Tips, Tricks, and Strategies to Ruin Your Neighbor's Day in Scary Stranger 3D Walkthrough Guide

Tips, Tricks, and Strategies to Ruin Your Neighbor's Day in Scary Stranger 3D Walkthrough Guide

Scary Stranger 3D is a stealth game made by Z & K Games in which you penetrate your crochety neighbor's house with the intention of ruining his day. As The Stranger makes his rounds in his quite vast mansion, each objective requires you to pull out a different prank while avoiding being caught in the act. The Stranger will, of course, set up traps and fortifications, so expect alternate entries and paths.


The gameplay in Scary Stranger 3D is similar to those of Z & K's other games, such as Scary Teacher 3D, giving it a familiar feel. Even the monsters from those games appear in cutscenes, yet you just have to worry about The Stranger in all of the levels. In any case, our guide should show you what counters The Stranger has set up in his home and how to get around them.


There are two chapters to unlock as of this writing, each with 15 levels to accomplish. Although you can watch enough adverts to skip any level you're having problems with, the levels must be finished in order. This Scary Stranger 3D walkthrough will go over the first chapter, which should be enough to give you a taste of what the game has to offer. Relax and read on to find out how to make your neighbor's day!

The Basics Of Pranking

All missions in Scary Stranger 3D begin near the mansion's front gate, with The Stranger beginning inside and going from place to place. The position of the Stranger is shown via a camera on the upper left of the screen, which you can turn off if desired.

If The Stranger spots you, he will summon you and pursue you, with the screen's edges blazing red as he pursues you. All you have to do now is outpace him and disrupt his line of sight, and he'll resume his normal activities. If he does catch you, you have the option of accepting defeat or watching an advertisement to try again, teleporting The Stranger to a different portion of the house.


There are two buttons that are utilised to interact with the environment: one for items or picking them up, and the other for throwing things away. Because you can only carry four goods at a time, it's crucial to know when to empty your inventory, especially if The Stranger is close. If an item has the potential to interact with other items in the house, it gets eliminated. Aside than prank-required materials, there are a few items that can be used at any level:

  • Hammers, keys, and lockpicks are all useful tools for removing padlocks off doors. Keys will only open locks that have the same colour as the key, however hammers and lockpicks will open any lock.
  • Crowbars are used to break open planks that cover windows and allow you to enter them.

You have an energy bar that slowly depletes as you complete missions, with the bar emptying faster if you're sprinting. When it's completely depleted, your character slows down to a crawl. When you are not playing, the bar gradually regenerates energy. This not only functions as a "time limit" for the level you've picked, but it also works as a "health" metre.

You can inflict "harm" by falling from a sufficient height or walking into bear traps set up in front of doors or windows. You can pick up and throw away the bear traps, but you can also use them against The Stranger to paralyse him for a short time before he can move again. As a level progresses, you can also purchase one or two items.


Bottles of Coke and stars are strewn over the level, but only on rare occasions. Should you run out of energy, soda bottles will replace up to half of your energy, and stars will reveal suggestions for the current playthrough. Both can be obtained by spending coins earned by finishing levels, paying actual money, or watching advertisements.

Now that we've covered the fundamentals, we can get into the meat of the guide.

Part 1: Shenanigans in the Beginning

The first eight levels of Chapter 1 will be covered in this section of the guide.

Flavors are exploding in this dish.

The Stranger's grill gets sabotaged in the first level, which also serves as a tutorial. You can't miss the barbecue because it's right in the front yard.


Because this is the first level, sabotaging the grill entails removing surrounding fireworks and placing them inside. The game will next tell you to cover the fireworks with charcoal if you don't want The Stranger to see the explosives within. Furthermore, as you place the fireworks, The Stranger will immediately return to the grill, so you'll have to move swiftly.


Find cover and watch the sparks fly once the charcoal is in place.


Business of Monkeys

A chained-up gorilla, who only appears during this level, is bullied by The Stranger. Your mission is to set the gorilla free so that it can exact vengeance. The gorilla is in the same spot as the grill, so finding it shouldn't be a problem.


A padlock is used to secure the gorilla's chains, and the key is hidden under a nearby picnic table. The assignment is simple at first appearance; all you have to do is unlock the chains and flee for safety. However, the gorilla is still enraged by The Stranger's assault, and if you go for the lock, it will attack you instead. You must soothe the gorilla by picking up a banana that is already on the picnic table and giving it to the gorilla.


You can go for lock while it is distracted. Run and hide before The Stranger notices you, as previously.


Havoc in the Hammock

The Stranger has erected a hammock in his backyard, and we are not about to pass up such wonderful chance. To sabotage his sleeping quarters, we'll need to locate a container of sugar cubes, which can be found in one of two locations:


  • The first spot is on a coffee table in the backyard, just next to the hammock.


  • The second location is on top of a kitchen cabinet, which is accessible from the backyard through a door leading to the dining room. On top of the cabinet, there are three bottles, two of which are labelled "sugar." Choose the blue jar over the green one, as the green one contains sugar syrup, which The Stranger will quickly detect. The final jar is yellow and contains honey, which has no bearing on the hoax.


3D hammock kitchen with a creepy intruder

Bring the sugar cube container to the hammock and scatter the sugar cubes all over the place. Cover up your prank by moving the pillow over the cubes just before you depart. Find a safe place to hide and observe as The Stranger's snooze is disrupted by some ants with a sweet tooth.


Away From It All


The Stranger has transformed the second-floor hallway into a looping train track where he can ride. Our prank will demonstrate why it is a terrible idea to place part of the tracks so close to the balcony. We'll need a screwdriver and some adhesive before heading upstairs. Both of these goods can be found nearby in the garage or workshop. You can also look for them in the backyard shed if they aren't there. Head upstairs once you've located both objects.


To access to the second floor, there are two options. The first method is to utilise one of the two stairwells inside the house: a dark brown stairwell in the middle that is difficult to overlook, and a light brown stairwell on the right side. The second option involves placing ladders outside the home, one of which is conveniently positioned on the left side. In any case, your initial goal should be to find the train, which should be near the end of the home.


Apply the glue to the train itself so that The Stranger cannot just leap off. Use the screwdriver on the train controls so that the train just keeps speeding up. We go to the tracks closest to the balcony and hunt for a rail switch to execute the joke. Instead of continuing in the loop, use it to send the train out of the house. Make a hasty decision because The Stranger will return to the train as soon as the adhesive is applied; make sure he is not in the vicinity.


101 on firearms safety


We'll fiddle with The Stranger's shotgun a little to shield his unfortunate victim, as it appears he has a shotgun and is getting ready to hunt. Go to the kitchen and look for a corkscrew in the cabinets, then open the refrigerator to discover a bottle of wine. To get the cork, use the corkscrew on the bottle and go upstairs.


The Stranger's shotgun is now kept in a gun safe in his bedroom, which is conveniently positioned over the garage. The gun safe is secured with a four-digit code. The code is handily put on a sticky note on a nearby wall by the Stranger. To learn the code and open the safe, interact with the note.


His shotgun, ammunition, and a powder horn should be kept in the safe. Block the shotgun barrel with the cork, then load the shotgun by picking up the shells and powder horn and placing them on the shotgun. If you tamper with the Stranger's shotgun, he will return to his bedroom, and if you leave the gun safe unlocked, he will discover something is wrong.


Complete your responsibilities as soon as possible and seal the safe before he arrives, and watch as his hunting plans come crashing down around him.

Conundrum of the Chandelier


Despite the fact that The Stranger is repairing his chandelier, our prank will not require electricity. Instead, we'll suspend him from the chandelier with a loose wire.


To begin, gather the following items from the garage: a ladder, a can of black spray paint, and a set of wire cutters. The ladders outside the home will not function since they require something to rest against, and the chandelier will not be able to support their weight. Working with live wires necessitates the use of gloves, which may be found in the workshop adjacent to the garage.

Because the gloves are worn automatically, there is no need to keep them in your inventory. The last thing you'll need is some rope, which you can get in the second-floor storeroom across from The Stranger's room.


To begin, use the spray paint to paint the rope black and disguise it as wires. Drop the rope first so you can use the spray paint if you have both things. After picking up the painted rope, your next objective is to reach the chandelier.

This is tough because you must position the ladder precisely so that you can climb on it, and it is prone to tipping over. Once you've gotten the ladder up, ascend to the chandelier and cut the loose wire with the wire cutters before securing the rope to the chandelier.


Return to the floor and interact with the rope that has fallen to the ground to tie a loop. Move the neighbouring carpet to hide the loop before leaving the area. Find a safe place to hide and watch as The Stranger is yanked into the air.


Troubles with Taxidermy


During the cutscene where we were tinkering with the shotgun, you may have noticed a trophy room. That room is right next to The Stranger's. The plush polar bear in the corner of the room is the target of this level's prank. The Stranger has chosen to play it safe by not only locking the door but also wearing the key around his neck. We won't be able to use lockpicks or hammers on that lock, so we'll have to get the key without his knowing.


We'll need to create a mess of his clothes to retrieve the key, and the quickest way to accomplish so is to mess up his cup of coffee. To get a stick of butter, go to the kitchen and open the refrigerator. Pick it up and search the kitchen table for the coffee machine. Some people put a modest quantity of butter in their coffee, but not the entire stick, as The Stranger will soon discover.

Place the butter in the mug beneath the coffee machine and hide it. The Stranger will take a sip and then spit it all over himself. After that, he'll go to the first-floor guest room, take off his suit, and clean himself up in the shower. Pickpocket the trophy room key off his clothes while he's in the bathroom.


We can enter the trophy chamber now that we have the key. The polar bear, as well as another key that opens another door, should be across the room. To persuade the bear to move, go to the second-floor guest room and look for a pair of roller skates. Pick them up and place them on the bear's skates.

Return to the trophy room after finding rope in the storeroom. Close the door across the bear and secure both the door and the bear with the rope. The bear will "move" towards The Stranger when he enters.


To avoid ruining the trap, exit the trophy room by the other door.


Smoking (Somewhat) Causes Death 


The Stranger intends to relax by smoking cigars by the pool, and we will not allow him to do so. To begin, we'll need to locate two items: a hairpin and a saw. The hairpin should be on the bed in the guest room on the second floor, and the saw should be in the garage or shed. Take them in your arms.


Return to the second-floor guest room to locate a gun locked in a box once you have both things. After unlocking the box with the hairpin, cut open the shells with the saw and pour out the gunpowder. We'll rig his cigars to explode with this gunpowder. However, something will be required to keep the gunpowder intact. We can collect the gunpowder with the help of a powder horn, which is conveniently located nearby.


To complete this ruse, we must ensure that The Stranger selects the cigar we will tamper with. Find a pitcher of water in the kitchen and fill it. Go outside and use the powder horn on one of his cigars first, then use the pitcher of water to ruin the rest of them. As a result, he is more likely to choose the explosive option.


Part 2: Familiar Faces

The remaining seven levels of Chapter 1 will be covered in this section of the guide. Miss T makes an appearance in two of these levels, but you'll just have to worry about The Stranger in the others.

Care For Your Moustache And Bee-rds

The Stranger is going to shave his beard today, so it's the perfect opportunity to experiment with his shaving cream. As part of the prank, this level will create a beehive in a tree across from the shed. The shaving cream, on the other hand, should be kept in The Stranger's bedroom's bathroom.


We'll need a ladder to get to the beehive. The game expects you to use the same ladder you used for the chandelier prank, but the tree may support any ladder you find outdoors. We can use these ladders instead because they are much easier to handle. Of course, the bees will be upset if you move their hive, so we'll have to exterminate them first. We'll need some fire for that.


After placing the ladder in place, walk to the shed and pick up some logs that have fallen to the ground. Look in the kitchen for a matchbox. Go to the study, which should be between the first-floor guest room and the dining room, before we smoke out the bees. You should be able to find a palette and several paint bottles there. Locate the white paint tube and add it to your inventory. You should have three objects on hand at this stage.


Place the logs at the foot of the tree, directly under the hive, and go outside. With some matches, light the logs, and the smoke should drive the bees away. You can now securely collect the beehive by climbing the ladder.


We must now extract the honey. When you return to the kitchen, you should see a bowl on the table and a knife near the sink. Collect the knife and place the hive near the basin, then cut the hive open with the knife and pour the honey into the dish.


Pick up the honey bowl and make your way to The Stranger's bathroom. His shaving cream should be on the sink. You can now pour the honey into the shaving cream can. This will presumably turn the shaving cream yellow, indicating that it has been tampered with. Remove the white paint from the can and pour it back in, restoring the cream to its original hue.


The Stranger will have a swarm of bees on his face the next time he shaves.


Clubbing on the golf course

Miss T and The Stranger appear to be dating, since they are shown playing golf at The Stranger's house. This is the first of a number of dates we'll be sabotaging today. As previously said, you just need to be concerned about The Stranger strolling around.


The majority of the items we require are stored in the backyard shed, which is currently "guarded" by a cat that will jump on you if you attempt to open the door. We need to figure out a means to get the cat out of the shed. A bottle of milk is in the fridge, but it will not suffice.

We'll need some glue later, so go to the study and fetch some from the desk. Finally, find a bottle of sleeping tablets in the first-floor guest room. That should be enough to get rid of the cat.


Go to the shed, where you'll find an empty dish and a cat roaming the area. Pour in the milk and sleeping pills, and the cat should fall asleep soon, allowing you to enter the shed. A fishing rod and a pair of wire cutters should be among the items you find inside. To get the fishing line, grab the wire cutters and use them on the fishing pole. For this level's prank, both the line and the adhesive will suffice.


On the left side of his residence, the Stranger has put up his golf ball. Make sure he's not in the vicinity before heading to the golf ball. To hook the golf ball, first use the fishing line, then use the glue to fix the line. The final step is to make a loop on the free end of the rope. That way, when The Stranger swings, he'll be sending more than just the ball flying.


Swimming Pool Party

Another date with Miss T is planned, and it will take place near the pool. As you may assume, that pool will cause a lot more trouble than they anticipated.


We'll need to locate The Stranger's credit card, which is dispersed over the second floor. The Stranger's bedroom contains two of them, while the guest room contains the third. The Stranger's chamber has a laptop with a picture of the card you'll need, but the PIN is still required.

Fortunately, The Stranger jotted down the PIN on a diary next to the last credit card, but there are four options. The correct PIN is the one written in green, as we will notify you immediately away.


You'll be led to a site where you can buy a dolphin or a shark after entering the PIN into the laptop. Choose a shark, and the delivery vehicle will deliver the apex predator to The Stranger's swimming pool. We're not sure how both adults missed the van pulling up.


The Stranger is taken care of by the shark, but we must stop Miss T from retrieving him. You should still be inside The Stranger's bedroom after buying the shark, and you can toss away any credit cards you have left because they aren't needed for this phase.

Go to the bathroom, where a bucket of water should be on the ground and a box of detergent should be on the sink. Remove the detergent from the bottle and pour it into the bucket. Bring the pail of soapy water to the pool's edge and pour it in.


That way, when Miss T arrives to save The Stranger, she will slip and leave The Stranger vulnerable to the shark's wrath.


Weird Spiders


The Stranger is temporarily startled by a spider that creeps down while cleaning up the study. The spider in this level's prank is normal, but not the spider in the previous level's prank.


We'll need a pair of wire cutters, which can be located in the shed or garage. Go to the kitchen once we've gotten the wire cutters. A potted plant with drooping leaves should be placed behind the kitchen door. Clip the leaves with the cutters and pick them up before heading to the workshop.

There should be some black shoe polish in the workshop. Drop the leaves and paint them black with the polish. If you prefer, you can also bring the polish and cutters to the plant. In any case, another fishing line is on the workshop desk; remember to take it with you.


Head up the stairs to the trophy room, then to the storeroom to get some glue. In the corner, there should be a coat rack with a spider mask on top. Pick up the mask and head down to the study with the glue, fishing line, and leaves. There should be a small protrusion on the wall behind the desk.


Place the leaves and mask together on the protrusion, attach them with the glue, and tie the fishing line to the fake spider. Unlike the chandelier and golf ball, the fish hook will snag on The Stranger's clothing, dragging the spider into position and giving The Stranger the scare of his life.


Presents Found While Poking Around

The Stranger is bringing gifts to his buddies, who happen to be Miss T and the Robber from Z & K's previous works. We'll sabotage their gifts because they're all jerks. This will not only dampen their spirits, but it will also make The Stranger appear awful. The Robber's present in the study and Miss T's gift in The Stranger's bedroom are the two objectives of this task.

While hiding from The Stranger, expect to bounce between both rooms. This level is difficult since it will "end" if The Stranger visits his bedroom or study, even if you manage to ruin one of the presents. Because this will fail the level, you may need to set up bear traps or wait for The Stranger to see you so you may lure him away.


To begin, go to the workshop and look for the desk. A roll of tape should be kept near the desk's edge, and a boxcutter should be kept in the far corner. Take them both to the first-floor guestroom after picking them up. Take the black bottle of pepper spray from one of the end tables.

To get a pink bottle of hair removal cream, go to a neighbouring restroom. Because the Robber's gift is directly next to the guestroom, we recommend undermining it first. You can, however, sabotage Miss T's gift beforehand.


To begin, go to the workshop and look for the desk. A roll of tape should be kept near the desk's edge, and a boxcutter should be kept in the far corner. Take them both to the first-floor guestroom after picking them up. Take the black bottle of pepper spray from one of the end tables.

To get a pink bottle of hair removal cream, go to a neighbouring restroom. Because the Robber's gift is directly next to the guestroom, we recommend undermining it first. You can, however, sabotage Miss T's gift beforehand.


Apply the wrapping paper to the gift and seal it with the tape. You should locate an extra roll of tape behind the desk, where you placed the fake spider in the previous level, before leaving the study; you won't have to scour the house for another one.


In The Stranger's bedroom, Miss T's present should be placed on a coffee table near a couch. It has a shampoo bottle in it. Cut open the gift like before, pour the hair removal cream into the shampoo, and close it up. The additional wrapping paper should be on the couch, and another boxcutter should be near The Stranger's bed on a coffee table. When The Stranger reaches either his bedroom or his study after you've messed with both gifts, the level will finish.

Fireworks in the Fireplace


The Stranger nearly falls off a stool while reaching for something in his lounge, which is an over-the-top joke. The stool will simply be used as a prop in this level's joke, with the lounge's fireplace taking centre stage.

Go to the garage and get the following things:

  • A fuel can should be kept close to the garage entrance.


  • There's a hose on an adjacent shelf, and


  • Also on the shelf was a pair of pliers with orange grips. No other pliers in the home will work, so you'll need to purchase these.




You should go to the lounge with those three goods to free up some inventory space. Remove the gas can and wood from the fireplace, leaving only the saw.


On the kitchen table, you'll discover a bottle of olive oil and a box of matches. Return to the lounge after picking up both of them. You should locate a stool near the fireplace's opposite wall. Cut one of the stool's legs off using the saw, then pour the oil all over the floor, all the way to the rigged fireplace. Run for cover after lighting the matches on the logs.



Gnome, Sweet Gnome

The Stranger has ordered some lawn gnomes to beautify his yard in the last level of Chapter One. He is understandably jittery at the prospect of one of the gnomes attacking him. It's too bad he didn't include the word "gnome" in his delivery.

The game will instruct you to locate an ugly gnome with which to scare The Stranger. First, go to the workshop and get a roll of tape. The obnoxious gnomes should be kept in the basement, which should be on the same side as the shed in the backyard. Bear in mind that the entry to the basement is usually guarded with a bear trap. Two ugly gnomes should be present, one on a shelf and the other on a box. Only one is required.



Go to the shed and look on the table for a nail gun and some nails. Pick up the nails and load them into the nail gun, then return to the automobile with the loaded nail gun. A lawn gnome should be placed near one of the car's wheels. Grab that gnome and start pounding on the steering wheel with the nail gun. Place the ugly gnome near the flat tyre when it has deflated, and the nail gun next to the gnome.



Tape the gnome and the rifle together and hide, expecting The Stranger's worst nightmares to come true.



That finishes our first chapter walkthrough for Scary Stranger 3D. Apart from the second chapter, there isn't much content as of this writing. We hope, however, that we have given you a taste of the hijinks to come. If you have any tips or techniques to share with us, please do so in the comments section below! Have a good time and enjoy pranking!