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Fear school isn't impossible, but it is ridiculously hard, due to the fact that the freeroaming mannequin doesn't have a consistent pattern. You have to camp until you know he won't be disturbing you.
They need to fix the bounds/invisible walls during the easter egg hunt -- you can walk right through the church and the school, and jump out of the map. You also can't get back into the main area without restarting.
You can also trigger a sort of permanent darkness in Act 2 if you go to the carnival, jump on the fence, run on the diagonal fence, and then jump out of bounds. When you fall to your death, you will return to a much darker Act 2. I actually enjoyed playing this way, since I pretty much needed the flashlight at all times, and had no idea where the neighbor was.
You can complete Act 3 without ever unlocking the painting, the switch gate, or the upstairs hallway -- the neighbor will not be able to pursue you past the first floor at all. I close the elevator behind me, though I'm not entirely sure that is necessary.
There should have been specific achievements for each act; clearing act 2 in one of the 3 different ways, using the lift in act 1 instead of the wrench, using the wrench in act 1 instead of the lift, viewing the optional cutscene in act 3, finding the hidden swingset in act 3, and solving the many puzzles of act 3. I admit that I'd never solved the globe puzzle before v1.7, as well as the red key puzzle, despite beating the game. Everyone always throws a shoe at that switch, or clips through the cover and flips the switch, instead ofactivating all of the hidden buttons in the room and lodging a shoe in the switch so that it doesn't turn back off when you hit the button.
Oh -- they should also make it so that any object that is thrown into the small room in act 3 (where the magnet, key, and room switch are) will end up in the lost and found. Otherwise, just about anything thrown in there is lost, including the magnet.
There's still the magnet room (everything magnetic can get stuck to it from the outside, like under the room, or by the tracks), and the water room (the walls on the outside of this room splash when you touch them).
There are wall clipping bugs. You can easily clip your head through the wall to see out of bounds (crouch and look up, or stand and look down at an angle) -- and even grab items through the wall. I suppose this also counts with placing objects in walls.
The purpose of the golden apple. Before the full version, the golden apple had a purpose. Now, it just seems to be part of the grand easter egg hunt in Hello Neighbor that awards achievements.
The invisible cylinder in act 1, just in front of the neighbor's mailbox. I'm not sure why there's an invisible cylinder there, if it serves as some sort of easter egg or has any actual purpose, but it's there.
The planks in fear darkness. http://steamcommunity.com/sharedfiles/filedetails/?id=1250443535 They fall down, making it harder to flip that switch. As long as you have something to throw, it's fine -- but I don't think those planks should fall.