راهنمای کامل مراحل بازی Little Nightmares2 + همه کلاه ها و دستاوردها
Little Nightmares II Chapter 1
After dreaming of a corridor with a door at the end with a large eye engraved in it, Mono wakes up beside an old fashioned tv. From here, you’re going to want to keep walking until you reach a small drop. Jump across the gap and keep going until you reach what initally looks like a dead end. Beneath the tree trunk, you’ll see a metal grate of sorts which Mono can interact with.
Open it and crawl through. You’ll come to a clearing with some discarded shoes and a hanging bag of bodies. Walk past them and climb up the rock face, walk across the fallen tree trunk and jump off the end.
After climbing another couple of rock faces, you’ll come across the first trap – a trip wire.
Jump over it and keep going until you reach an upright crate. Push it off the small ledge and push it towards the larger ledge so you can use it to climb up and you’ll see another tunnel. Crawl through and be ready to run because as you exit it, a tree trunk will fall and start rolling after you and if you’re not quick enough, it’ll crush you.
Once it catches on another tree, you’re safe. Keep walking until you reach a small ledge. Jump down and you’ll see a rope hanging above you. At your side you should see another fallen tree trunk but this one is hollow so you can crawl through and bring you onto a higher ledge closer to the rope.
You should be able to jump and catch it now. Swing across and jump down and you’ll see a suspended crate and a handle to lower it. Use this to jump across the gap before the crate returns to its original place. Keep going until you reach a broken bridge.
It’s not a gap that can be jumped, but if you look down, you’ll see a ledge to drop down to. Drop down onto it and then onto the ground and approach the rest of the broken bridge. You’re going to want to climb it, but first there’s a tunnel a little further ahead. Crawl through it and you’ll reach a sort of cave in which you’ll find your first glitch.
Collect it before going back and climbing up the bridge. Keep going and there will be another ledge to drop down from and another trap. This time it’s a net and slightly harder to see than the trip wire. You’ll need to throw a shoe at the trap to set it off because the trap mechanism means a log will lower as the net rises and you’ll need that to climb up onto the next ledge.
Walk a little bit and drop down onto the ground. There are more traps here – bear traps but they’re visible enough to avoid. Cross the clearing and climb over the small tree trunk and you’ll find another bear trap but this one has a branch sticking out of it.
Remove the stick and use it to hit the other trap which is blocking the tree trunk tunnel. Crawl through the tree trunk and you’ll start to slide down before landing by another branch. Before going further, crouch down and crawl under the tree trunk and you’ll find another small cave. Inside is a dead animal caught in a trap and the second Glitch in this chapter.
Go back the way you came and pick up the branch. Start hitting the ground in front of you as there are more bear traps. They’re hidden this time, but if you hit one, it will set off a chain reaction in which multiple traps go off. It should now be safe to climb onto the small rock in the middle of the clearing. Jump from the rock to the next section as there are more traps hidden beneath the leaves.
You’re now on a small ledge with pine cones. The next leafy area is again, littered with hidden traps so you’re going to want to throw the pine cones to set them off. Once your path is clear, make your way to the fallen tree trunk and jump from it to the makeshift ladder in front of you. Climb up it then jump down onto the clearing below. Cross the clearing and you’ll come to a house.
The front door won’t open so you’ll have to climb up onto the crate by the window and climb through. You’ll enter a kitchen. There’s not an awful lot to do in there, but you get an achievement for opening the fridge. Push open the door and enter the hallway.
The first open door you see is the one you want but ignore that for now and proceed through the house until you reach the second open door. This room is full of discarded clothes, boots and on the rug you’ll see a hat which you can pick up and equip from the hat menu.
There’s nothing else to do in this room, so go back to the door you saw earlier and go through. It leads to some stairs. You might have noticed music playing when you first entered and this gets louder as you descend the stairs.
You end up in a room with a sewing machine and two doors, one open and the other half broken. The half broken door is the one you want but you’ll need something to bash through the splintered panels. You might notice a hatchet embedded in a wooden box, but this breaks when you try to pull it out. Instead go through the open doorway and you’ll enter what looks like a workshop.
There’s a hatchet embedded in one of the boxes. Pull it out and return to the previous room and use the hatchet to hack your way through the closed door.
On the other side of the door is a girl with a music box – the source of the music you’ve been hearing. Fans of the series will recognise her as Six albeit without the raincoat. As you break open the door, she hides beneath a table.
As you attempts to approach her, but she runs away, so you have to play chase. Follow her up the stairs and you’ll find that she’s opened one of the previously shut doors – the room opposite to the room in which you found the hat. Inside you’ll see a dead family sitting at the dinner table. Pay them no mind and follow the Six up the cabinet and through the vent.
In the next room you’ll see a locked door and Six pulling at the rope that leads to the attic. She’s not strong enough to open it though so she’ll beckon you to help her.
Six will give you a boost to grab the rope then she’ll grab onto you. Your combined weight will be enough to open the attic door and pull down the ladder. Climb up into the attic and you’ll see a large suitcase in front of you. With Six’s help, push the suitcase in over to the cabinet so you can climb up and over. In the next part of the room you’ll see the key to the locked door downstairs hanging on a hook above you but the mechanism to lower it is missing its handle.
Six will then approach one of the cabinets and beckon you forward. Approach her and she’ll give you a boost over so you can go look for the key. Crouch under the shelves and crawl through and you’ll see a very dead looking person in a chair. In their hand is the lever so you’re going to have to tug it free.
Once you have it, return to Six and put it in place. Then go and climb onto the hanging sack that looks suspiciously like a body bag. Climb up it and Six will use the mechanism to lift the sack. Once you’re level with the key, jump off at the hook. Mono won’t be able to hang on very long, but the force is enough to swing the hook and send the key flying off and onto the ground.
It’s at this point that the Nome’s attic DLC starts. If you have it you can find our guide here. If not, pick up the key and go back the way you came. Whereas you used the suitcase to climb over the drawers, on this side you don’t have that option so you’ll need to open the bottom drawer and climb up and over. Climb back down the ladder and use the key to open the door.
Now that you’re back outside, you’ll see a small, wooden outhouse. Six will give you a boost to the handle so that you can open it and you’ll find your third glitch inside.
Pick it up and then proceed to the open shed. It’s basically a room full of traps and crates but the biggest crate can be pushed towards the opposite wall so you can climb through the window. It’ll only go so far though so you’ll have to jump.
Climb through and you’ll find yourself in a room full of animal pelts and you’ll be able to hear the rather disturbing sound of the hunter skinning an animal. If you get too close or move too loudly he’ll spot you and hit you with his gun so sneak past him.
The bottom wooden panels at the end of the room can be pushed open with Six’s help so do that and you’ll stumble into a patch of leaves outside. This will have caused enough noise to attract the hunter’s attention though, so you better be ready to run.
As you run, there will be some crates scattered at even intervals. Hide behind each one as you come across as he’ll shoot at it and give you time to reach the next before he reloads. You’ll come to a ledge which you can drop off and hide under the overhanging. Unable to see you, the Hunter will move ahead.
Once you leave your hiding place, you’ll see the Hunter searching for you. Luckily the grass is quite long and Mono and Six are small so if you crouch it’s easy to stay hidden as you cross the grassy clearing. Be mindful of the crows though – if you get close to one, they will startle and catch the hunter’s attention. If this happens, stay still and wait for him to lose interest.
Once you reach the end of the grass, you’ll see a hole in the ground. When he’s not looking make a run for it and drop down through the hole and into an underground tunnel. Make your way through it and you’ll come to a new clearing. Keep going until you reach a broken bridge with a bit of rope wrapped around a stick sticking out of the end.
What you need to do here is pull the stick to raise half of the bridge and Six will jump across. Call out to her (the game will tell you how) and she’ll move to the edge of the bridge and hold her hand out for you.
Run and jump across the gap and grab onto her hand the way you interact with objects and she’ll pull you up. Once you’ve crossed the gap keep walking and you’ll come across a pile of discarded animal cages and one suspended by a rope.
The suspended cage has a hat inside so you’ll need to climb up the cages and jump across to the suspended cage. Climb on top of it and jump a few times so it falls and breaks.
Pick up the hat and keep moving until you reach a ledge just behind a wooden crate. You’ll see the hunter still looking for you but you’re going to need to push onwards all the same. Jump down onto the clearing below and you’ll startle a bird.
This will catch the hunter’s attention so be ready to run again, and like before, hide behind the crates you come across until you reach the wooden building.
Climb up the planks and stop behind the tv. Once the hunter shoots it, proceed until you reach the upper level of the building and cross the plank. It will break as you walk but Six will catch you.
Climb up and start to run, careful to avoid any holes in the flooring or the hunter’s shots as he shoots at you from below. Jump through the window and you’ll slide down a roof. You’ll fall into some swampy water, but you’ll be hidden from sight by a wooden pier.
Follow it until you reach a section with a gap beneath it which is big enough for you to slip through if you crouch. As tempting as it might be to sneak, that should only be done when absolutely necessary as when you crouch you’ll be under water. Mono can only hold his breath for so long.
Once you reach the other side, you’ll see a set of tree stumps with a gap between them. The hunter is keeping an eye out so when he’s not looking, sneak out and when you’re about half way across, duck under the water to make it the rest of the way without being noticed.
Keep going until you reach a small mass of land with an upright tree trunk with a heart engraved into it. Push it down so you can duck behind it to cross the next bit of swamp.
You’ll then come across some wooden planks that form a ladder. Climb up the ladder and make your way towards the ledge and drop down. There will be crows close by and again, approaching them will startle them. You’ll have to run, ducking behind boxes as you go until you reach a shed.
Get inside and Six will shut the door and slide the bolt across to slow him down. While she does that, climb up onto the crate and knock down the gun that is hanging on the wall. The hunter will be bashing at the door all the while so you need to be quick or he’ll catch you.
Once the gun is on the floor, help Six lift the gun and the pair of you will shoot the hunter. Safe for the time being, climb back onto the crate and through the window. Drop down onto a beachy area with half a door washed up in front of you. Push it into the water and then climb on and sail on to the next area.
Once you reach land, climb off the door and you’ll see the chapter’s final glitch by a tv.
Pick it up and head towards the building. There is only one door you can head through and doing so will lead you into the second chapter of Little Nightmares II.
Little Nightmares II
Chapter 2
After washing up ashore and entering the only door available, you’ll find yourself in a decrepit building with the remains of a person with their head through a tv hanging above you. This marks the beginning of Chapter two.
Walk forward a little and you’ll see a hole in the wall. Climb through to the deserted street outside. Directly across from you is what looks like an old bar or diner with an open window.
Walk through and you’ll see a wooden door with a splintered hole in it that’s big enough for Mono and Six to fit through. You’ll then enter a room with some broken televisions and a window too high for you to climb through by yourself. Approach it and Six will offer you a boost. She won’t be able to get through so you’re going to have to help her from the other side.
Once you’re through, you’ll see another broken tv – this one attached to some sort of rope mechanism. Jump up, grab the rope and swing yourself repeatedly at the tv.
After a few swings, the tv will fall and propel you upwards. From here you can swing and land on the floor in front of you.
Walk through two doorways and you’ll end up on a ledge with another tv on it. This one is connected to one below which Six is now standing on. Push this tv off and it will cause the other to rise allowing Six to reach the area above you.
Go back through the doors and you’ll see that a broken section of stairs is separating the two of you. Six will extend her hand to you so you’re going to want to run, jump and grab onto her hand so she can pull you up.
Climb up the remaining stairs and walk through two more doorways with a door acting as a bridge between them. This is where Six landed when you pushed the tv earlier but it’s worth revisiting as it is where you’ll find the chapter’s first glitch.
Collect it and return to the previous landing. This time you’re going to want to cross the beam. It’s broken in the middle, so you’re going to have to jump.
You’ll reach a partially boarded-up door which Mono and Six can easily walk through into a room with what remains of a hanged man. The door leading out of this room is splintered and broken so you can squeeze through.
Now you’re in a room with a tv. This one isn’t broken but it is giving off a lot of static. Approach the tv and Mono will touch his hands to the screen.
On the screen is what looks like a warbled corridor and you’ll need to use the joystick to tune the transmission. When you’ve got it right, the image will get closer until you’re drawn in.
Start running towards the end of the corridor and you’ll see a door with an eye carved into it. As you get close, you’re thrown out of the transmission and the tv goes dead. Climb out the window and drop down into the dumpster below.
Across from you is another dumpster which with Six’s help can be moved out of the way to reveal a hole in the wire fence.
Crawl through and you’ll find yourself in the playground outside of a school. In the far corner of the playground you’ll find your second glitch next to a broken bike.
Pick it up and then proceed towards towards the main entrance of the building. You can’t enter it this way but if you climb the stairs and up onto the dumpster and you’ll find the first hat of the chapter.
Pick it up and then drop down beside a goal post and you’ll be able to see a long rope made from what looks like sheets.
Climb this rope and enter the school through the window. From where you land, keep going forward until you reach a switch. Pull it and you’ll see that light is shining through one of the pictures suggesting something is behind it. There are numerous objects lying around the immediate area.
Pick one up and throw it at the painting so it falls down to reveal a hole. Climb up and through it and you’ll drop down into a small room with a singular chair inside along with a number of tools.
If you walk around you’ll see that flooring is loose in the middle of the room – a trap door. Once you find it, jump up and down on it until it opens and you fall into a crawl space under the floor.
Follow the path until you face a drop. Jump down to the next piece of flooring and from there, onto the ground. You’ll see a vent. Open it, crawl through and you’ll drop down into a corridor with some lockers.
Climb over the overturned locker and you’ll get your first glimpse at the school’s teacher though at this point you’re only seeing her shadow. Keep going forward until you pass a hanging bucket. The next corridor is also full of lockers but you need to proceed with caution. A few steps in front of you is a ball and just before that, a floorboard that looks a little looser than others.
Jump over it to avoid setting off the trap that sends a swinging bucket your way and keep going until you reach a fallen light. Crouch under it and approach some more overturned lockers. You’ll get a glimpse of a small figure before it dashes away. Crawl under a gap in the lockers and you’ll see an open door leading to another corridor.
The next corridor is lined with more lockers and you can make out another trapped floorboard about three boards past the overturned desk in front of you.
Jump over another trapped floorboard and continue onwards. The door directly ahead of you leads to an empty bathroom and gives you another glimpse at one of the school’s bullies but other than that there’s no way forward.
Instead turn the corner and approach a monkey toy at the end of the hall. As you reach it, the bullies will push a locker down. Be careful to avoid it as it falls and then use it as a platform to climb on top of the two lockers blocking the doorway.
Drop down and proceed through the next corridor. There’s another trap coming up but it’s harder to spot as it’s not the floorboard that necessarily looks loose.
It’s actually the one directly in front of the duck toy but you’ll need to set this one off as it causes a light to drop and you need this to climb onto the table. Just make sure to duck as soon as you step onto the floorboard so the light passes over your head rather than crashing into you. Drop down from the table and keep walking.
Towards the end of the next corridor a bully will push a locker on top of Mono and then a group of them will proceed to kidnap Six. By the time Mono frees himself, Six and the bullies are gone.
If you try and chase them the way they went you’ll just see them escape using a rope ladder that they proceed to pull away. Instead, climb over the locker and pick up the hammer.
Sneak up on the bully by the door in front of you, use it to take him down from behind and proceed into the next room, still holding onto the hammer in case you need it.
The next room contains another bully but you can let their own traps do the work for you this time.
Sneak across the floor and as soon as you step on the loose floorboard, duck down and allow the swinging bucket hit the bully. I recommended you taking the hammer with you just in case the bully notices you as you approach because if he does, the chances of the trap hitting him decreases.
You’ll then come across a door with a hole in it and a chair propped against it. Climb up and through into the next area. Open the third locker in the line of six and you’ll find the chapter’s third glitch inside.
Pick it up and proceed through the corridor. You’ll pass a closed elevator that needs a key. You’ll need to get inside, but first, of course, you need to find the key.
Keep moving forward, past a cloakroom and into a classroom. It’s here that you’ll get your first real look at the teacher and at this point, she looks pretty normal. She’s teaching at the front of the class, but she will frequently turn around to write things on the board.
When she’s not looking you need to sneak across the room. Take it slowly and use the desks as cover because if she turns around and sees you, all the bullies will pounce on you. Once you cross the classroom, you’ll come to an open door.
Go inside and you’ll see the key on top of a bookcase. Climb up it and it will start to fall. At this point jump off and to the side to avoid being crushed. The bookcase falling will catch the teacher’s attention so be ready to hide in the box by the filing cabinets as she’ll come in to investigate.
When she can’t find you, she locks the door so you can’t go back that way. A small vent pops open though so after you pick up the key if you haven’t already, crawl through it.
You come out of a cupboard at the front of the class and the teacher is much closer and she’s moving about now, walking around to check that her students are behaving. Wait until she moves away and sneak to the first desk. Again, use the desks for cover as you make it back the way you came. I found that the best way was to go from the first desk to the back middle and then to the one closest to the door.
Once you’re out, make your way back to the elevator and use the key. The lift will open and take you to the next floor. Move into the next room and you’ll see a bully drawing on the floor with chalk.
He’s on a chain and there is a pipe beside him so the best thing to do is catch his attention and draw him towards any of the walls. He’ll run at you and the chain will stop him causing him to fall. Use the time he’s down to make a grab for the pipe. Hit him with the pipe and then use it to break open the door.
On the other side of the door, there’s some drawers to climb that lead to a vent system. Follow it through and you’ll end up in some ceiling rafters. Dropping down onto the beams will cause some bottles to smash and the teacher who is down below will investigate so quickly hide in the box.
When she’s gone, cross the beams. You’ll end up knocking another bottle but if she investigates, there’s another box to hide in.
When the coast is clear, climb the makeshift rope hanging above you to the level above and cross the beams. You’ll see a plank of wood that can be pushed to allow you to reach another vent. Do this quickly as the teacher will hear and come after you and this time there isn’t anywhere to hide.
Follow the vent system and you’ll reach a library. The teacher, who seems to move about very quickly, is prowling inside so you need to be quiet.
Drop down onto the bookcase below and then to the floor and you’ll see a moveable ladder. Push this forward to the next bookcase and climb it to find the chapter’s second and final hat.
Climb back down and push the ladder to the next bookcase. Climb up and jump down to the lower bookcase. Follow the path of the book cases, jumping from one to the other. As you land on the second bookcase, a stack of books will fall and catch her attention, so run until you reach a gap in the shelves that you can crawl through.
On the other side you’ll see two big towers of books. Jump up onto the first and climb up the books, shimmying your way around until you’re in position to jump to the next. As you latch onto the next tower, some more books will fall and she’ll start looking for you again.
She’s going to use her long neck to peek around the tower so you’re going to have to keep shimmying around to avoid her gaze. Eventually she’ll lose interest and leave the room. When she’s gone, jump across onto the bannister.
In the next area you’ll see some more bookcases and a box of books on the floor. You can see some scuff marks on the floor in front of the box, suggesting it’s been dragged around before. Pull the box across the room and to the door the teacher left through. Climb onto the box and open jump onto the handle to open the door.
You’ll enter a reception area which, if you proceed onwards, leads to a large staircase.
Straight across from where you entered is a locked door. You want to go through there, but first you’ll need to find the key. Climb the stairs and turn left and you’ll find the fourth glitch sitting between the bannisters.
Pick it up and then go back, turning right this time instead. At the end of the hall you’ll see a broken chess piece. A rook. Put it back together and climb onto it so you can jump to the handle and open the door.
Take the rook apart again and take the top piece with you as you’ll need it in the next room. Inside, you’ll see a large chess board with a student tied to one of the pieces.
This puzzle requires a number of steps to solve. First, in the far side of the room, straight ahead of where you entered, you’ll see a screen. Pull it so it goes up and you can see the diagram behind it. This tells you what you need to do with the chess board.
Basically you need to replicate what is on the diagram. By the diagram is a table with a queen piece on it. You’ll want to take the top off and take it over to the board. Leave it for now and pick up the rook piece you used earlier. Place it on the piece in front of the table by the knight. Climb up onto the table and retrieve the king piece from on top of it.
You now have all your pieces and just need to position them according to the diagram. The top of the queen goes onto the piece closest to the knight and the king goes on the piece closest to the student. The rook goes onto the piece next to the table with a bottle on it.
Once all the pieces are in place, the light above the table will turn on. Use the rook to climb on top of it and then jump up to hang off the light. This will cause the shelves at the back of the room to open revealing a lone chair. On this chair is the key needed to open the door below.
Pick it up and return to the door, open it and go through and find yourself in a room full of trash and plates.
Go down the stairs and you’ll see a shut door, a trolley and a vent. First pull the trolley over to the vent. Push open the door it was blocking and you’ll enter a larder to find the remains of the chef. Above that is your fifth glitch. Use the body to climb up and grab it.
Leave the room, climb the trolley and crawl through the vent so you drop down into the kitchen. Opposite you are some shelves and as you approach them, you’ll see some bullies in the next section and a ladle on the floor.
Climb over and grab the ladle and use it to defend yourself against four bullies. The first can be taken by surprise and the others will come at you one at a time so it shouldn’t be too difficult.
The last bully’s head remains intact and you’re going to need to pick this up and wear it so you can infiltrate the next area.
Now wearing the bully’s head, crawl under the table and into the next area – a dining room. If you get too close to a bully they will shove you a little, but apart from that they’ll leave you alone now you’re in disguise. Walk through the room, avoiding bullies as you do until you reach the final table.
At the end where the two tables meet one another, you can duck down and crawl under the it. As you crawl, you’ll see one of the bullies on the table above you, pushing a pot.
Allow this to fall before you exit or it’ll end up crushing you.
Once you leave the dining room, you’ll find yourself in another corridor, this one full of more bullies. They won’t bother you so just keep going until you reach a warped door which you can slip through.
As you do so, Mono will fall and your mask will break, but it’s done it’s job. You’re now in a room lined with shelves. Opposite you is a closed door with a button to open it.
Mono is too small to reach it so you’re going to have to climb up the shelves. Once you reach the top you can climb onto a small, open cupboard and from there, jump onto the first cabinet. Across from you is a stack of books so climb up onto them and to the next cabinet. Propped up against the cabinet and light is a plank of wood. Cross this and jump at the drawers opposite you. Climb up and jump at the rope behind you and use it to swing across to the other side. Follow the path until you reach a jar with a brain in it.
Throw it down so the jar smashes and then make your way back down and you’ll see the glass has broken. Pick up the brain and throw it at the button to open the door.
The teacher is in the next area so you’re going to have to crawl through the vent so you’re under the worktop to avoid her.
She’s going to move around a little, so when she’s facing away from you, sneak across to the space under the drawers in the middle of the room. Eventually she’ll leave the room with the door open, so follow her through into the next room.
You need to climb up the drawers and onto the worktop, crouching down behind the glass jars to avoid being seen. When she has her back turned, make your way across the worktop. Don’t try to rush it because if she catches sight of you you’ll probably end up dead. Jump from the first worktop to the second and then through the window, making sure you hide behind jars whenever she’s looking.
In the next room, straight across from you is a bookcase.
Climb up it and through the vent above it. Follow the vent and push open the grate at the end and you’ll find yourself in another corridor full of lockers. On the floor in front of you is a hammer.
Pick it up and proceed onwards. In front of you is a bully drawing on the floor. This one can be taken out by setting off their trap by stepping on the second floorboard after the rug. Move out of the way so the trap hits the first bully but misses you. The rest can be taken down with the hammer. Keep going and turn round the corners. As you turn the corner and walk past a new set of lockers, two more bullies will jump out – one in front of and the other behind you – which you’ll need to hit with your hammer.
Turn around the next corner and you’ll see a bully hiding behind an overturned locker. Be on guard because as you approach another will jump out of the locker behind you.
The timing can be a little tricky as Mono is slow at swinging his weapon, but as a rule of thumb the bullies scream right before they’re about to pounce so swing at that moment and more often than not you’ll get a hit.
Once you’ve dealt with all the bullies, keep hold of your weapon and proceed through the open door at the end of the corridor. The fifth floorboard away from the door sets off another swinging trap so be ready to avoid it. Once you go through the door, you’ll find find yourself in a bathroom with two bullies suspending Six in the air with a rope tied to a wooden board.
Use the hammer to take down the bullies then hit the board until it breaks. Six will fall, but she’s free so go and help her up. Now you’re reunited you can escape through the window, though it’ll take both of you to open it.
On the window ledge, you’ll see a large plank of wood which can be walked across to reach the next building.
Crawl through the window and you’ll find a room with a piano inside. The piano is attached to a rope mechanism and there’s a handle to the side of it. Turn it until the piano is suspended as far as it will go then allow it to drop. The piano will hit the floor hard enough splinter it. Now that it’s half stuck in the floorboards, the mechanism will no longer work so follow Six’s lead and climb up onto the piano. Walking across the piano keys a few times will earn you an achievement so do before climbing onto the top.
Jump a few times and the piano will crash through the rest of the way and you’ll end up in the room below. Inside the room is a locked door and a vent which Six will beckon you towards. Allow her to boost you through and you’ll see a bully stabbing what looks like a frog with a key. There’s a weapon behind her so jump down and Six will start making noise on the piano to distract the bully.
Sneak past, grab the weapon and hit the bully from behind. Grab the key and Six will help you lift up the metal gate so you can get back through.
Unlock the door and proceed into the next room. Inside you’ll hear the sound of piano music and see a bully drawing with chalk and a weapon lying on the ground. Sneak towards the bully and Six will deal with it.
You want to proceed forwards, but there’s a cupboard blocking your way. Pull out the drawer and use it to climb up and over. Proceed down the corridor and you’ll come to some stairs.
Climb them and you’ll reach a landing and the only way forward is by climbing up some cupboards and books. Six will give you an initial boost.
Once you reach the top, you’ll see two things – a wooden crate and a metal grate covering a vent.
Push the crate down so Six can use it to follow you up and then open the grate with her help. Crawl through and follow the vent system until you reach a music room which is, unfortunately occupied by the teacher who is playing piano.
You initially begin on a wooden shelf and you want to get to the opposite side where you can see a vent, but first you need to lower the metal beam to make a bridge.
To do this, jump down onto the cupboard below, making sure you’re only moving while she’s playing or she’ll hear you. At the far side of the room is the handle for a mechanism which will lower the metal beam to allow Six to cross. Make your way towards it and lower the beam.
Beside you is a box with wheels and you’re going to need to push it over to the cupboard you dropped down from before. Again, only do this while she’s playing. Use it to climb back onto the cupboard and up the way you came, using the books as a ladder so you can follow Six across. Opening the grate will catch her attention and she’ll chase you through the vents so crawl quickly, making sure to quickly push open the secondary grate.
At the end of the vent system, you’ll have to jump to another opening, but Six will be there to help you across.
Jump through the opening and you’ll slide down a rooftop and land in a dumpster. Climb out and walk forwards until you reach a series of wooden planks secured together to make a bridge to the other side of the city.
Cross them and keep going until you reach an open dumpster. Push it forward until the lid falls shut and then push it to the side until it’s as close to the next ledge as possible which is, admittedly, not very far. There’s a tv near the dumpster. Climb on it and use it to jump onto the dumpster then run and jump across to the ledge.
Climb up and then keep moving forward until you reach an alleyway blocked by rubble. On the ground you’ll see a paper boat and beside it is your last glitch of the chapter.
Pick it up and move onwards towards a broken wooden door. Duck through the door and you’ll enter a storage room. On the ground in front of you is a yellow raincoat which Six will pick up.
Once she’s wearing it she will beckon you towards the door and boost you up so you can reach the handle. Open the the door and enter what looks like a tailor’s shop.
There’s nothing to do here except climb through the window and proceed onwards. Keep going until you reach a metal gate which is blocking your path. Beside it is a dumpster with a tv on it.
Six will boost you up and you can use the tv to climb up onto the roof above. Drop down on the other side and push down the plank of wood which is covering a gap in the fence.
Once Six is through, climb up the dumpster up against the wall and open up the vent. Follow the vent system and you’ll end up outside a hospital. Crawling through the open window marks the beginning of chapter 3 of Little Nightmares II.
Little Nightmares II Chapter 3
As you’re coming to the end of chapter 2 you will come across a hospital with an open window. After climbing through the window, you’ll find yourself in a dark corridor which marks the beginning of chapter 3. You’re going to need to keep walking until you come across two beds which are blocking your path, one overturned and the other upright.
Crouch down and crawl under the upright bed and walk past a locked metal door with a shadowy figure in a wheelchair behind it. Keep going and you’ll come to a set of double doors with a small amount of light shining through its windows.
Push the door open and the force will send you tumbling over a very abrupt ledge. Six will catch you and pull you back up. Directly in front of you are three beds – two tied together to form a bunkbed and one positioned vertically in front of them.
Six will go ahead of you so you just need to copy her and jump onto the first bed and then across to the vertical bed which you can climb up to jump across to the top bed. From here you can climb up the make-shift rope that is now in front of you. The rope leads to another bed which you can pull yourself up onto.
From here, you just need to jump to a series of two more beds before you can jump up and through the doorway in front of you.
Right next to the door is an electronics panel with a fuse plugged into it. You’re going to need to take this out and place it in a second panel at the end of the hallway.
This will cause the door you entered through to slide shut but the door at that end of the hallway will now open. Walk through the doorway and you’ll drop down onto the top of an elevator. This will cause the elevator to jerk and you need to act quickly because it won’t hold your weight for long. There’s a vent in front of you which you need to open.
The force of opening it will throw you back a little, but once Mono is back on his feet you need to quickly climb through before the elevator drops. Follow the vent system through and you’ll end up in a hospital ward. On the floor, just in front of you is a torch.
Pick it up and turn it on and you’ll see a partially open sliding gate in front of you and you’ll enter another large ward room. There is an open door opposite you, but first take a detour and walk past the beds and towards a closed door. Beside the door is a small cart and this is where you’ll find your first glitch of the chapter.
Pick it up before heading through the open door I mentioned before. Walk along this corridor until you can turn left at the corner with a wheelchair in front of you.
Walk past it and you’ll see an open door on your right that leads to a small reception area with a vending machine and a metal gate blocking your path. You’ll see a button next to the gate which you’ll need to press to open it. Since you can’t reach it, you’ll need to find something to throw which is where the vending machine comes into play. Jump at the handle in the centre and it will release a can which can be thrown at the button to open the gate. If you do this four to five more times, you’ll get the achievement ‘Hunger.’
Once you’ve opened the gate you’ll enter a common room sort of area with another one of those static-TVs. Approach it like you did in the last chapter and unscramble the signal. Once again, you’ll find yourself in that strange corridor and will be thrown out once you get close to the door.
Once you’re back in that room, you’ll be able to see a set of stairs which lead to the upper level. There are three doors. The one in the centre requires two fuses to be slotted into the panel beside it while the one on the left only requires one. The problem is that there aren’t any in the immediate area. The door on the right only requires a key, but again, you don’t have it so you’re going to have to make a detour.
Rather than going up the stairs, head straight forwards through the open door beside them.
You’ll walk past an open elevator and through an open door that leads to an x-ray room. On the wall, you’ll see a number of scans, one of which shows a teddy bear with a key inside it. This is the key you need to unlock the door on the righthand side of the stairs.
Make your way through the x-ray room and you’ll come to another open door. This room is full of toys – one of these being the one with the key inside.
Before you look for the teddy, there’s a hat on the top of the shelving unit at the far side of the room. Climb up and grab it before heading back down. From the x-ray you’ll probably think you’re after the bear on-top of the table, but what you actually want is the bunny between the cabinet and wheelchair.
You can double check by putting it behind the x-ray machine and pulling the switch. You can also get the ‘X best friends’ achievement by holding hands with Six behind the x-ray machine.
Once you’ve found the bunny, you need to take it into the elevator which will lead you to the floor below where an incinerator is located. Throw the bunny inside and pull the switch.
The bunny will burn and you’ll be left with the key. If you do this wearing the bear hat you found earlier, you should unlock the ‘Toys are for kids’ achievement.
Now you’ve got the key you can head back to the locked door on the right-hand side of the stairs.
Unlock it and proceed onwards into an operating room filled with prosthetics hanging from the ceiling.
Exit the room and you’ll find yourself in a long hallway. Turn left down the hallway and you’ll pass some shelves and cages filled with more prosthetic bodies. At the end of the hallway you’ll find your second glitch.
Pick it up before heading down to the opposite end of the corridor and you’ll see a door with a broken window. Six will give you a boost through into another operating room. Straight across from you is a box full of hands. You need to move this out of the way so you can crawl under the gap behind it but as you do, a hand detaches itself from the body on the table and scurries away.
Proceed with your task and crawl through into the next part of the room. Opposite you is a cage you can climb up onto to drop into the next part of the room.
As you do so, the hand will jump out again, but this time it’s ready to attack so jump past it and climb up onto the table in front of you.
It will be waiting for you in the next part of the room, but you can run past it and start climbing up the cages against the wall. The hand will climb after you though, so be quick about it. When you reach the top, there’s a vent you can climb through. Crawl through and drop down to the body bag below.
Follow the hallway and enter the only room you can and head straight to the end of the room. Once you get there, the hand will drop down from the vents above. Avoid it and climb up on the table in front of you.
From there you can climb up and through the shelves blocking your path and drop down in the next area. The hand will follow you, but there’s a hammer on the ground which you can use to crush it. Like with the bullies, timing is an issue, because if you miss your swing, the chances are, the hand will jump at you. The least risky way I found was to jump out of the way when the hand pounces because when it misses it will stumble giving you time to turn around and hit it. Once you hit it it will scurry away to hide and jump out from another angle so keep your eyes open.
You’ll need to make sure to hit the hand three times to kill it and if you hit it three more times after that, you’ll get the ‘…and stay dead’ achievement.
On the table by where you found the hammer you’ll find one of the fuses needed for the electrical board. Pick it up and take it over to the door. There’s a box full of hands in front of the door so the first thing you need to do is move this.
You’ll then see there is a glass pane in the lower part of the door that can be smashed if you throw the fuse at it. Once the glass is broken, climb through and you’ll end up back in the hallway where you left Six. She’ll have moved to the room opposite where you emerge so meet up with her and make your way back through until you reach the room with the stairs again. This time head around to the door on the left that needs one fuse.
Plug the fuse in and head through. You’ll enter a small room with a wheelchair that leads onto a hallway. As you enter the hallway, go right and you’ll see a metal door with a window. Six will boost you through it. Inside this room is a lone switch and a standing patient that’s blocking the gate you need to go through. Most of the patients don’t move, but there are a few that do in the dark, so you need to turn the switch to turn off the lights. Make sure you have your torch on because as soon as it goes dark, the patient will run at you.
Let him get about half-way towards you so he’s no longer blocking the way out before shining your light on him. You can now edge your way around him, but make sure you keep the light on him at all times as you slip between the gap in the metal door. The patient will be unable to follow you, but he’ll make a grab at you through the bars of the door.
Proceed along the hallway and turn right. You’ll see three patients, but none of these move so you’re safe to duck through the hole in the door at the end.
The next room is pretty terrifying as it’s full of patients and you don’t know which ones are going to move. As you walk through, two are going to charge at you.
The first is when you come across a cluster of them between two rows of beds on your right and it’s the middle one. The second one is a little further. They will both start running at you at around the same time so you’re going to have to run past them and then point your torch at them once they’re behind you and back away until you reach a bed which you can crouch under.
In the next part of the room, it’s the first one you pass on your left and as you proceed, there are some more on your right. It’s not too hard to pass them if you make sure to pin them behind them with your torch. You just need to make sure you account for all of them as you make your way towards the door at the back of the room.
You need to climb through the window, but as you have to turn your back on them to do this, you need to be quick. From the door, go straight ahead and there is a trolley you can climb up to help you reach the vent above.
Crawl through and you’ll drop down into a room with a bed and toilet. Exit the room and you’ll end up in a new hallway but before proceeding, you’re going to want to slip through the hole in the gate to your right. There’s an open door and inside is your third glitch.
Once you’ve picked it up you can go back and proceed down the corridor. You’ll notice doors lining both sides and after the third set of doors, arms will start popping out of the hatches in the door.
They’ll grab at you so you’re going to have to run past them, avoiding them from both sides until you turn a corner. At this point you’re going to start having to contend with crawling patients chasing you rather than just arms so keep running. Crawl beneath a couple of beds and make a run for the filing cabinet at the end of the hall. You can climb up this and through the vent.
Follow the vent system and you’ll drop into a shower room. Just beside where you drop is a switch for the lights. To your left is a small box. Drag it away to reveal a vent which can be crawled through. Your fourth and final glitch of the chapter is in this room.
Once you’ve picked it up, head back into the shower room and you’ll see a metal door opposite where you initially dropped down from. It’s locked but there’s a button to press to open it. Behind you are some bars of soap.
Pick one up and throw it at the button to open the door. Inside is a patient in a wheelchair. You need that wheelchair so what you’re going to have to do is turn the lights off using the switch from before then go and get the patient’s attention. Once you’re close enough, he’ll get out of the wheelchair and chase you. Use your torch to keep him at bay as you back towards the light switch. The moment you turn the torch away, he’ll be coming for you, so quickly pull the switch and turn the lights back on.
Now he’s frozen in place again, return to the wheelchair and wheel it over to the door so you can climb onto it and through the window.
You’ll drop into a large, dark room and this is my absolute least favourite part. The room is absolutely full of patients, and a fair few of them will run at you.
For the most part, you’ll have to rely on trial and error to get through this room since they’re going to come at you from all angles. Just keep moving and do your best to keep them behind you as much as you can. Once you reach the end of the room, duck under the boarded up doorway and you’re safe for the time being.
Just make sure you don’t stay too close to the doorway as the hands will grab at you. You’ll notice the ball behind you and you’ll get the ‘medicine ball’ achievement if you throw it at the hands. You’re almost back at the room with the stairs now. Further in the room, next to a stool is a switch.
Pull on it and it will cause the electrical board to short circuit and a fuse will be thrown to the ground. Pick it up and place it in the tray by the metal door. Six will retrieve it from her side and plug it into another electrical board to let you out. You can now take the fuse, along with the one that unlocked that section of the hospital in the first place and take it back to elevator in the next room. Put the fuses in place and pull the switch.
Go down the elevator and you’ll enter a hallway. Go straight ahead until you reach the end and turn the corner. At the end of the hallway is a metal gate with a small window and some rope attached.
Climb up and through and you’ll reach a morgue. As you approach the door, a hand will jump out and another will attempt to escape from behind a closed mortuary stretcher. Six will hold it back for as long as you can, but you still need to take care of the other one using the pipe on the floor. After you get two hits in, Six will no longer be able to hold the drawer shut and the second hand will escape so now you have two to deal with.
Kill them both and then help Six remove the last piece of wood boarding up the door. Crawl through the hole and pass through the room with faces on the wall and into the next one which appears to be for storage.
You’ll first see the doctor in this room and some shelves which will allow you to sneak past him. Make your way to the first set of shelves and duck beneath them.
When he isn’t looking, sneak over to the second set of shelves and climb over them. In the next section of the room, you’ll see the doctor working at a table.
You’ll need to sneak past when he isn’t looking and then crawl through the vent by the floor. This leads you to another ward room and in this room, he’ll be actively moving about from the ceiling. Using the beds for cover, cross the room and you’ll see a locked door.
It has a button to press and you’ll find some toys at the back of the room with which you can open it. Keep using the bed for cover as you make your way towards the toys. Grab one and then make your way to the door, throw the toy and run because the noise will catch his attention. Dash into the next room and hide under the bed so he doesn’t see you when he comes in to investigate.
Once he’s left, you’re free to climb up the filing cabinet opposite and into the vent. Follow the vent system through and you’ll find yourself on some broken ceiling.
At the far side is a hole you can drop through onto a stretcher below. Drop down and you’ll find yourself in a locked morgue. To find the key and get out, you need to pull out the open tray and climb into the box.
Six will then push you into the other side. Before you start searching for the key, head to the bottom drawer on the left of the table. Inside is the second and final hat of the chapter.
Pick it up and get back to work. Make sure you’ve opened all the drawers you can see in the picture below and then climb up onto the one closet to the door you entered through.
Jump up onto the next and then at the handle of the open drawer. It will swing across and allow you to jump down onto the table. From the chopping board you can jump to the drawer opposite and climb up.
Walk across the top and then jump down to the key. You can then go back the way you came and Six will pull you back through. Head to the locked door, unlock it and you’ll find yourself in a medium sized room with some filing cabinets and some shelves with bodies on them.
Climb up onto the filing cabinet and then jump across to the shelves beneath the vent. Follow the vent system and you’ll end up in a room with a metal gate which is missing the fuse to open it.
There is also an open doorway that leads to a larger room. The fuse you need is in the back of the room, in one of the upper drawers, but you can’t get it without being caught by the doctor who is in that room. Instead of going through the doorway where he’s likely to see you, crawl through the vent so you end up underneath a sink.
From there you can cross to underneath the table when he isn’t looking. From that table, cross to under the one in front of you. As you come out from under the second table you’ll see another vent which Six will boost you through.
You’re now in a room with a breathing patient laying on a bed, hooked up to some machines. Beside him is a switch that is too high for you to reach. Against the wall is a small rack with sheets in it with a ladder above it. Jump onto the rack and climb the ladder and you’ll find yourself on what remains of the floor above. Make your way across the floor until you’re directly above the switch.
Drop and latch onto the switch. This will turn off the machines and the patient will stop breathing. The doctor will be alerted so when he opens the door, be ready to run out. He’ll be too distracted to notice you.
You can now make your way to the wall where you can see the fuse. Six will pull out one of the trays for you so climb up and jump to the next one and then you can jump to where the fuse is.
Pick it up and return to the door. Again, opening the door will catch his attention so be ready to run as he’ll be hot on your trail. You’ll need to slide under a shelving unit and then avoid it as it falls as the doctor will knock it over.
In front of you is a stretcher which will act as a ramp, so be sure to run up it and jump. The chase will follow a similar pattern of you sliding under and jumping over things while avoiding the falling shelves until you reach another room with a furnace in. Lead the doctor into the furnace and drop down from the stretcher inside.
Once he’s inside, you can wade through the ash to escape through the vent underneath. He’ll try to grab you as you go, but once you’re out, Six will shut the door to lock the doctor in. You’re then free to pull the switch and incinerate him.
In the same room, there’s a elevator door with a switch. Once you’ve dealt with the doctor, head over to it and Six will boost you to the switch.
Get into the elevator and you’ll head up to one of the floors above. For the moment, you’ll still be in the hospital but this marks the end of chapter 3 of Little Nightmares II.
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