The next room has a pile of broken desks and another bully. Once you free yourself, move right, grab the hammer, and smash the bully that's looking the other direction. They'll trap you in a locker and capture Six. In the next room, you'll be attacked by a group of Bullies. Jump on top of it and over the next obstacle. It will swing over you if you're ducking. In the next room, crouch and trigger the trap that sends a light fixture swinging. Once the locker falls, jump on top of it, then over the ledge to the right. Approach closely, as a locker will fall on you if you run too quickly towards it. As you move through the next few corridors, watch for loose floorboards that trigger swinging traps.Įventually, you'll encounter a door on your right that leads to a janitor's closet and a hallway leading up towards a window and a toy sitting there. Time your jump with hers a few times, and you'll open a trapdoor to the next section. In the next room, jump onto the weak floorboard. When Mono changes the way he's holding the item, throw it at the painting to knock it off the wall, revealing a new path. There several objects here you can pick up. Run up the hall in the middle of the corridor, then go through the door. Jump and grab it, and you'll notice something odd about the painting. Move to the right until you find a lever. Finally, head to the lower right and climb the bedsheet rope to enter the school. If you climb the stairs towards the front door, then move down to the top of yet another dumpster, you'll find the Soccer Ball Hat as well (the red circle). ![]() There's a Glitching Remains by a dumpster (the blue arrow in the screen below). The building is in an "L" shape, so head to the juncture up past the main staircase. Jump through the window to help Six pull the dumpster away from the fence to enter the playground. Run towards the door, and you'll eventually collapse back outside the screen. Use the left stick to adjust the screen until it lines up straight, then do it a second time, and you'll be transported to a corridor. Squeeze through the next door, and you'll enter a room with a television putting out a strange signal. Go through the door on the left and approach the TV near the top of the ledge to find a Glitching Remains.Ĭross the narrow beam, and you'll enter a room with a suit hanging from a noose. Six will approach the other side of the large gap and catch you when you leap across. Go back to the right and move up the stairs. Push the TV off the ledge, and Six will ride up to the floor above you. Jump onto the ledge and move to the left. Swing back and forth until you kick the other TV down the hole, pulling you up to a new area. In the next area, climb on top of the TV missing its screen and jump to grab the rope. Move to the wall on the right, and Six will get in place to boost you through a hole in the wall. This is where you'll find the first main puzzle section.Īfter you walk through the cafe, you'll find a pile of smashed televisions. Take in the sights as you go, and you'll eventually walk through the cafe, just before encountering the school. Little Nightmares 2 School Walkthrough Getting InsideĪfter you leave the wilderness, you'll start prowling through a ruined city. ![]() There are some tricky areas here, so here's how you get through this section of Little Nightmares 2.īeware: spoilers follow. ![]() The school is the second main area you encounter in the game, after the opening section in the wilderness.
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