Little Nightmares II Chapter 1 Walkthrough

Little Nightmares II Chapter 1 Walkthrough

Collectibles in this chapter:

Hats: 2

Problems: 4

Enemies: the hunter

After dreaming of a hallway with a door at the end with a big eye engraved in it, Mono wakes up next to an old-fashioned TV. From there, you'll want to keep walking until you hit a small drop. Jump across the gap and continue until you reach what initially looks like a dead end. Under the trunk of the tree, you will see a kind of metal grid that Mono can interact with.



Open it and browse. You will arrive in a clearing with discarded shoes and a hanging body bag. Go past them and climb the rock face, cross the fallen tree trunk and jump off the end.

After climbing a few rock walls, you'll come across the first trap - a trigger wire.

Jump over it and continue until you reach a vertical crate. Push it out of 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 and be ready to run because when you get out of it a tree trunk will fall and start rolling after you and if you are not fast enough it will run over you.

Once he grabs another tree, you're safe. Keep walking until you reach a small ledge. Jump and you will see a rope hanging above you. Next to you you should see another fallen tree trunk, but this one is hollow so you can crawl and bring yourself to a higher ledge closer to the rope.

You should be able to jump and grab it now. Swing and jump down and you'll see a hanging crate and a handle to lower it. Use it to jump through the gap before the crate returns to its original place. Continue until you reach a broken bridge.



It's not a space that can be walked over, but if you look down you'll see a ledge to descend to. Go down on it then on the ground and approach the rest of the broken bridge. You're going to want to climb it, but first there is a tunnel a little further. Go through it and you will reach a kind of cave in which you will find your first problem.

Collect it before going back up and going up to the bridge. Keep going and there will be another ledge to fall off and another trap. This time it's a trickle and a little harder to see than the trigger wire. You will have to throw a shoe at the trap to trigger it as the trap mechanism means a log will lower as the net rises and you will need it to climb the next ledge.

Walk a bit and drop to the ground. There are more traps here - bear traps, but they are visible enough to be avoided. Go through the clearing and climb on the small tree trunk and you will 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 that is blocking the tree trunk tunnel. Crawl through the trunk of the tree and you'll start sliding down before landing near another branch. Before going any 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 where you came from and take the branch. Start hitting the ground in front of you as there are more bear traps. They are hidden this time, but if you hit one it will trigger a chain reaction in which several traps are triggered. It should now be safe to climb on the small rock in the middle of the clearing. Jump off the rock to the next section as there are more traps hidden under the leaves.


You are 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 in the pine cones to trigger them. Once your path is clear, head to the fallen tree trunk and jump from it to the makeshift ladder in front of you. Climb it then jump into the clearing below. Cross the clearing and you will come to a house.

The front door won't open, so you'll have to climb on the crate near the window and go through it. You will enter a kitchen. There's not much to do in there, but you do get a feat opening the fridge. Push the door and enter the hallway.

The first open door you see is the one you want, but ignore it for now and walk through the house until you reach the second open door. This room is filled with clothes, boots, and on the carpet you'll see a hat that you can pick up and equip from the hat menu.

There is nothing else to do in this room, so go back to the door you saw earlier and go through it. This leads to stairs. You might have noticed some music when you first walked in and it gets louder when you walk down the stairs.


You find yourself 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 punch through the exploded panels. You might notice an ax stuck in a wooden box, but it shatters when you try to pull it out. Instead, go through the open door and you'll enter what looks like a workshop.


A hatchet is integrated into one of the boxes. Remove it and go back to the previous room and use the ax to make 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 hear. Fans of the series will recognize her as Six but without the raincoat. When you open the door, she hides under a table.

As you try to approach her, but she runs away, so you have to play chase. Follow her up the stairs and you'll see that she has opened one of the previously closed doors - the room opposite the room you found the hat in. Inside, you'll see a dead family sitting at the dinner table. Ignore them and follow the Sixes into the cabinet and through the vent.

In the next room, you will see a locked door and Six pulling on the rope that leads to the attic. She is not strong enough to open it, so she will invite you to help her.

Six will give you a thumbs up to grab the rope, then it will grab hold of you. Your combined weight will be enough to open the attic door and lower the ladder. Go up to the attic and you will see a large suitcase in front of you. With the help of Six, push the suitcase into the cupboard so that you can climb constantly. In the next part of the room, you will see the key to the locked door at the bottom hanging on a hook above you, but the mechanism for lowering it does not have a handle.

Six then approach one of the cupboards and invite you to move forward. Approach her and she will give you a thumbs up so you can go get the key. Crouch under the shelves and crawl through and you will see a very dead person on a chair. In their hand is the lever, so you will have to pull it freely.

Once you have it, go back to Six and put it in place. Then go climb on the hanging bag which looks strangely like a body bag. Climb on it and Six will use the mechanism to lift the bag. Once you are at the key, jump to the hook. Mono won't be able to hang on for very long, but there is enough force to rotate the hook and send the key flying to the ground.

This is where the Nome's attic DLC starts. If you have it, you can find our guide here. Otherwise, collect the key and go back where you came from. While you used the suitcase to climb on the drawers, on this side you don't have this option so you will have to open the bottom drawer and climb up and down. Go back down the ladder and use the key to open the door.

Now that you are back outside, you will see a small wooden outbuilding. Six will give the handle a boost so you can open it and you will find your third problem inside.

Pick it up and go to the open shed. It's basically a room full of traps and crates, but the larger crate can be pushed towards the opposite wall so you can climb out the window. However, it will only get that far, so you will have to jump.

Climb through and you'll find yourself in a room full of animal skins and you can hear the rather disturbing sound of the hunter skinning an animal. If you get too close or move too hard, he will spot you and hit you with his weapon, so sneak past him.

The bottom wood panels at the end of the room can be pushed out with the help of Six, so do that and you'll come across a patch of leaves outside. This will, however, have caused enough noise to attract the hunter's attention, so you better be prepared to run.

As you run, there will be crates scattered at regular intervals. Hide behind each one as it shoots at them and give you time to reach the next one before it recharges. You will come to a ledge that you can drop and hide under the overhang. Unable to see you, the Hunter will go ahead.

Once you have left your hideout, you will see the hunter looking for you. Fortunately, the grass is quite long and Mono and Six are small, so if you crouch down it's easy to stay hidden as you walk through the grassy glade. However, beware of crows - if you approach them, they will surprise and attract 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 will see a hole in the ground. When he's not looking, go for it and descend through the hole and into an underground tunnel. Clear your way and you'll come to a new clearing. Continue until you reach a broken bridge with a piece of rope wrapped around a stick protruding from the end.

What you need to do here is pull the stick to lift half the bridge and Six will jump across. Call her (the game will tell you how) and she will move to the edge of the bridge and reach out to you.

Run and jump through the space and grab her hand as you interact with the objects and she will pull you up. Once you get through the breach keep walking and you'll come across a bunch of abandoned animal cages and one suspended by a rope.

The hanging cage has a hat inside, so you will have to climb the cages and jump into the hanging cage. Climb on it and jump several times so that it falls and shatters.

Take the hat and keep moving forward until you reach a ledge just behind a wooden crate. You will see the hunter still looking for you, but you will still have to keep moving forward. Jump into the clearing below and you will surprise a bird.

This will grab the hunter's attention, so be ready to run again and, as before, hide behind the crates you come across until you reach the wooden building.

Climb onto the boards and stop behind the TV. Once the hunter shoots it, continue until you reach the top level of the building and cross the plank. It will snap as you walk but Six will catch up with you.

Climb up and start running, making sure to avoid holes in the ground or shots from the hunter as he shoots you from below. Jump through the window and you'll slide onto a roof. You'll fall into swampy water, but you'll be hidden from view by a wooden jetty.

Follow it until you reach a section with a gap underneath that is large enough that you can squeeze in if you crouch. As tempting as it may be to squeeze in, it should only be done when absolutely necessary, because when you squat you will be underwater. Mono can only hold his breath for so long.

Once you reach the other side, you will see a set of tree stumps with a gap between them. The hunter therefore watches when he is not looking, sneak out and when you are halfway, dive underwater to do the rest of the way without being noticed.

Continue until you reach a small mass of dirt with a vertical tree trunk with a heart carved into it. Push him so you can dodge behind him to cross the next piece of swamp.

You will then come across wooden planks that form a ladder. Go up the ladder and head to the ledge and go down. There will be crows nearby and again, approaching them will surprise them. You will have to run, dodging behind boxes as you reach a hangar.

Enter and Six will close the door and slide the lock to slow him down. While she is doing this, get on the crate and shoot down the weapon hanging on the wall. The hunter will be knocking on the door all the time, so you have to be quick or he will catch up with you.

Once the weapon is on the ground, help Six lift the weapon and the two of you will shoot the hunter. Sure for now, climb back up onto the crate and out the window. Walk down to an area of ​​beach with a half-door washed up in front of you. Push it into the water, then go up and navigate to the next area.

Once on land, exit the door and you will see the last problem of the chapter near a television.

Pick it up and head to the building. There is only one door you can go through and that will take you to the second chapter of Little Nightmares II.




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