Get'em George Achievement in Hello Neighbor

  • Get'em George

     

    30

    Learn to stand up for yourself

  • How to unlock Get'em George

    Beat the ‘School Hall’ nightmare challenge in Act 3. This ‘fear’ room is beyond the Green Lock Door at the side of the first stairs from ground floor inside the house. The key is suck on a magnet on the upper level attic beyond a wall of cardboard boxes you can enter after jumping off a box placed on the barrier in the first exit from the ‘lift shaft’ ladder. You need to turn off the magnet by throwing an item down into the gears, accessed through the access panel on the plant garden rooftop.

    In the school hall immediately on a locker to hide inside. Listen for the school bell to sound before leaving and run to next set of locker to enter. Next school bell will send the Mannequins racing about and they will chase you down to reset you at the beginning. So wait for the bell to stop them (only one ‘hall monitor’ Mannequin will still be patrolling so this stage has a luck element to it), leave the locker, race to next set to hide until bell sounds to set them going, then wait and repeat. At the end mash to escape the final Mannequin and unlock the ‘Push Back’ power. If the white light Mannequin keeps catching you at one point, wait for a round of bells (on, off) before heading out.

    The achievement was previously glitched (would not unlock after beating) but is fixed by version 1.0.0.8 patch.

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Comments
  • It took me a while. I jumped into the yellow locker, then waited for 1st bell (teacher), then I went to next group of lockers. 2nd bell: (students). Waited for teacher's bell and went to next locker. The further you get the less chance you'll get caught. remember very first bell is teacher's bell the next one is students, they alternate. Teacher has a light in her head. Students glow red when the see you. Its mostly timing. Good Luck!

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