Little Nightmares 2 Walkthrough: Solving Puzzles and Riddles

Little Nightmares 2 is the continuation of the dark platformer where you play as a boy named Mono and travel through a distorted world. As you progress, you will meet the heroine of the first game, Six, to overcome the challenges standing in your way together. In this guide, you will find the walkthrough of five levels and solutions to all the puzzles in the game.

Level 1. The Wilderness: How to Pass Traps Under the Leaves

Run forward along the road and jump over the gap. Once you reach the locked gate, press the corresponding button on the gamepad (R1) or on the keyboard (LMB). Walk along the pipe, then climb up the ledge. To grab edges, use the previously mentioned keys. We recommend taking one of the scattered shoes on the level with you. It will come in handy to disarm the trap near the tree. With a shoe in hand, the character cannot jump or climb. To deliver the shoe to a high surface, simply throw it towards the ledge.

Throw the shoe into the tripwire to disarm the trap. Move a bit further ahead. Here, you will see a crate. Push it down and move it closer to the edge of the ledge to climb up. When you crawl under the debris, get ready to run. At this moment, a large log will roll towards your character. Use acceleration to outrun it.

Next, you will need to climb the ledge on the left and then jump to the ledge on the right. This can be done in several ways:

  1. Climb the rotten tree to the ledge on the left, run and grab the rope between the ledges. Swing to reach the ledge on the right.
  2. Climb the tree up, then jump onto the same tree from above and from there jump to the ledge on the left.

Use the lever to lower the crate. This will allow you to proceed further. In front of you is a large gap with a broken bridge, but here you will find a place to descend. Inspect the near part of the broken bridge and descend. You can climb up the broken bridge using the R1 or LMB buttons.

Upon reaching the other side of the bridge, you will see several shoes lying on the ground. Take one of them and throw it into the tripwire. This trap needs to be disarmed in any case, as the wooden stick attached to it will help you climb up. In the next clearing, you will see several open traps. Walk around them and find a trap with a stick sticking out of it. Take it, approach the open trap, and hit it. Descending down the tree, also pick up a stick. In front of you is another clearing with traps that need to be disarmed. Unlike the previous ones, these traps are hidden under dense foliage. Hit the foliage in front of you with the stick to create a chain reaction and disarm several devices at once.

Further, on a small island, you will find several pine cones. Use them just like the stick: throw them into the foliage under which the traps are located. Climb the makeshift ladder and run forward. This will lead you to the hunter's cabin.

Level 1: How to Free the Trapped Child

You can enter the house through the window. Walk through the kitchen and enter the only open door here. Go down the stairs and inspect the room on the right. Here you will find an axe. Take it in your hands and bring it to the next room. Use it to break down the door and approach the child in the room.

Return to the hallway on the first floor. Walk past the kitchen door and turn right. If you inspect the hallway on the left, you can find a headgear. In the dining room, climb the cabinet on the left and go through the opening in the wall. The child will not be able to lower the ladder, help him. To do this, simply approach your companion, use the jump and grab the lever on the ceiling. You can also call the boy to you if needed (key Q or the «triangle» button on the gamepad).

Level 1: How to Get to the Attic and Find the Key

Climb to the attic. Move the suitcase with the help of your new companion and approach the cabinet on the left. Wait for the boy or call him to you. Climb the cabinet and go to the next room on the left. Here you will see a doll of a woman with a lever in her hands. Take the lever and go back. While your companion lifts the sack, you need to climb on it, jump and grab the hook. The key will fall down, and you can return to the first floor and open the door.

Exit the house and approach the toilet. To open it, call your companion and unlock the latch. Inside you will find chaotic remains. In the building on the right, move the crate and climb into the window. You will enter the room with the hunter. To the right of the door, you will see a wooden stick that can be pushed out to get outside. It is worth noting that this will attract the hunter's attention.

Level 1: How to Escape from the Hunter (Wasteland Monster)

Once outside, you need to run and hide behind wooden crates. The hunter shoots at a certain interval. During his reload time, you need to get to the next cover. Otherwise, your character will die. Hide under the tree roots and wait for the hunter to move to the clearing. Move in a crouch. If the hunter points his flashlight at you, just stop and wait until he turns away.

When you reach the edge of the map, you will see a small hole in the ground. Jump into it and run to the right. Once out, approach the bridge. One section of the bridge is lowered: pull the rope to raise it. Your companion will be able to cross to the other side. Lower the rope, jump across the gap, and grab the child's hand.

Here you will see a large number of cages, including one hanging cage in a tree. Climb up the crates and jump onto the large cage. Use the jump button to break the rope and pick up the headgear.

After a short break, you will meet the hunter again. When you descend to the wooden crate, the hunter will notice you because of the startled crow. Take cover behind the crate and wait for the shot, then run to the right and climb up. Walk along the top of the hangar to get out and fall into the swamp.

Level 1: How to Fell a Tree in the Swamps

You can hide from the hunter using the «crouch» key. It is worth noting that you cannot hide for long. After a few seconds, the character will resurface due to lack of oxygen. Move forward until you reach a large stump with a heart carved on it. You cannot move it right now. To do this, you need to attract the hunter's attention so that he shoots at this tree several times.

This is quite simple: show yourself to the hunter and immediately hide behind the islet. To lower the tree, we needed only three shots. Then you will find yourself in a clearing with crows again. If you approach the birds right away, they will fly away, and the hunter will immediately shoot your character. Act as follows:

  • Move closer to the water (bottom of the screen);
  • When the crows fly up, run to the crate;
  • Wait for the shot and run to the next cover.

Enter the house, climb onto the crate, and grab the shotgun. It will fall to the ground. Wait for your character to get up and use the shotgun to shoot. Climb out the window, push the door into the water, and head to the other shore. Once docked, you can find chaotic remains by the TV on the shore. Enter the only open door of the building to proceed to the next level.

Level 2. School: How to Get into the School

Exit the building. Outside, find an open window in the café building. Inside, find another window, ask your friend to help you climb up, and stop. You will see two TVs in front of you. One of them has a rope attached to it. Climb onto the TV on the left and grab the rope. Swing until the TV tied with the rope falls down. This will get you to the upper floor. Inspect the left side of the location. Find a similar TV and throw it down. Now your friend can help you cross the gap between the stairs.

After climbing to the upper floor, you will see the first active TV, which will create interference. Approach it, use the movement keys or the stick on the gamepad to tune the transmission and get rid of the interference.

Get outside. Move the trash container to access the area in front of the school. In the far right corner of the area near the trash bin, you will find chaotic remains. To get into the school, use the sheet crawlspace to the right of the entrance.

Level 2: How to Use the Lever

After entering the building, you will find yourself in a corridor with portraits. Finding the way out is easier than it might seem at first glance. If you activate the lever and turn off the light, you will see light coming through a hole in the portrait on the left. You just need to take a small object from the adjacent room and throw it at this portrait. It will fall to the floor, and you can proceed further.

In the room behind the portrait, you will find a hatch. Together with your companion, you need to jump on it synchronously. After doing this, you will fall into a box with communications. Once out, open another hatch and move forward down the corridor. It is worth noting that there will be traps along your way. They are easy to spot: pay attention to the floorboards. If one or more boards are slightly raised and stand out from the rest, it is most likely a trap. As soon as you step on it, a bucket of junk or a school locker will fall from above.

Run to the right until you reach the end and activate the trap in front of the toy on the floor. A locker will fall in front of you, which you can climb to reach another corridor. Continue running to the right. At some point, an open locker will fall on your character, and your companion will be taken away by toy schoolchildren. Pick up the hammer, approach the toy, and hit it. Now you can deal with the toy schoolchildren in this way.

In the room on the right, you don't need to use the hammer, as there is a trap here. Pick up a piece of paper and throw it towards the doll. The schoolchild will run at you, step on the plank, and die from the falling bucket.

Level 2: How to Escape from the Teacher (Monster from the School)

Proceed to the next corridor. The third locker from the entrance can be opened to pick up chaotic remains. Head to the far room on the right. This is a school classroom. Here you will encounter the first boss (Teacher), from whom you will have to hide until the end of the level.

As long as the teacher has her back to you, she is not dangerous. Run behind the students into the document room and climb onto the locker on the right. It will fall and attract the teacher's attention. Before she appears, hide in the box in the center of the room. Wait until she leaves the room, grab the key, and escape using the opening in the wall.

In the classroom, you can hide under the desks. Observe the teacher's movements and wait until she approaches the board. At this moment, you can safely leave the classroom, but do not run, or the students will notice you.

Return to the elevator and use the key. After going up, you will find a student tied to the wall with a rope. Walk around him on the right side, then attract his attention. You need to keep a distance so he doesn't grab you. When the student tries to approach you again and falls, take the pipe and hit him.

Use the same pipe to break the lower part of the door and climb into the ventilation duct. After exiting, you will drop several bottles, which will attract the teacher's attention. Hide in the far box. When running across the beam on the right, you will drop a can. Now hide in the box on the right. Climb up the rope, lower the wooden plank, and hide again.

In the library, move the ladder and climb onto the shelf. When you jump to the next cabinet, the teacher will appear and start chasing you. Keep running forward, then jump onto the large stack of books tied with a rope. Jumping to the adjacent stack of books, you need to move right and left to hide from the teacher's head. When the teacher leaves and closes the door behind her, move the box in the left corner of the room to the door and open it.

Level 2: How to Solve the Chess Puzzle

Climb the stairs to the second floor and approach the door on the left. Here you will find chaotic remains. Now go to the door on the right. Take part of the white rook figurine and place it on the main figure (just approach it with the missing part in hand). In the room, you will see a large chessboard. You need to perform the following actions:

  • Place the top of the rook on the distant figure on the left to reach the top of the king;
  • After descending, remove the top part of the rook and place it on the figure near the table on the right;
  • Place the top part of the king on the central figure;
  • Inspect the right side of the room and find the top of the bishop;
  • Place it on the distant figure on the left (where you initially placed the top of the rook);
  • Grab the lantern above the table on the right to open a hidden room.

After obtaining the key, unlock the door on the lower floor, move the dish shelf aside, and enter the room on the left. Here you will find more chaotic remains. Return to the corridor, move the shelf to the wall on the right, and climb up. This will lead you to the kitchen.

Level 2: How to Get Past the Students

You will have to fend off three students. Take the ladle and hit the first student. After him, two more will attack the hero. When the students approach, they stop for a moment to attack. Strike immediately after the student stops.

You can pick up the head from the last student and put it on your hero. Walk through the dining room and corridor using the disguise, and when you reach the utility room, climb up and grab the hook on the right side of the room. This will activate the mechanism and open the door. To open the door, throw any object at the white button.

In the next room, you will encounter the teacher again. To continue, climb onto the workbench and hide behind the jars. Wait until the teacher turns away, then move to the right side of the room. If you run, the boss will notice you and catch you. Jump onto the table on the right, choose the right moment and jump into the small window that leads to the next room.

Find the entrance to the ventilation shaft above the cabinet on the right and go through it. This will lead you to another corridor with several students. Take the hammer and approach the first student. When you step on the protruding plank, a trap will trigger. Immediately step back. The first student will start running towards you and will fall into this trap. Then just deal with the remaining two students.

Do not leave the hammer here, as you will have a small walk through the corridors. From time to time, students will attack the hero — fend them off and head to the toilet. Right before the entrance to the toilet, pay attention to the plank in the floor that activates another trap. Disarm it, deal with the last dolls, and free your companion.

Open the window and move to the other part of the building. In the center of the room, there is a piano with a lever behind it. Lift the instrument up until it breaks loose and falls to the floor. Climb onto the piano and use a jump to make the instrument fall to the lower floor.

The door on the right is locked. Approach the small window on the left and ask your friend to help you reach it. Go around the student on the left side. At this moment, your companion will distract him, and you can pick up the pipe and get rid of the student. Take the key, unlock the locked door, and climb the stairs to the second floor. Climb onto the cabinet and drop the box of books down to open the hatch in the ventilation shaft. This will lead you to the room where the teacher is.

You need to act as follows:

  • You can run, jump, carry items, and make noise only when the teacher is playing the piano;
  • Go downstairs and use the lever;
  • Move the chair to the cabinet on the left to climb up and reach the ventilation shaft.

Once inside the shaft, you will have a short chase from the pursuing teacher. Escape from the school to complete the second level.

Level 3. Hospital: How to Escape from the Elevator Shaft

After escaping the building, run to the right and cross the boards to the other side of the chasm. Move the trash container closer to the building to close the lid. Then push it to the right. In the alley, pick up the chaotic remains and enter the building. Climb onto the trash container, then onto the TV, and open the passage for your companion. Together you can lift the hatch lid and climb into the ventilation shaft.

Climb through the window and use the hanging beds to climb higher. Here you will encounter a fuse box for the first time. These elements will be used as puzzles on this level. Simply approach the fuse box so your hero can take the fuse in hand, then carry it to the right side of the room and place it in a similar fuse box.

Descend onto the elevator roof, but do not jump! Even running can negatively affect the elevator's condition, causing it to fall. Crouch and approach the ventilation shaft grate to open it.

Level 3: How to Find the Key in Plush Toys

Pick up the flashlight. All enemies you encounter on this level are afraid of light. To stop them, simply shine the flashlight on them. It is worth noting that in some locations, there will be too many enemies. In such cases, you will need to use a specific strategy to proceed.

Leave the room. In the next corridor, inspect the central doors and find chaotic remains. Head to the only open door, use the vending machine, and pick up a can of water. Throw the can at the button next to the grate. Use the TV with interference to adjust the transmission.

To the right of the TV, there is a staircase and a passage to the right side of the building. You need to find a plush rabbit that contains a key inside. You can check all the toys using the X-ray machine in the examination room. Take this toy and go down the elevator. Place the toy in the furnace, burn it, and take the key.

Level 3: Where to Find the First Fuse

Return to the first floor, go up the stairs, and inspect the door on the right. At the far end of the corridor, you will find more chaotic remains and a door with broken glass. Use it to climb inside. Move the box with limbs and pay attention to the new enemy. From this moment, you will be pursued by a living hand. You can hide from it on elevated areas or dodge its attacks. When the hand attacks, simply step aside.

Follow the ventilation shaft and go through the adjacent room. On the floor, you will see a hammer, which can be used to get rid of the living hand. It will take three precise hits to eliminate it. After each hit, the hand will temporarily flee, then return to attack again. When you get rid of the enemy, move the box with limbs away from the door, take the hammer, and break the glass. Before leaving the room, don't forget to pick up the fuse on the table.

Level 3: How to Escape from the Mannequins in the Hospital and Find the Second Fuse

Use the fuse to open the grate to the left of the elevator. In this part of the hospital, you will need a flashlight. Turn off the light using the switch and follow the hospital corridors, dodging the monsters. To temporarily immobilize the enemies, simply shine the flashlight on them.

At some point, you will enter a completely dark room with patients. You can simply run past the first two monsters and hide under the bed. Then you need to pass by three monsters at once and climb into the open part of the door. This is not easy: you need to lure the mannequins away from the door first, as in the absence of light, they will quickly start closing in on your character.

In the next room, climb into the ventilation shaft and follow the corridor. Monsters will start bursting out of all the wards. Try to stay away from them. When there are more monsters, use the flashlight and reach the shelf with documents, which you can climb to get into the next shaft.

Once in the shower room, turn on the light, take a piece of soap, and throw it at the button next to the grate. Now turn off the light and approach the grate. The monster sitting in the wheelchair will start approaching you. Turn the light back on, move the wheelchair to the door, and climb into the other room.

In this room, there are many mannequins that will start hunting you when you get close. The location is really challenging to navigate, so we recommend using a gamepad. If you play the game with a keyboard, it will be inconvenient to direct the flashlight and use the interaction button simultaneously.

How to run past the monsters:

  • You can't «run» in the usual sense of the word; you need to do everything carefully;
  • Gather five or six mannequins around you and lure them to the left side of the room;
  • When you move to the right, more monsters will come to life;
  • Shine the flashlight on them in a timely manner and try not to get cornered, or one of the mannequins will grab you.

Use the electric chair lever to cause a short circuit and pick up the fuse. Throw it into the tray on the grate and get out of this building. Place both found fuses in the panel to the right of the elevator and go down to the morgue.

When you reach the locked door, another living hand will emerge from the refrigerator and attack you. When you pick up the pipe and start fighting back, another similar enemy will appear. Deal with them one by one and move to the next room.

Level 3: How to Escape from the Monster in the Hospital

Here you will encounter the second boss in the game. Wait for him to turn away and move forward. In the ward with the beds, you need to pick up any item and throw it at the button next to the grate. Hide under the beds, take the toy, and open the grate. There is no point in running forward immediately, as the boss will hear the grate opening and follow you. It's better to hide under the nearest cover and wait for him to calm down.

Climb the shelf into the ventilation shaft to reach the morgue. Move the stretcher from the refrigerator, jump into the box, and wait for your partner to push it. This will take you to a dead-end room with a key. First, we recommend inspecting the lower refrigerator to the left of the table to find a headgear.

Now you need to pull out the lower stretcher from the refrigerator and grab the upper one. Return to the right side of the room. Pull the lower stretcher, jump onto the higher stretcher, and grab the refrigerator door. Jump onto the coffin on the upper stretcher to the left and reach the key.

Go back, open the door, and climb into the ventilation. On the right, you will see a panel with a fuse slot. You need to get it from the adjacent room with the boss. Inspect the left part of the room to find a passage to the ward with the patient. Use the lever on the left and immediately hide under the bed. When the boss enters, you will have time to go back and take the fuse from the refrigerator.

When you insert the fuse into the panel, prepare for an extended chase from the boss. Once you reach the cremation chamber, quickly get out of it and activate the lever to burn the boss. Use the elevator to go up to the first floor and exit the building through the window.

Level 4. Pale City: How to Solve the Elevator Puzzle

At the far end of the street, right before the cliff, you will find an open well, at the bottom of which you can find chaotic remains. Reach the entrance to the residential building and go up to the second floor. Climb out through the window, then use the ladder to get to the adjacent building. Continue forward until you reach the elevator.

To proceed, you need to solve a small elevator puzzle. Enter the elevator and press the lever to start going up. When it reaches the intermediate destroyed floor, jump onto the boards on the right and climb up.

This way, you can reach the top floor and inspect the office to the left of the elevator to find a key. By the way, it is in the lower drawer of the table.

Unlock the padlock on the elevator grate and release your companion. Now you need to enter the elevator, press the descent lever, and climb onto the ledge on the right again. Also, climb up and ask your friend to help call the elevator. When it rises, jump onto the elevator roof.

In the room with the mechanism, you can move the box on the left side of the room to find a passage to a secret room. If you do this, you will find parts of chaotic remains.

Climbing onto the roof of the building, follow forward to the place where you need to move to the metal balcony. For this, first, help your companion cross using the lever and the hanger on the rope. Use ladders and drainpipes to climb higher.

Level 4: How to Hide from the Man in the Hat

When the building starts to collapse, push the only door in the room and run to the right part of the location. This will take you to an apartment with two rooms. In one room, there is a TV that needs to be tuned. Right after this, you will meet a new monster — the tall Man in the Hat. Go back to the corridor, walk back down the corridor, then run to the children's room. Hide under the bed and watch the cutscene.

Return to the room with the TV and interact with it. From this moment, you can use such devices for teleportation. Go up to the second floor and use another TV. You will find yourself at a cliff, above which hangs the same device. Use the lever to move it to the adjacent roof, open the door, and «enter» the same TV again.

Level 4: How to Use the Remote

Run along the outside of the building until you find yourself in a room with two TVs. Here on the floor, you will find a remote. With it, you can turn TVs on and off, as well as solve small puzzles. Use it to turn on the device and teleport to the upper floor. In the room on the right, there is a descent down. Jump there and inspect the ventilation shaft on the left. Here you will find a headgear.

If you go through the ventilation shaft on the right, you will see a turned-off TV and a cart with papers. You should move the cart to the center of the room and turn on the TV using the remote. Teleport to the entrance of the room, use the chandelier to cross the gap, and jump onto the cart you moved earlier.

You will find yourself in a room with a turned-on TV, next to which stands a monster. Pass by it to the kitchen and go out onto the balcony. Here you will see another TV. Turn it on, return to the room, and turn off the device next to the monster. The enemy will run to the previously turned-off TV, and you will be able to turn on the device in the room again and teleport to the ledge in front of the window.

Climbing onto the roof, you will see another resident standing by a TV. You should deal with him just like the previous one:

  • Turn on the device located on the opposite roof;
  • Turn off the TV next to the man.

He will run to the second device and fall off the roof. Continue forward until you find yourself in a small room. You can turn on the TV now, but there is no point in teleporting. Instead, go outside through the window and push the second TV down, which is on the balcony.

In the next room, you will see water spilled on the floor and a lever on the wall. Approach the door, tear off two boards, and run to the lever. At this moment, a monster will burst into the room. Interact with the lever before it reaches the hero. Before leaving the room, don't forget to turn off the power supply!

Level 4: How to Solve the Second Elevator Puzzle

Now you will find yourself in front of an elevator shaft, next to which there is a turned-off TV and a passage to a garbage chute. You need to get to the intermediate floor, where the elevator does not stop. To do this, follow these steps:

  • Turn on the TV and climb into the garbage chute to the right of the elevator;
  • On the lower floor, move the box to the lever to call the elevator and enter it;
  • Go up in the elevator, then press the lever again to start the descent;
  • At this moment, teleport to the TV on the upper floor and jump onto the elevator roof;
  • As you pass the intermediate floor, jump off the elevator roof.

Move the box on the right side of the location to enter the apartment with the monster. Climb onto the toilet lid and jump onto the dry part of the floor. Turn off the TV and jump back onto the toilet lid. The monster will chase you, but it will be killed by electricity.

Move the chair to the door handle and leave the apartment. Once in the warehouse, you need to solve a small puzzle. First, inspect the upper part of the warehouse and find the food basket. Push it down. Now you can move to the left part of the room.

In the room to the left of the warehouse, there is a passage to a lever that can turn off the power supply. When you do this, go down to the food basket and move it to the right part of the location so that you can reach the TV. To activate the TV, turn the lever back on in the left part of the warehouse.

Once outside, teleport to the store and prepare for a small run from the monsters. In the next room, approach the TV and use the keys (or stick on the gamepad) to pull out the companion. At this moment, the boss will appear, as well as an axe by the door on the right. Use the axe to break down the door and escape from the monster.

Level 4: How to Defeat the Man in the Hat

Continue running from the Man in the Hat until you find yourself in a train car that can be detached. Climb the ladder from the well to the city street for the final boss encounter. To defeat him, use the keys on the keyboard or tilt the stick on the gamepad in the direction the Man in the Hat's hand is pointing.

Level 5. Interference: How to Solve the Door Puzzle

In fact, finding the right door when solving the following puzzles is very easy. If you hear a loud music box sound near a particular door, then that's definitely the way to go.

Enter the door on the right and go up the stairs. You will find yourself in a room with two doors. Enter each of the two doors twice (start with the right door).

In the room with three doors, enter the central passage with the distorted door, go through the door on the left and go up the stairs. This will lead you to a room with four doors. Use the sequence below to solve the puzzle:

  • Top left door;
  • Top right door;
  • Bottom right door.

There is one last door puzzle to solve. First, lower the wooden beam in the center of the room and return to where you came from. There are a total of seven rooms in the area, but you only need to enter some of them. Let's number the rooms from left to right as shown in the screenshot below.

Enter doors «7», «2», and «3» to proceed further. Inspect the left part of the corridor and find the room with your distorted companion. There is a hammer where he is sitting. Use the appropriate button to call the companion to you, take the tool, and hit the music box.

Level 5: How to Destroy the Music Box

When the hero wakes up, get ready to run from the monster. Take the axe, break the door, and enter the room with the monster. To attract its attention, use the «call» key, then enter the portal. While the monster is distracted, hit the music box with the axe.

Now let's number the passages as shown in the screenshot below.

  • Call the monster and enter the lower left passage No.1;
  • You will find yourself on the opposite side, where you need to call it again and return back;
  • While the monster is distracted at the lower right door, go up to the upper left door No.3 and call the monster;
  • Immediately enter this door and find yourself at the upper right door No.4;
  • Now you can proceed to the music box and strike it.

In the last room with the monster, the door layout will not change, but first, you need to get to the axe.

  • First, call the monster at the lower left door No.1, move to the lower right door and grab the axe;
  • The monster will see this and try to attack, immediately run back into the portal;
  • Distract it again at the lower left door to exit on the opposite side and enter the upper right door No.4;
  • Here, call the monster, enter this door, and hit the music box.

In the end, you will need to strike the music box a few more times (first, scare the monster away by shouting) and escape from the collapsing world. Watch several cutscenes that conclude the game.

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