Quick Links
- Mayor's House Trophy Puzzle
- How To Get The Mayor's Museum Key
- The Museum Antenna, TV, And Bookshelf Puzzle
- How To Solve The Museum Animal Heads Puzzle
- How To Escape The Attic Cage
- How To Escape The Museum
Hello Neighbor 2 comes to a dramatic and mysterious close at the end of Day 4. Your investigative journalism will take you first to the Mayor's palatial home before you return to the Museum for your final showdown with Mr. Peterson.
With multiple monstrous puzzles to sift through as a disgruntled pursuer sniffs out your trail, it's good to be prepared so that you know what you're in for ahead of time. This complete guide to Day Four will have you finishing the game in style, instead of with grass stains on your butt.
Mayor's House Trophy Puzzle
After checking your monitors on the morning of Day 4, head over to the Mayor’s huge mansion just to the left of your house.
Sneak in through the front door, creep upstairs, and find the bedroom. Here, enter the wardrobe and go out of the secret exit at the back for a shortcut to the neighboring room.
In this room, you'll find the trophy puzzle; it looks like a framed nautical steering wheel, with five empty wooden pedestals of different shapes beneath it. Use the framed portrait of the Mayor on the wall next to you to see what you’re looking for.
Where To Find The Large Round-Based Trophy
The dog is guarding a trophy piece outside. Creep down through the house via the kitchen and grab the fire extinguisher from the wall. Head outside to the wraparound porch until you find the steak cooking on the grill, and use the extinguisher on it.
Alternatively, you can grab a fire extinguisher from the bakery on your way to the Mayor's house.
Feed the dog the steak by placing it into his foot bowl. While he's distracted, grab the gold scepter and place it into the marble statue just behind you and to the left. A hidden compartment will open on the statue base, revealing the circular trophy. This goes in the middle of the trophy stand on the large circular pedestal.
Where To Find The Square-Based Trophy
Cross the landing from the room with the trophy stand and find the room with the star trophy locked in a cabinet. Note the cable leading into the ceiling out of the cabinet; you’ll have to get up there.
Go back to the landing and jump up onto the wardrobe to your left as you exit the star trophy room, and from there jump up onto the wooden beams. There is a spare crowbar in the room on your left.
Take a right to enter the attic, using your crowbar to remove the red plank from the fuse box on your right as you walk in. Remove the battery and hang onto it. The star trophy will be available now, with the green protective lasers deactivated.
Where To Find The Triangle And Small Circle-Based Trophy
Head to the Mayor's bedroom, bounce on his bed, and use the leverage to climb up onto the beams. You’ll find another trophy right in front of you. Carry on to the end of the beams and place the battery in the fuse box. This will reveal a safe beneath you in the bedroom, but to get the code, you need to do the boat puzzle.
In the dining room at the foot of the stairs, you’ll find a large painting of a sailboat with an empty stand for a model boat below it. The boat is in the bathtub of the bathroom to your right as you exit the dining room, so grab it and place it on the stand.
This reveals a photo of the dog with numbers bolded beneath it, so the bedroom safe code is 8691. Head back to the bedroom, plug in the code, and the safe will open to reveal the triangle-based trophy.
How To Solve The Piano Puzzle And Find The Arrowhead-Base Trophy
First, smash the framed vinyl record on the upstairs landing on your far left as you ascend the stairs. Grab it and head back down.
There is a piano in the downstairs main hall of the Mayor's house, and a corresponding book of sheet music with colored notes mounted on the wall just opposite it. Make a note of the colors in order, head to the piano, and play the following piano keys in order:
- Yellow
- Red
- Green
- Blue
This opens the door next to the sheet music. Place the record on the record player and pull the red lever at the back. This will lower part of the ceiling, so you can jump up into the upstairs alcove and grab the arrowhead-base trophy.
How To Get The Mayor's Museum Key
Placing all the trophies in the correct spot will unlock the nautical steering wheel from above them. Grab the steering wheel, carry it through the wardrobe's secret door to the bedroom, and place it on the mast.
Next, spin the wheel with a click and click again to stop it when the red and blue colors on the mast and the wheel match up. This will open a secret door, revealing the final key for the last locked room in the Museum.
The Museum Antenna, TV, And Bookshelf Puzzle
Head back to the Museum now that you have the key from the Mayor’s house. Go upstairs and use the key to open the door behind the taxidermy bear, and open the book-shaped box in the far left corner of the room to get the spanner tool. You'll need this later, and to open a shortcut between the garage and the secret room behind the portrait you unlocked in Level Two.
Next, you'll need an antenna to get the TV on the upstairs landing to work. To get the antenna, climb up the boxes nearby the room you’ve just unlocked and leap up to the beams, using your crowbar to pry open a large crate with an antenna in it.
Jump down and go through the balcony door behind you, climbing up the ladders to get up to the roof.
Place the antenna in the red antenna jack on the far-right side of the roof, and make sure the two antenna arms are pointing out either side in a V-shape.
Now follow the yellow cord down back into the house. Turn on the TV and turn the dial three times, making a note of the pictures you see in order:
- Fire
- Leaf
- Planet
Next, head to the upstairs bathroom. Unscrew the lock on the door with your spanner to open it, then grab the leaf book from next to the toilet. Take the book back to the room you unlocked with the key from the Mayor's house and place it on the shelf where the leaf logo slot is.
Now, pull the books in order as seen on the TV.
The book with the planet on it is on the other bookcase to your left.
How To Solve The Museum Animal Heads Puzzle
When you pull all the books in the order above, a bear's head will pop out of an overhead compartment. Grab it and place it onto the bear mannequin on the upstairs landing, just outside the bookcase room.
Here's how to find and place all the missing animal heads:
Animal Head |
Location |
---|---|
Bear |
As above, you unlock it by completing the book puzzle. |
Warthog |
Go to the garage and grab the car door handle from a cardboard box, then open the car and pull the gearstick to open the trunk. Grab the warthog head and unscrew the small grate between the garage and the secret portrait room. |
Fish |
From the secret portrait room from Level 2, head through the portrait door to the lantern puzzle corridor and grab the mounted fish head from the right-hand wall. Place both heads on their respective mannequins. |
Placing all the heads successfully will unlock a trap door in the ceiling, with a ladder leading up to the attic. A cutscene will play out, and you'll come to in a cage.
How To Escape The Attic Cage
To get out of the cage and escape Mr. Peterson, you'll need to crack the lock on the cage. Search for the scissors to cut the cobwebs over the padlock first, then start hunting for numbers.
The numbers can be found hidden around the room, with their colors corresponding to the number colors of the lock itself:
Color |
Number And Location |
---|---|
Purple |
5 (on the board game on the floor) |
Orange |
3 (on a circle behind the curtain) |
Blue |
2 (on a circle on the headboard of the bed) |
Red |
0 (on the alarm clock by the bed) |
Green |
7 (also on the board game on the ground) |
Remember the code is back to front, though, as it needs to read correctly from the other side. Even though the code is 75203, you’ll want to turn it so that the dial actually reads 30257 on your side, making it correct on the front of the lock.
How To Escape The Museum
With the cage door now open, grab the switch handle you'll find in the cage and go to the painting of the plague doctor. Insert the handle into the jack and pull. Jump down through the hole in the floor; it’s time to escape.
Draw Mr. Peterson to you by creating noise or letting him chase you back into the room you dropped into from the attic. When his back is turned, grab the spanner out of his back pocket. Run down to the main hall and use it to loosen the two screws on the fireplace to open the grate.
Grab the fire hydrant from the corridor behind the main hall and extinguish the flame, then grab the key from the fireplace. If you don’t have your crowbar anymore, smash the glass display cabinet in the main hall to get a new one, remove the planks and use the key to unlock the main entrance.
A final cutscene will play out. Congratulations, You've finished Hello Neighbor 2!
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