This chapter was in the Hello Neighbor 2 demo . After crashing your van into the barn, activate the gear mechanism on the left side to open the door. Go into the new room and take the key hanging on the wall to the left. Use it to open the padlock on the nearby door. Go into the next room and take the first gear from the table .
Go back and find another mechanism on the wall to the right of the main gate of the barn, which is missing gears. Install the recently found blue gear in the corresponding slot. In the box near the red barrel lies a crowbar . Take it and throw it into the glass display case opposite the mechanism with gears. After breaking the glass, return the crowbar and pick up the green gear . Install it in the green slot to the right of the main gate of the barn.
Return to where you crashed the car and use the crowbar to rip off the red board covering the small hole next to the hay bale. Crawl through this hole and up the ladder. Climb onto the ledge above and grab the red gear lying on the table . Drop down through the hole in the floor (or go back the same way) and place the red gear on the corresponding rod of the mechanism near the main door. Pull the lever (with three gears) to open the barn door and complete the prologue.
Act 1. Mr. Peterson’s House
After the cutscene, you’ll wake up in a room with several monitors. This is a radio station, and each time the monitors will show the location you need to go to in the current chapter. Exit the building and follow the dirt path to the road. In the far left corner is the blue Peterson house. It’s to the right of the many red prohibitory signs (this path leads to the hunter’s house, but you’ll get there in Act 3). Don’t rush to go to Mr. Peterson’s house. Instead, go to the tall tree with the wooden house on it – opposite Mr. Peterson’s house.
How to find scissors
The scissors are needed to access the second floor of Peterson’s house. Although you don’t need to grab them right now, let’s take care of this tool in advance. Behind the green tree house, find a trampoline that you need to use to jump onto the roof. From the roof, jump onto the branch that leads to the tree house. Bounce on the trampoline at least twice to gain the required height. You need to press the jump button before you actually touch the trampoline.
Climb from the roof to the tree house and head inside. Look around to find a toy train on the left side with tracks running around the perimeter of the room. On the right side is a cardboard figure resembling a knight. The scissors are hidden inside the cardboard depot on the same table where the train is moving, but you need to solve a puzzle first.
In the far left corner, look for a drawing of a cardboard robot hanging on the wall. Interact with it to get a cardboard robot arm with a sword . Place this arm on the cardboard knight figurine by the door. After that, arrange both of the knight’s arms as shown in the recently found drawing, still hanging on the wall. This will open the robot’s “chest” and reveal a red lever .
Take it and combine it with the control panel to the left of the cardboard depot, on the table with the tracks and the toy train. Flip the lever to change the direction of the tracks and wait. The train will enter the depot and push out the scissors . After taking the item, go across the street to Mr. Peterson’s house. Go around it to get inside through the unlocked door. This will take you to the kitchen.
How to get the keys to the red door in the basement
Much of the first act of Hello Neighbor 2 follows the same pattern as the original Hello Neighbor: the end goal is to open a red door leading to the basement and check if there’s a kidnapped child inside. Scattered throughout the house are four keys that open four padlocks on that door. And each key can only be obtained by solving puzzles of varying difficulty.
Dollhouse Puzzle (Key #1)
In the kitchen you can find a mysterious dollhouse, which is a model of the house from the original Hello Neighbor. It is on the left side, near the window. To solve this puzzle, you need to find three dolls hidden in different places. All of them are located on the first floor of the house. Having collected them, our hero must place the dolls in the correct order on the dollhouse stands. This very “correct order” can be seen if you look at the picture hanging on the refrigerator door.
Where to find a girl doll
Facing the dollhouse, look at the wall on the right side, to the left of the door leading to the living room with the final goal. There is a hole in the wall covered with a small red board. To break it, use the crowbar found earlier. Pull the girl’s doll out of the niche.
Where to find the Peterson doll
After that, move to the stairwell leading upstairs. The path up is blocked by yellow barrier tape. You can cut them with scissors, but take your time for now. Facing the stairs, turn right to see the bathroom door at the end of the hallway. Slightly to the right, diagonally in the corner, there is a cabinet in which you can hide. Above it hangs a painting that almost touches the ceiling. Not quite right, right? Climb onto the cabinet and interact with the painting to move it and open a niche leading to the kitchen. Climb inside and take the neighbor’s doll.
Where to find a boy doll
Drop down and interact with the painting hanging on the wall to the right of the stairs. It depicts a natural landscape. The painting will slide open, revealing a combination lock with three dials with seven letters on them. The combination lock is confusing, as there are no obvious clues as to where to look for the combination or whether you even need to look for it (at first, I thought I would have to figure it out by guessing three-letter English words). Instead of relying on trial and error, turn on the TV in the room with the safe (to the left of the stairs). The TV screen will show the name of the program – Nouds of Tanure. With this information, return to the combination lock and turn the dials with letters to form the word NOT. This will open a secret passage behind the wall. Enter the secret place to find another crowbar (save it for other chapters) and a boy’s doll sitting on a shelf to the right.
Return to the kitchen. Place the girl doll on the left stand, the boy doll on the middle stand, and the neighbor doll on the right stand. When all the dolls are in place, a compartment to the left of the dollhouse will open, from which you can take out the first of four keys to the door leading to the basement.
Safe code (Key No. 2)
Return to the safe room to find the next key. The safe code is a four-digit combination that can be determined using four numbered toy bricks hidden throughout the house. If you look on the shelf above the safe, you’ll notice four colored flags illuminated by a desk lamp. These colors correspond to the colors of the four toy bricks and indicate the order in which to place the bricks and, accordingly, the numbers of the code combination.
Toy cube 1 (green, number “8”)
The first cube is green, with the number “8”, it lies to the left of the safe. On the same table.
Toy cube 2 (red, number “1”)
The second cube is red, with the number “1”. It can be found in the left half of the room, next to the safe. Go to the small cabinet in the corner, by the window, to the left of the green sofa.
Toy cube 3 (blue, number “9”)
The third cube is a blue cube with the number “9” on it and can be found in the toilet, under the lid, in the bathroom near the kitchen.
Toy cube 4 (yellow/orange, number “4”)
The fourth cube is yellow-orange, with the number “4”. Look for it behind the plate inside the refrigerator in the kitchen.
Return to the room with the safe and place the toy blocks on the floor in the following order:
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Red
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Blue
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Green
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Yellow
So, the code to the safe is 1984. Enter it and take the second key to the basement door out of the safe . In fact, you didn’t have to look for the cubes, or even find them, but not lay them out, but determine the combination by simply studying them in the inventory, knowing the color sequence. If you did just that, then just get rid of the cubes so that they don’t take up space in the inventory.
Puzzles with a toy car and a photo (clues #3 and #4)
Use scissors to cut the tape blocking the stairs. On the second floor of Mr. Peterson’s house, there are two puzzles at once: one with a toy racing car and one with a photo frame (for which you need to find four parts of a photo). To keep the description to a minimum, we will consider the solution to both puzzles at the same time.
After going up the stairs, go through the door opposite (on the left, not the right). Inside the room, interact with the green box under the lamp on the table to find a red lever . Turn left, return to the front door and attach the lever to the switch on the wall by the bookshelf. Pull the lever down to move the bookcase aside and reveal a secret room. Use the scissors to get rid of the cobwebs by the table in the corner and remove the battery from the device . You need it for the toy car puzzle.
Part of photo 1
Leave the secret alcove and cut the police tape on the bookshelf on the opposite side of the room, near the sofa and chairs. Take the first part of the photo from there to solve the photo frame puzzle.
Where to find a weight for a pressure plate
Turn right and go through the arch into the bedroom. Immediately look left to find a nightstand with a photo frame. You can go to it and use the recently found photo fragment. You can do this later. In any case, at the far end of the room is a cabinet standing next to a lamp. In the far right corner are shelves. At the top is a weight covered in cobwebs. Climb up there and cut the cobwebs with scissors to get the weight.
Part of photo 2
Leave this area and go to the end of the second floor hallway. Use the crowbar to open the drawer at the end of the hallway and collect the second photo fragment.
Part of photo 3
After that, go to the bedroom on the left side. There is a pillow fort with some chairs ahead. Use the scissors to cut the white pillow with the gray-green stain and get the third photo fragment.
Part of photo 4
To the left of the pillows is a pressure plate. Place the weight on it to open a locked cabinet in another part of the children’s bedroom. Interact with the cabinet to get the fourth and final piece. Don’t rush back to the photo frame. Instead, place the battery obtained from the device in the secret room in the control panel opposite the bed. Interact with the control panel to send the toy car down the road, under the bed. Interact with the control panel again to return the car and get the third key . Once done, return to the photo frame and place the four photo pieces in any order. Once the photo is assembled, a secret compartment will open in the bookcase to the right of the photo frame. You may need to stand on the cardboard boxes to look inside and get the fourth and final key to the basement door.
Now head back downstairs and use the keys to open the door to the basement. Go down the stairs and interact with the newspaper on the stand near the lamp, to the right of another set of steps. A cutscene will trigger and you will find a key under the newspaper. Use it to open the basement door and get outside. After another cutscene, follow the trail of paper airplanes onto the road. Continue through town. Head left from the bakery to reach the museum at the top of the mountain. There are wooden steps and platforms leading up to it. Go up the stairs and enter the museum foyer. Interact with the shovel standing to the right of the locked door.
Act 2. Bakery
Your next task is to figure out what time to set the clock to. While exploring the second floor of the bakery, you can find several clocks. They all show the same time – 10:35. The clock has stopped because if you look at the real time on the protagonist’s wristwatch when opening the inventory, it simply will not match. Interact with each hand on the clock and turn the small one to 10, and the large minute one to 35. This will open a secret niche inside the clock, and you will be able to get the first button from the cash register . To prevent it from taking up precious space in your inventory, go down and put it back in place (and if you are caught by the baker, you may lose some items).
Go to the second floor balcony and examine the bush in the pot in the middle. The second cash register button is hidden inside. To get it, go down to the first floor and enter the first door on the left. Inside, there is a red valve screwed to a pipe. Turn it to take it into your inventory. Go back to the second floor and enter the bathroom. There is a red boiler here that you can install the valve on. Once you do this, turn the valve, then go to the balcony. The plant is no longer watered, and you can use the scissors to trim the bush several times and take the second cash register button . Put it back in place.
After collecting the two buttons from the second floor, it’s time to go downstairs. The last two buttons are hidden on the first floor and are a little more difficult to get. Go through the back door into the kitchen and notice the cat sitting next to the food bowl. To feed it and get another button, you’ll have to sneak up behind the baker and steal the key hanging from his belt.
The best time to do this is when the guy is facing the oven, which means going through the main hall of the bakery to the kitchen. Or you can lure the baker upstairs by turning on the shower. Either way, once you get the key, go to the back room on the first floor where you found the red valve and open the padlock on the fridge. There’s cat food inside, which you can put in the food bowl. Do this, then take the third button from the cash register and add it to the others.
While exploring the second floor, you may have noticed a locked book on the table. To open it, go down to the first floor and get a large ice cube from the freezer next to the door (leading to the stairs). Place it in the fire inside the stove, and when it melts, you will find the key to the book. There is a fire extinguisher hanging on the back wall . Take it and, holding the fire extinguisher in your hands, hold down LMB while standing in front of the stove with fire. Once the flames go out, take the key . Go upstairs to open the book. Inside it is the last button from the cash register .
Once you have collected all the buttons, you will find that the baker has changed his behavior and is now patrolling the area inside the main hall. To distract the baker, you can turn on the shower upstairs. But if you do everything quickly, you may not even notice it. Once all the buttons are in place, enter the code combination 1576 to get another key. This combination is displayed on the painting hanging above the cash register.
Museum
Leave the bakery and run to the museum on the hill that you visited last night. The key opens the door at the very beginning. To continue exploring the museum, you must install three house models in the right place on the diorama at the end of the corridor on the right side of the main door. The first house model is on the safe next to the village map. To get the second and third models, do not try to act stealthily. Instead, you need to do everything as quickly as possible, since the neighbor is quite slow. The second model is in a glass case on the left side after entering the main hall with a neighbor. You need to break the glass by throwing any object at it. For example, a crowbar or scissors. Just do not forget to pick them up later! Install the second house on the village map. The third model is hidden in another display case, on the right side after entering the main hall. But instead of glass, this display case is covered with cobwebs, which you will have to cut with scissors. When all three houses are installed on the village map, the safe on the left side will open, and you can take the key from there . Open the door opposite the map with the house models. After going into the next hallway, cut the web on the left side and take the blue lantern. Place it on the far wall, then interact with both lanterns on the side of the huge portrait to lower them and reveal a secret passage. Open the door and take the heart-shaped key in the next room . Return to the room with the lanterns and use the crowbar on the door on the right side to remove the board and enter the main hall. Go upstairs, but note that there are creaky boards on both landings (you need to jump over them using the railings). The heart-shaped key opens the door in the corner of the museum, on the second floor, to the left of the stuffed animals. Inside the bedroom, interact with the photograph under the glass case, which again, you will have to break. Don’t forget to pick up the discarded item, and only then interact with the photograph to move on to the next day!
Act 3. Hunter’s House
Leave the radio station, go downstairs and turn left into the passage with many red prohibitory signs. Move through the pond to the Hunter’s house. This building is divided into three floors, and at the very top of the house there is a tall wooden structure. Despite the number of floors and an additional extension, there is not much space here, so you will have to act as quickly and carefully as possible. It is possible to get caught here in no time! There are several puzzles that you will have to solve, so first carefully study all the entrances and exits. The main way to get into the house, which I recommend, is the windows that you can open in the front of the house to get to the lower floor (the basement). They are very important for solving a couple of puzzles, as well as for quickly returning to the house. The main task in this location is to restore all the pieces of the treasure map on the board located on the upper floor. You must find four pieces of the map, each of which is associated with a complex puzzle, often covering two or three floors of the house and even the upper building.
The easiest task, which will hopefully allow you to understand how the house is arranged, is to take the map piece from the mouth of the stuffed bear. One stuffed bear is on the first floor of the house, in a small closed room with a large window. The stuffed bear is missing a lever. To get it, go down to the basement and take the red lever from the control panel on the second stuffed bear. Return to the first one, install the lever and lower it to open the stuffed bear and take the first map piece . Place it on the board to free up some space in your inventory. If you get stuck in a small room, look up to find some boards that you can use to climb to the top and get out through the window. It’s not so obvious at first glance, but it allows you to escape from the hunter’s trap if necessary.
To get the second part of the map, go to the basement of the house. Use the crowbar (by the way, the crowbar can be found on the shelf on the upper floor, to the right of the steps leading down) to break the boards under the stairs and reveal a locked chest. The key to this chest is on the upper floor, to the right of the board with the map, inside the pillow lying on the bed. You need to cut it with scissors. Don’t forget about the windows in the front part of the house to quickly and safely return to the basement. Once you get the key from the pillow , return to the chest under the stairs, open it and take the second part of the map . Hang it on the board to free up your inventory.
The next puzzle is located in the kitchen on the main floor of the house. It is quite difficult to solve, since the hunter spends most of his time on this floor. The task is simplified by the fact that some collected items will not be dropped if caught. There is a place for magnets with letters on the refrigerator in the kitchen area. Three magnets with letters are missing. To open the refrigerator and get the third part of the map, you need to find these letters. The first magnet with a letter is under the toilet lid in the bathroom, on the same floor. Look for the second magnet with a letter on the roof of the house, on the scaffolding, on a can of yellow paint. To get there, jump onto the sloping roof of the house from the red barrel, climb even higher. Finally, you need to look for the last letter under the roof of the room where you found a stuffed bear with a piece of the map in its mouth. Climb onto the cabinet in this room (or get under the roof from the scaffolding), turn around and look up. You will be able to jump a little higher. There are stands for animal heads hanging on the wall. One of the empty stands has a magnet with a letter on it. Also, remember that there is a boar head hanging higher up that you can interact with.
Return all the letters to the refrigerator door, and it will open, and you will receive deer antlers . Take the antlers to the upper floor and place them on the head with the same antlers, to the right of the door leading outside. Take the third part of the map from the secret compartment of the cabinet to the right of the head with antlers. Hang the scrap on the board.
The final puzzle in the Hunter’s House is perhaps the most difficult. To complete it, you need to interact with four boar heads scattered throughout the house, and you need to do it quickly, within a limited time. If you do everything correctly, the microwave on the first floor will open, and inside you will find the last piece of the map. The countdown will continue even if you are caught, so if you are quick, you can continue the run and have time to activate all the heads. The first boar head is next to the microwave on the first floor. Activating it is difficult for the reason that the hunter is almost always on the first floor. The second boar head is on the back wall of the basement. It is the easiest to activate, so I recommend leaving it for last. The third boar head is under the roof in the room on the first floor where there is a stuffed bear. You went up here (or down from the roof) to find a magnet with a letter. The fourth boar head is under the roof of the top floor, above the stairs. From the chair, jump onto the ledge on the left, go under the boards and activate the last head. Once you manage to activate all four heads before the timer runs out, you can collect the last map piece from the microwave and add it to the board.
Examine the resulting map. It shows a circle near a patch of dirt in front of the hunter’s house and several multi-colored numbers. Before you go digging for treasure, you must find a shovel. For example, one of them is on the scaffolding on the roof of the hunter’s house. When you get to the pile of dirt, interact with the earthen mound to dig up the safe. From the numbers you saw on the board with the map, you can get the code for the safe. You need to match the colors of the disks with the colors of the paper clips next to the numbers on the board. The result is 80164 . Inside the safe, you will find a key with which you must return to the museum on the other side of town.
Museum
Run to the museum with the new key and open the office on the second floor, on the other side of the bedroom. Inside the office is a safe with a picture of a clock. To open it, you need to figure out the code by installing three gears in the grandfather clock at the bottom of the stairs on the right side. Once you do this, the clock will show the right time, which corresponds to the code combination. The first gear can be found in the bedroom. Inside the office, find a blue wall lamp on the right side. Interact with it to open a secret passage to the bedroom. Take the weight out of the box on the floor of the office and place it on the pressure plate in the bedroom. This will open a secret panel above the bed, which contains the first gear . Place it in the corresponding slot on the grandfather clock below.
Back in the office with the safe on top, look at the large globe. Rotate it until the large red cross on the globe aligns with the index finger of the nearby statue hidden under the sheet. This will open the safe and reveal the second gear . Place it in the clock.
Finally, in the same office, next to the safe on the pillow lies a bird figurine , which must be installed on the hood of the car (as in the photo of the car). The car itself can be found in the back of the first floor of the museum, in the garage, but to do this you need to break the boards fixed to the door with a crowbar. The boar’s head is also hidden here, but you don’t need it now. Instead, install the model on the hood to open it and get the third gear . Return it to the clock, which will show the time -11:35. Return to the safe and enter the code 1135 . Take the camera to see a cutscene.
Act 4. The Mayor’s House
The mayor of the city is narcissistic. On the second floor of the house, in one of the rooms, you can find a table with five stands for cups (trophies). To complete this location, you need to install five missing trophies here. As soon as you get each cup, match the shape of its base with the stand on the nightstand. The first cup is the easiest to find. To the right of the place for the cups, there is a closet. Open it twice to find a hidden passage to the bedroom. In the bedroom, jump on the bed, jump on it and fly onto the boards under the ceiling. Pick up the first cup and install it in the far left slot on the table.
Return outside to find the mayor’s dog on the lawn. As with the cat from the bakery, you’ll need to feed the dog to let him examine the mound of earth. First, get the fire extinguisher from the red crate in the first floor kitchen (enter the house and turn right). Go out onto the porch and put out the flames on the grill with the meat. When the fire goes out, take the piece of meat and put it in the dog’s bowl. Use the shovel , which can be found next to the statue, on the mound of earth near where the dog was. The missing scepter from the statue will fly out of the hole. Place the scepter in the hand of the statue in the yard to get the second cup . Put it back in place.
On the second floor of the mansion is the mayor’s office. To the side is an open cabinet with laser beams blocking access to the third cup. To get it, go to the greenhouse on the second floor and climb the stairs to the roof. At the front of the mansion are doors that can be opened to get to the attic. Another option is to go up to the second floor and near the stairs, jump on the cabinet, and from it – onto the boards. You can get to two parts of the attic along the boards. In one of them there is a crowbar , and in the other – a panel with a fuse. Remove the boards with a crowbar and get the fuse . You will not only get the fuse, but also disable the laser beams in the second floor office. Take the third cup and put it back in place.
On the first floor, in the bathroom to the right of the stairs, there is a boat . Take it, take it to the dining room next to the kitchen and place it on the stand under the painting with the yacht. You will see an image of a dog and his date of birth with regular and bold numbers – “0 8 .0 6 .19 91 “. Go to the mayor’s bedroom on the second floor, jump from the bed to the boards where you found the first trophy. On the right side, there is a fuse box. Place the recently found fuse there, jump down and find a safe behind the moved painting. Enter the code 8691 and take the fourth cup from the safe . Place it in place.
Go up to the second floor and go left. There is a glass frame with a vinyl record hanging near the door to the office. Throw something at the glass to break it and pick up the record. Go down to the first floor and examine the piano. Press the colored keys in the following order: yellow, red, green, blue. This order is shown in the diagram to the right of the entrance to the closed room with the gramophone. After opening this room, install the vinyl record in the player. Press the red switch and jump onto the lowered platform. When it rises, pick up the last cup . When all the cups are installed in the correct positions, the glass box on the wall will open and you will be able to pick up the ship’s wheel . Take it to the bedroom and place it on the wooden stand. Turn the wheel so that the red and blue sections match. You will open a secret room with a new key , which you need to bring to the museum.
Museum
Proceed to the museum and use the key to open the door on the second floor, next to the stuffed decapitated animals. After opening the new door, you will have to find three animal heads and place them on the statues. The fish head is hanging on the wall in the room with the inverted lamps, where you lowered them to move the portrait (when placing the models of the three houses on the map in the museum).
The boar’s head is in the car in the garage, at the back of the first floor. If you didn’t get it earlier, you’ll have to break the boards again to get into the garage. The crowbar can be found in this house or in one of the previous locations. Go to the garage and examine the box on the right side of the red car. Inside is the handle from the driver’s door . Place it on the door, open it and pull the handbrake lever. Instead, it will open the trunk, and you can get the boar’s head from there. Place it on the scarecrow on the second floor.
Finally, to get the bear head, you need to solve a difficult puzzle with a book in the room that was opened with the key from the mayor’s mansion. Inside this new room, open the box next to the door and take the wrench . Use it to unscrew the bolt and nut on the door nearby, on the same second floor. This will take you to the bathroom. Inside, on the toilet, is a book with a flower . Take it back to the new room and insert it into the empty space on the bookcase.
Go to the window at the front of the museum and look up. Jump on the boxes and pick up the antenna . If you turn on the TV just below, you will find that it does not work. No signal. The box with the antenna can be opened with a crowbar. Use a crowbar to remove the board from the door behind the stuffed animals on the second floor, climb onto the scaffolding and climb up to the roof of the house, using the white rags as a guide. On the other side of the roof, there is a broken antenna that you can fix with the antenna piece you found earlier. Interact with both pieces so that they are raised up. Return to where you found the antenna and turn on the TV. Change channels to see a sequence of symbols: fire, flower, planet. Return to the room where you found the wrench and where you installed the book and interact with the books on the shelf in the order listed above. The first book is the one with the flame symbol, then the one with the flower and planet. You will open a niche and get a bear head . Attach it to the statue to lower the ladder to the attic. Climb it, remove the key hanging on the right side and open the grate on the cage.
Act 5. Escape from the Museum
After waking up in the cage, look around and pick up the red lever held by the monster’s hand. Find the scissors on the nightstand. There is a multi-colored lock hanging on the cage door. If you look around the room, you can find several numbers of different colors: red “0”, blue “2”, purple “5”, green “7”. Use the scissors on the lock to cut the web, then install these numbers on the colored disks. The lock is turned the other way, so look at it at an angle from the right, from behind the camera.
Count back 4 from the number you found in the cage to set the desired number from inside the chamber. For example, if you found a purple “5”, you need to set “1” on your side, and so on. In general, on your side you should get the combination 80257 . After opening the door, use the red lever from the monster’s hand on the remote control in front, near the painting. You will have to cut the web first. Jump through the hatch to the second floor.
The hardest part begins. You will find yourself in the library. You need to go down and open the museum’s front door to leave this place. To do this, you need to distract Mr. Peterson. You also need to steal the wrench from his belt. The easiest way to do this is to use the creaky floorboards, which he always reacts to. As soon as you have the opportunity, approach him from behind, take the wrench and move away. For example, you can creak the floorboards in the back hallway of the first floor, and then hide in the closet near the garage. Go down with the wrench to the fireplace opposite the front door and unscrew the bolts holding the grate. One of the bolts can be turned without leaving the shelter on the side of the fireplace.
Inside the fireplace is the key to the front door. Go to the back hallway to find a fire extinguisher . Unscrew the nut, then return to the fireplace and put out the fire. Take the key. If Peterson hears you, hide in the niche to the side of the fireplace. Use the key on the door lock, then break the boards blocking the door. To do this, you will need a crowbar . Luckily, it is in a glass case next to the fireplace. To break it, throw any object at the glass. It can be a wrench, a fire extinguisher, or anything else. After you break the glass, grab the crowbar and hide in the secret niche. Having received the crowbar, run to the door and tear off the boards. Open the door and watch the final cutscene.