


Each time you hit it, it will scarper away until the third time, at which point it will be “killed”. Chuck this down and then find the hammer in the middle of a light source and attack the hand with it, which is luckily rather easy to dispose of. The hand will eventually drop down, so make good use of the tables to avoid its grasp and then eventually clamber atop a workshop table with a battery bulb. Drop down into a hallway with body bags and then go into a new room on the left, the sounds of the hands banging above you. To escape the disembodied hand, simply run when they start limbering up to jump at you, then run and jump up onto the table on the right, drop down, and sprint up onto the climbable shelf and through the vent - don’t delay as the hand will catch you. Once in, keep going right until you reach a box of mannequin limbs, drag them out of the way and then go through the gap, climbing over the bunk bed once you’ve reached it. Walk through the room filled with mannequin pieces and then travel downwards, accepting Six’s leg up to get through the broken door window. Use the key on the door on the right to unlock it. You will notice two conduits for battery bulbs. Travel back to the foyer and then up the stairs. Walk to the right and throw the bunny into the incinerator, pull the lever, and then claim the key from inside the incinerator. Little Nightmares 2 Chapter 3 Little Nightmares 2 Chapter 3Ĭarry the bunny with you to the left from where you came and then walk into the elevator with Six to go down to the morgue.

To advance, continue right and then pick up the small bunny with half an ear if you scan this with the x-ray, you will see that it holds a key. For the ‘ X Best Friends‘ achievement, quickly run behind the x-ray and then hold Six’s hand while it’s still active. If you pull the lever, Six will go behind it, showing her skeleton. Sticking on the same floor, go all the way to the right until you arrive at what looks like a giant x-ray machine. You will come to in a foyer surrounded by what looks like amputee patients. Mono will eventually be dragged out of the sequence by Six. Walk up to it and move the left stick in the direction that you get the most feedback from.
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Take one of these cans and then throw them at a button on the right to open the doors, walk through and then Mono will again have to deal with the strange TV transmission. Jump up on the vending machine’s lever to make a soda can come out - do this more than five times to unlock the ‘ Hunger’ achievement. Continue walking to the right and then walk up through the hallway, cutting to the right and into the room with a light source and a vending machine. If you walk directly upwards in the next room, you will come across a Glitching Remains near a trolley with a mannequin leg. Flashlight in hand, proceed to the right, through what seems to be prison bars. You can turn the flashlight on and off with circle/B and point it around with the right stick. Make your way through the vents and then drop down into a dark room, picking up the flashlight on the floor. Walk up to the grate on the right and open it with Six’s help, then crawl through before everything comes tumbling down. Carry this over the other side of the hallway and then place it into the conduit to open an elevator shaft, drop in but do not jump, otherwise the elevator will fall. Take notice of the giant battery bulb located here, which seems to be powering everything in the vicinity. Follow Six’s exact movements once the door is open to climb up the beds and ropes until you eventually reach the other side of the gigantic chasm. LITTLE NIGHTMARES 2 CHAPTERS: Wilderness | School | Hospital | Pale City | TransmissionĪfter a daring escape from the school of Chapter 2, Mono and Six find themselves in yet more danger in Little Nightmares 2, this time in a deranged hospital for Chapter 3.Īs soon as you arrive through the window, keep pushing right until you arrive at a set of doors that you need Six’s help to open.
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PC, PS5, PS4, Xbox Series X | S, Xbox One, Switch, Stadia
