burning stove. There is a red wall cabinet in the same kitchen. Remove the fire extinguisher from it and put out the fire. Use it until you can pick up the key. Climb to the second floor through the canopy of the house, along the stairs outside. In the first room where the window was broken, there is a table with a book. The book is locked. Open it with the key and take the button with the number “6”. Install it on the cash register.
When you return all the buttons of the cash register, interact with it and enter the code 1576. It is this numerical sequence that is shown in the photo that hangs above and to the right of the cash register. You will get the achievement “Like two and two”.
Museum
Take the key from the cash register. Return to the museum and open the lock hanging on the door of the main hall. Note that Mr. Peterson is now in this room. You can follow him by opening the door or sliding the door to the left of it (to look through a small window). Walk along the corridor to the right side and pay attention to the city map. There are three places for three layouts of buildings. The first layout is on the safe nearby. Take it and put it on the right slot.
The two remaining layouts are in the same room as the neighbor. He does not leave the hall, so you will have to work hard to get both houses out. There may be boards or glass on the floor – stepping on any of these will make a lot of noise, the neighbor will hear you and chase you. The houses are hidden in the windows on the left and right. The left showcase needs to be broken by throwing, for example, scissors or crowbar, and on the right there will be a web that will have to be cut with the same scissors. It is noteworthy that in the same showcases (neighboring) there are scissors and a mount. As soon as you install all three houses correctly, you will receive the key. Use it to open the door opposite the city layout. In the new room, use the scissors on the cobwebs in the green cabinet on the left to find a blue lamp. Hang it near the painting at the far end. Lower both lamps, to open a passage to a secret room. If you have a pry bar (for example, you can take it from the display case in the hall with a neighbor), break the board on the door on the left, creating a short path to the hall. Cut the web behind the painting and search the room. On the table opposite the door is a key in the shape of a heart.
Go up to the second floor through the hall. Both stairs have wooden planks which make a lot of noise. You can bypass them by jumping on the railing. At the top, use the crowbar on one of the doors to knock down the board. Pick a moment and open the door in the far corner, to the left of the stuffed animals, using the recently found key. You will find yourself in Mr. Peterson’s bedroom. Break the display case on the left side of the door and examine the photo of Peterson and the children to get the “Lost Family” achievement.
hunter’s house
The monitors of the radio station show the hunter’s house, which you should go to according to the further plot of the game. Leave the house and go to the left, to the prohibition red STOP signs. Go to the house on the bridge and look around. The main door with the red mailbox is the easiest way to get in, but opening it will trigger the door chime. The hunter will hear and come running to check what happened. In addition, unlike the same cop or neighbor, the hunter will follow you throughout his territory, even outside the house, and will try to shoot you with a hunting rifle. In which case, run around the house until you can break away from it.
Go around the house to find two more entrances – to the first and second floors. Climb up the stairs first and enter the second floor room. In the corner on the right there is a hole with boards. You can break them out using a pry bar. If suddenly you do not have scrap, pick it up from the shelf in the far right corner, on the side of the stairs leading to the first floor of the house. Also along the wall on the right is a board with multi-colored buttons. You must find all the pieces of the map and place them on the board.
How to open the chest (first part of the map)
Pay attention to the bed. On it lies a pillow that you can cut with scissors. Do this to find the key in the shape of a heart. You need to go down to the basement. This can be done in different ways. For example, just go around the house and open the windows in its lower part. Or enter the house from the first floor and open the side door, behind which there will be a staircase leading down. There are boards under the stairs in the basement. Break them with a tire iron and open the chest with the recently found key to get the first part of the map.
Where to find all the boar heads (second part of the map)
Four boar heads are hidden in the house. You must activate them as quickly as possible, because after a while, if all the heads have not been lowered, they will be deactivated. First, go outside and go around the houses. Find a red barrel, use it to jump onto the visor. There will be a blue box here. Use it to jump even higher to find something like a tower in the center of the house. Don’t be in a hurry to go upstairs. Go around this tower and go down the boards, forming something like a bridge. Open the window to be under the ceiling and find the first boar head. This head is hidden better than the others. You can get to it by another route. Enter the house from the first floor and find a side room with a stuffed bear (not to be confused with the bear from the basement). Start climbing up with the cabinet and planks.
After that, activate the three remaining heads:
- On the ground floor, on the wall to the right of the bathroom door.
- In the basement, on the wall to the left of the windows.
- On the second floor: you need to jump onto the wooden ledge next to the door through which you get to the second floor if you come from the street.
Once you activate all four heads, return to the first floor and open the microwave. Inside it you will find the second part of the map.
Stuffed bears (second part of the map)
Return to the first floor and enter the room with the stuffed bear. If you haven’t done it before, go down to the basement and remove the lever from another stuffed bear. Place the lever on the scarecrow in the side room of the first floor and pull it down to get the third piece of the map.
Where to find all the letters (third part of the map)
- To get the fourth, last part of the map, you need to collect three letters and hang them on the refrigerator door (traces of these letters-magnets are visible on the door). Go outside again and climb onto the roof with the red barrel and the blue box on top. Climb to the top of the wooden tower where the cans of orange paint are. On one of the cans is the letter C.
- Go down a little lower from the tower to the roof and again climb inside the house with the help of boards and a window to be under the ceiling of the room with a stuffed bear. Go down one level from the boar’s head and look out for the walls, which are hanging stands for the heads of animals. They are empty and one of the stands will have a B on it.
- Finally, on the ground floor there is a bathroom. Enter it (the door to the left of the boar’s head), lift the toilet lid and take the letter F.
Install all three letters on the refrigerator door, after which it will open and you can pick up the deer antlers. Climb up to the second floor. To the right of the door leading to the street hangs a head with left horns. Replace the right horns, and a niche of books will open in the cabinet on the right. Look inside it to get the last part of the map.
Where the map points (how to open the color)
Place all four parts of the map, then go outside and climb the wooden tower on the roof of the building. Get to the paint can and drop down a little lower to find a shovel. Get down to the ground and go around the house until you find a wooden bench. Most likely, by this time a hunter will be sitting on it. Go around the hunter and look for an earthen mound under the fir trees. Dig it up with your newly obtained shovel to reveal a safe. It consists of multi-colored disks. Similarly, on the map of this place there are multi-colored paper clips and numbers. This is the clue to solving the puzzle. If you match all this, then from left to right the code combination will look like this: 80164. Opening the safe, you will receive the Treasure Hunt achievement and another key to the museum.
Museum
Go back to the museum, go up to the second floor and open the door to the library in the right corner (to the right of the TV). Enter this room and pay attention to the safe on the left side. On it hangs a hint in the form of an image of a grandfather clock. Go down to the first floor and find the same clock on the side of one of the stairs. To make them work, you will have to find three multi-colored gears.
In the same room, to the right of the red chair, there is a cardboard box with a weight. Take the weight and lower the wall lamp by the cabinet to the left of the chair. This will open a secret passage from the study to Peterson’s bedroom. There is a metal floor panel just behind the sliding cabinet. Throw a weight on it to reveal a secret niche above Mr. Peterson’s bed. It will have a yellow gear.
Return to the geographer’s office (library) and pay attention to the globe. It has a red cross on it. To the right of the globe is a statue with an outstretched index finger, hidden under a sheet. Rotate the globe and stop so that the finger of this statue points to the red mark. The globe will open and you can pick up the green gear.
In the same office, on the table to the left of the safe, there is a pillow on which lies a part from the car. Take it and go downstairs. Go to the corridor behind the fireplace on the first floor, on the side of any stairs. Break the boards with a crowbar (if you don’t have one and it’s not in the museum’s display case, look in any other place you visited earlier) and go to the garage. Install the car part on the front of the hood so that the cover rises and you can pick up the last gear.
Place all three gears in the grandfather clock near the stairs. The clock will show the time 11:35. Go upstairs and open the safe by entering the code combination 1135. Get the camera from the safe to complete the chapter and get the Ancient Curse achievement.
Musician’s Villa
Monitors at the radio station point to the musician’s home. Go there. After leaving the station, go right and down. In the courtyard of this villa, on the left side, there is a dog that guards a scepter sticking out in an earthen mound. Enter the house through the main door and enter the dining room on the right side, on the first floor. Move to the kitchen area and look for a red cabinet on the wall to the left, which contains a fire extinguisher. Take this item and go to the porch of the house, where there is a brazier. Extinguish the fire with the fire extinguisher and take the piece of meat. Give it to the dog sitting outside. You will receive the “Dog Lover” achievement. Use the shovel on the earth mound. If suddenly there is no shovel, look for it in one of the previous locations (for example, on a tower above the hunter’s house). A scepter will fly out of the mound. Run after him (he will fly to the fence near the entrance gate), pick up and place in the hand of the statue standing in the courtyard. A secret niche will open and you will find the first reward (trophy).
Looking ahead, I note that in order to solve the puzzle with the musician’s villa, you will have to find 5 of these trophies.
Go inside the house and look into the bathroom, located behind the door just to the right of the stairs. Remove the boat from the bathroom, return to the dining and kitchen areas. A large painting of a sailboat hangs on the wall. There is a stand underneath. Install a boat there to move the picture and see the date of birth of the dog. Some numbers are highlighted, this is the code combination (8691).
Climb to the second floor and find the musician’s bedroom. Once there, pay attention to the closet on the left. Open its doors, do the same with the inner wall to get into the trophy room. There are five coasters, and right now you can install the first reward.
Return to the musician’s bedroom and start jumping on the bed. Jump on the boards under the ceiling and pick up the second trophy. Set it in place. Jump back on the boards under the ceiling and pay attention to the electrical panel on the right. It doesn’t work because it needs a fuse.
Exit to the corridor on the second floor. Near the stairs leading down, there is a closet in which you can hide. Instead jump directly onto the closet and jump onto the boards under the ceiling. First, you can crawl into the opening on the left side to find a mount (if you don’t have one). Then move into the opening on the right side. Break the boards and remove the fuse from the shield. In addition to the fact that the fuse will be useful to you elsewhere, by disabling this shield you got rid of the laser beams protecting the third reward. Climb down from the ceiling and find the musician’s office on the second floor (next to the stairs). Inside it will be an open cabinet with a star shaped trophy. Set it in place.
Return to the musician’s bedroom, jump from the bed to the boards under the ceiling and set the fuse in place. Go downstairs where the painting has moved (still in the same bedroom) and enter the code 8691 on the safe to receive the fourth reward.
Again, on the second floor, opposite the stairs is the door to the office (where you took the third award). To the left of the entrance, in the corridor, there is a glass case with a vinyl record. Break it with a crowbar or scissors, pick up the plate and go down. In the hall of the first floor, on the left side of the stairs, there is a locked door leading to a room with a gramophone. To the right of the door, there are hints with colored notes. Go to the piano in the hall and play a melody by pressing the keys of the desired colors in order. After doing this, you will open a room with a gramophone. Install the record and start the player. The platform under the ceiling will drop down. Jump on it to get into the niche with the last reward.
Set the last award in place and take the helm. Go to the musician’s bedroom, place the steering wheel on the support next to the bed and turn it so that the pointers match the colors. Enter the niche and take another key to the museum. You will get the “Mystery” achievement.
Museum
Return to the museum for the last time. Climb to the second floor and use this key to open the door to the right of the stuffed animals, with a lock in the form of a gear. On the right side there is a shelf with books. One book is missing. Also in the corner is a table with a book that you can open to reveal a stash of a wrench. Take the tool, return to the hall of the second floor and open the door on the left side, which is locked with a bolt (use a wrench). Pick up a book with a picture of a flower from the toilet, return to the bookshelf and set it in place. there are several books, but you do not know the order in which they need to be activated. Let’s find him!
bear head
There is a TV in the hall on the second floor, on the opposite side from the stuffed animals. Turn it on and try clicking the channels. He does not work. Make sure you have a mount, otherwise return to one of the previous locations. There are boxes next to the TV. Jump up with their help and open the box with a crowbar, inside of which you will find an antenna. Run back to the stuffed animals and break the board in the left corner to get to the balcony. Start climbing up the scaffolding, and at the very edge of the roof you will find an antenna. Install its right part, lift both parts of the antenna up to adjust the TV display. By the way, there is also a large chimney. You can climb it to get the Burglar achievement.
Go back to the TV and click on the channels to find the correct character sequence. Run to the bookshelf and activate successively books with the following images: fire, flower, planet. Take the bear’s head and place it on one of the three stuffed animals on the second floor. You will get the “Mad Scientist” achievement.
fish head
To get this head, you don’t even have to make any supernatural efforts. Go down to the first floor, to the main entrance, and go left, to the map on which the building models were installed. Open the door opposite her to enter a room where everything is turned upside down. Between the curtains on the right side hangs the head of a fish. Install it in the desired scarecrow.
Boar’s head
Finally, go to the ground floor garage where you found the gear earlier. To open the car door, look in the nearest open drawer. Pick up the handle, install it on the door and open it. Pull the handbrake lever inside the car, which, against all odds, opens the luggage compartment. Take the boar’s head out of the trunk and place it on the scarecrow on the second floor.
As soon as you install all three animal heads, the stairs leading to the attic will go down. Climb up there, remove the wall key on the right side and open the cage. Watch the video. You will get the “Conclusion” achievement.
How to escape the Peterson Museum
After the cutscene, search the detention cell. Behind the screen there is a cabinet with scissors. To the side of the window is a veiled statue with a lever in its hand. Now you need to determine the code combination that opens the door of the detention cell. There are several multi-colored numbers in this place. For example, a purple die with the number “5” on the floor, in the playing board. There is also a green circle with the number “7”. Behind the screen will be the rest of the numbers. By matching the colors and numbers, you will get the correct code combination – 75203. The trick is that you see an upside down lock. Stand on the side to see the castle from the outside. You need to make sure that the numbers 7-5-2-0-3 are displayed from left to right on the outside. Once you’ve done that, exit the cell and place the lever on the panel next to the painting on the right. Lower it to open a niche and get out of the attic.
So, new traps appeared in the museum – traps. Look under your feet. You can disarm them. Also, don’t forget the standard boards and glass that cause a lot of noise. Bypass them. Mr. Peterson himself has become much faster, and you will not be able to run away from him. You can hide in closets or under tables. On the ground floor there is a niche to the side of the fireplace.
If you do not have a crowbar, carefully go down and run into the corridor with the garage. Follow past the door to the garage so that it remains on the right hand, and exit the corridor. On the left there will be an opening leading to a cache near the fireplace. Wait, then get out of the cache and break the display case opposite the side door. There is a mount.
Lure a neighbor in any convenient way. For example, near the door to the garage there is a squeaky board and a closet. Squeak, stand on the board, and hide in the closet. Get out when the neighbor appears and steal the wrench from his belt. Return near the fireplace and directly from there unscrew the first nut (bolt) from the grate on the fireplace. The second nut will be more difficult. You need to lure out a neighbor in the same way as they did before in the hallway with the garage door. While the neighbor is busy, get out of the closet and follow to the fireplace. Quickly unscrew the bolt and hide in the cache.
In the same corridor where the garage door and closet is located, there is a red box with a fire extinguisher. Unscrew the bolt from the door and take the fire extinguisher. Lure the neighbor again (look for the description of the method a little higher), and while he is busy, get out of the closet and put out the fire. Take the key. Break the boards on the main door with a crowbar, use the key to open the lock and go outside. It will be difficult to do this all at once, but above we have already described how to distract a neighbor (in which place is best). You will receive the “Reunion” achievement and complete the game.