Hello Neighbor
17 Achievements
1,000
14-18h
Double Fun
Overcome the fear of darkness
30
4.67%
How to unlock the Double Fun achievement in Hello Neighbor - Definitive Guide
However, I would just like to point out that I tested and have been successful in finding a much simpler solution to a part in the video that gave me some trouble and it may help some people out who are struggling with getting past it.
You can find the part that I am referring to between 1:10:45 - 1:11:55 of the video.
The solution Is, instead of stacking the boxes and trying to climb to the pipe, followed by successfully making the jump to the car.
---If you go and retrieve the magnet from wherever you have left it at previously in the video, if you walk up to the fenced-in ladder area where the wrench is located and rub yourself against the fence while holding the action button for the magnet (try to move around a bit and do not crouch because it did not seem to work while I was crouching) upon moving around you will grab the wrench and pull it right through the fence which will allow you to lay it at your feet and you are able to pick it up and unscrew the bolt and open the door. I hope this helps anyone struggling and again thank you for the great guide, I watched it through the whole way and it helped me get the completion :D
NOTE: This achievement may be buggy for some users.
Beat the Cupboard ‘fear’ challenge in Act 3. It’s located beyond the Red Lock Door is inside the large wooden box suspended high off the ground, hanging off the side/room you reach going up the Lift Door shaft. Run jump and glide off the roof with an umbrella down into the hole in the top, and unlock to enter. The red key can be cheesed/glitched by using an item to throw into the caged switch box on the upper level in the house past the ‘No Guns’ door.
The nightmare is a big jumping puzzle. Head across to the red light, go up the plank, jump over to the radio then move along to the door before run jumping across the room to shelf on other side. Run jump off orange box to higher platform, then go along back to pick up a cup to throw and break blue vase. Go up newly dropped plank, jump to binoculars then go along think plank across room and then up high plank to top of doorframe. Jump into toaster, and from plank it leaves you on run jump onto top of Exit sign then across to far plank. Run jump towards red clock but you’ll intentionally land on platform below. Drop down to shelf below then along back towards white eyes in the dark. Go into the hole here then up to get to the clock.
Run jump across to shelf and again at end to reach far wall. These discoloured planks will fall after being landed on so you need to run jump across to reach switch at far side – if you mess this up the planks don’t respawn and you’ll have to restart this section (Restart from menu, not Restart Act). Flip the switch and get back across to jump into the toaster again. Now you’re on a different shelf, so climb up the tins to jump to higher shelf. Grab three darts off the wall or board. Start to push one of the paper planes then push while running, and jump on as it’s flying to reach red shelf on other side to jump on. Head upward past radio, then up a telephone to run jump off a VHS tape. Throw darts on the vertical wall to climb up it (you can grab placed darts to reuse). Head upward to reach a green arrow, run jump towards light switch and be ready to quickly press . Open the door and exit to complete the Nightmare Room and gain the double jump power.
The achievement was previously glitched (would not unlock after beating) but is fixed by version 1.0.0.8 patch.