The Neighbor

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"Mr. Peterson"
Neighbor.png
Details
Aliases
The Neighbor
Version(s)
All versions
Gender
Male
Home Town
Raven Brooks
Eye Color
Green
Hair Color
Brown
 

The Neighbor is the main antagonist in Hello Neighbor. Although his first name has yet to be revealed, the upcoming novel Hello Neighbor: Missing Pieces reveals him as Mr. Peterson.

Appearance

The Neighbor is a tall, well-built, cartoonishly-styled man. The Neighbor has brown hair, and has eyebrows slanted towards his noticeably reddish nose. The Neighbor also has a curly waxed mustache, and green eyes. The Neighbor's chin has a spiral marking on it. The Neighbor wears a yellow shirt with rolled-up sleeves and a collar. The shirt is partially opened, revealing some of the Neighbor's chest hair. On top of the shirt is a blue and light blue sleeveless sweater vest with a diamond pattern. The Neighbor also wears long, black rubber gardening gloves. He also wears red/orange striped pants. There are no buttons, zippers, or laces on said pants. He also wears black shoes with white caps and shoelaces. Strangely, the letter "W" can be seen on the bottom of each shoe's sole.

Personality and Backstory

The Neighbor is shown to have a hostile personality, and also seems to be insane. He is a very private man, going after the player if he so much as steps onto the Neighbor's property. He also seems to be incredibly smart, as he is able to figure out how the player broke into his house and will set up some sort of trap in that area, making it harder for the player to break in.

In the final build, it is revealed that the Neighbor had a family, and was once a much friendlier man. During the third act, if the player enters the room which contained a mannequin and Unreal Engine Error teleport in the previous builds, a photograph can be seen of the Neighbor with his arms around a woman and young girl (likely his wife and daughter) and a young boy next to them (likely his son). The sequences that the player can trigger after being caught a few times in the first and second acts heavily imply that his wife died and that his children went missing, said events causing him to become withdrawn and hostile. The event that the player can witness are:

  • The Neighbor letting a woman (who isn't seen but can be heard) into his car and then driving off. A car crash will then occur nearby that causes a wheel to fly through the window. Through the window, the Neighbor can be seen limping over to the wrecked car, looking inside the car's window and gasping in horror, before sobbing. The player can walk through the nearby door to end the sequence.
  • The Neighbor's shadow can be seen on a wall, using a shovel to bury something that is unseen. The player can then walk through to the next room where the Neighbor (now giant) is seen wandering angrily through his living room. After walking past, he'll approach the table that the player is under and reach for them, ending the sequence.
  • A sequence where the player ends up at a fairground and rides a rollercoaster through a variety of large rooms. The Neighbor and his family can be heard laughing together in the dining room, and in the next room, only the Neighbor is heard, sobbing bitterly, followed by a child growling and another screaming. The final room contains a drop where a loud wailing sound is heard and then a jumpscare ends the sequence.
  • A hospital sequence with a hospital bed and a heart rate monitor. The nearby heart monitor will begin beeping rapidly and then flatline, likely meaning that the patient has died. The player can walk through the nearby door to see the Neighbor in the hospital waiting room, a worried look on his face. He will peridocally stand up, wander back and forth and then sit back down, covering his face and groaning in pain. He will repeat this behaviour even when the heart rate monitor flatlines. Walk through the next door to end the sequence.

Gameplay

The Neighbor takes every measure he can in order to defend his basement, which is very heavily secured. The Neighbor seems to take several precautions with the basement door in particular, indicating he's hiding something. In the Pre-Alpha, the player needed to collect a key/lockpick, hammer/crowbar, and even a passcode using a blacklight which could be found in either the Neighbor's room or the bathroom. In Alpha 1, all that was needed was a key/lock-pick, and a hammer/crowbar. In Alpha 2, a crowbar and a keycard were needed. As the builds progressed, the required items remained the same, but have become progressively harder to find.

In the Pre-Alpha, the Neighbor mostly either patrolled his house and yard, or sat in the living room and watched TV. Throwing objects around him would attract his attention, but only in this build. In Alpha 2, he would roam around his home, performing standard household tasks, such as sleeping, drinking milk, watching TV and bathing. In Alpha 2, the Neighbor was given smoother animations and a voice, and would yawn, laugh or hum while in his home. He also had sounds used during a chase, where he would gasp upon noticing the player, grunt when looking around for them, and yelp in pain when hit by an object. He was given more gasps, grunts and groans from Alpha 3 onwards. This was also the first build where he was actually seen setting up bear traps and cameras, rather than them just appearing. When nearby, the player's screen would now become darker and shake violently. In Alpha 2, outrunning him was unlikely, as he was much faster than the player. However, from Alpha 3 onwards, the player is slightly faster than him. The player can hide from him using beds, closets, or their Invisibility power, as long as they are not within his line of sight. He'll look around a few times, before walking off. The Neighbor threw bear traps and tomatoes at the player during the Pre-Alpha and Alpha 1, and between Alpha 3 and Beta 3, he instead threw jars of glue at them. The final build has him throwing both tomatoes and jars of glue in order to inhibit the player in their goals.

In the Pre-Alpha build of the game, the player was able to open the basement door after collecting the appropriate things in order to do so, but doing such proved to be fruitless, given that there was no basement. In Alpha 1, it was also pointless since not long after, The Neighbor would appear in order to stop the player. In the Alpha 2 build, however, the player is finally able to walk downstairs without being stopped by the Neighbor, and down there are lit candles scattered about, along with a teddy bear, a mattress, a mannequin, and a crib. There is a slightly opened door past these items, but attempting to go through it results in an end-screen, which ends the game. This can be avoided, however, by using in-game commands and turning on ghost mode, allowing the player to explore the insanely huge basement. This area was actually the one used in the trailer showcasing the basement. In Alpha 3, going through the basement door no longer leads to a basement. Instead, it leads to what seems to be a flashblack. The Neighbor's house is normal looking, the lighting is bright, and the car outside is no longer crashed. The only non-peaceful thing is the Neighbor sobbing into his hands nonstop for unknown reasons.

In the Alpha 4 build of the game, the Neighbor acted the same as he did in the Alpha 3 build. Upon entering the basement, it lead the player to a large room, which required the double jump ability and the fighting back ability to jump to large platforms and to avoid getting caught by the Neighbor. They needed to complete two different Fear Levels to get the abilities. Upon reaching the last of the doors, a Shadow Man would be visible. Approaching it caused it to disappear.

In the Beta 1 and 2 builds, the basement was not accessible. Upon entering the basement, the player would be kicked out.

Giant Neighbor

The Giant Neighbor from the Pre-Alpha.

In the Pre-Alpha, there was a giant Neighbor that appeared only during a nightmare sequence in which the player is trapped in the house. The Neighbor looked in through the window and then attempted to grab the player, first by reaching through the front door and then by smashing the front window.

He returned in Beta 3 onwards in which he is a boss and is much, much larger. The opening sequence for the encounter also plays similarly, except he looks in the window for longer, screams with a childish scream (which is lowered in pitch in the final build) and smashes the room with his hand instead of attempting to grab the player. He then looks around for a bit before standing up straight. There is also a house on his back which the player must reach by making the giant Neighbor unable to stand up. This can be achieved by using some of the giant objects in the area, such as hitting his face with a firework to stun him and using baseballs and a cola bottle to hit him in the legs.

Gallery

Renders

Game Screenshots

Artwork

Trivia

  • While the Neighbor had been given a voice from Alpha 2 onwards, he was originally planned to have a different voice, and would yell out as the player got his attention. This could be seen in the announcement trailer. However, his lines were incredibly vulgar, and thus were removed.
  • When the Neighbor buried the player in the prototype, his physical appearance could not be seen. He could however been seen dropping the coffin cover in Alpha 1.
  • In Alpha 2, there was a cut-scene after the protagonist woke up. In this cut-scene, he hears a child-like screaming coming from the Neighbor's house, and the view zooms in on the window. The Neighbor seems to yell "Quiet!" to whoever is screaming. It was shown though, that what was screaming was actually a mannequin, which runs past him, knocking the Neighbor over for a moment. This may just have been a placeholder for a person, however.
  • The Neighbor's running speed has gone through several revisions. In the Pre-Alpha he ran quite slowly, in Alpha 1 he ran at a speed closer to the player's, and in Alpha 2 he ran slightly faster than the player. In the following builds, the player is slightly faster than him, which is balanced by the Neighbor's ability to throw jars of glue.
  • The Neighbor had a 666 on the bottom of both his shoes, which was changed in Alpha 3 to a "W".
  • In the Alpha 2 update, instead of the player being put back in their own house after the Neighbor caught them, he simply kicked the player out and slammed the door behind him.
    • Additionally, in Alpha 3, the Neighbor sent the player to their own front yard instead of inside their house.
  • The mannequins may have been used as placeholders for actual people.
  • There are several theories revolving around this game. A popular theory is that the 14:14 mailbox refers to a bible verse, which is believed to be II Kings 14:14, speaking about stealing many things from a palace, and even saving hostages, which leads to the theory of the Neighbor holding people hostage in his basement, which seems to be true at least for the Alpha 2 build.
  • The Neighbor is nicknamed by some YouTubers. He is called "Mart" by FGTeeV, "Mr. Wilson" by jacksepticeye,"Neighborino" by Markiplier, and "Ned" by captainsauce. The Neighbor's internal name is "Sosed", which is Russian/Slovenian for "neighbor".
    • Hello Neighbor in Russian is "ПРИВЕТ СОСЕД" (Privet Sosed).
  • Ever since the Pre-Alpha, a certain painting has been seen at least once in his house. This painting has two people on it, one looking to be a younger version of The Neighbor himself, and the other has an unknown identity. It appears to be based off of a painting where Judas is kissing Jesus.
  • On the official website, one of the images seen shows a different neighbor with a green shirt and a different face (except the pants, which are the same).
  • In the Pre-Alpha and first Alpha, the Neighbor had two music cues when close; one for him being in Idle mode, another when he was hunting the player. These were replaced in Alpha 2 with ambient sounds of organs and other sound effects.
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