Annoy a Neighbor: quiet hour, three pranks and the wardrobe
In Annoy a Neighbor you play Woody, a troublemaker who climbed into someone else's flat and decided that a stranger's quiet hour is none of his business. The owner is home: the neighbor walks from room to room, reacts to noise, checks hiding places and is perfectly able to throw a guest out. The job is to land three pranks and leave without being seen.

What this game is
This is a side-on adventure set in a cutaway apartment: floors, stairs, rooms and every piece of furniture on screen at once. The camera is fixed, the routes between floors are real, and that is what makes it hard — a prank is convenient on one floor while the neighbor is climbing to the other.
The episode states are simple: menu, playing, caught, lost, won. After three reactions from the neighbor the front door in the hallway lights up, and it is walking up to that door that closes the episode with a win — a full score alone is not enough.
The three pranks, each in two steps
| Item | Take it from | Use it on | What happens |
|---|---|---|---|
| Fart cushion | wardrobe in the hallway | the armchair in the living room | the neighbor sits, a comic sound plays, he jumps |
| Soap | the bathroom | the sink | a puddle on the floor, wobbling and sliding |
| Hot sauce | the stove in the kitchen | the fridge | the neighbor drinks it, turns red and fans himself |
The important part: a prank is not scored when you place it, it is scored when the neighbor reacts to it. So the goal is not to quietly slip an item in — it is to leave the owner alone with it.
Controls
The left mouse button sends Woody to a spot, the right button cancels an action, the H key hides him in the wardrobe, Esc clears the picked item or opens the pause menu. The first click on the wardrobe takes the pillow, every later one hides Woody inside. Clicking a door opens or closes it, and door leaves move on their own as Woody passes through.
How not to get caught
The neighbor does not just walk in circles. Before catching Woody he gives about a second to hide. His sight accounts for walls, door leaves and floors — he will not see you through a closed door. But if he watched you climb into the wardrobe he remembers the hiding place and checks it, so staying put in that situation is a sure way to get thrown out.
- Place a prank and walk away: the reaction counts when the neighbor is left alone with the object.
- Hide before the neighbor sees you step into the wardrobe, not after.
- Close doors: it shields you from his view and adds another route for him to walk.
- Leave the exit alone until you have three reactions — it tells you itself why going early is a bad idea.
One catch and the visit is over. The neighbor remembers it, and you start again.
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