Little Nightmares 2 - Complete guide to the history of Tarsier Studios opera

Little Nightmares 2 - Complete guide to the history of Tarsier Studios opera

Our story guide and walkthrough will guide you through each step of the storyline of Little Nightmares 2: from the title screen to the end credits. The new branded game Tarsier Studios, a follow-up to the first chapter released a few years ago, features a number of different locations they will venture into Mono e Six. If you are looking for a guide to collectibles, you may be interested in our two articles dedicated specifically for ghosts and of Hats.



Before continuing with the text, we advise you to pay attention in case you have not yet concluded in its entirety Little Nightmares 2, as you may run into some advances and minor or major spoilers related to the plot and to various playful sections of the work of Tarsier Studios.

Desert

Little Nightmares 2 begins with Mono waking up in a forest in front of one TV. Go right until you reach a small empty space in the direction of the small passage to be lifted and cross to go to the opposite side of a tree. Continuing, you will come across a box that you can move to climb the cliff further ahead. In the next area, a tree trunk it will come flying towards the protagonist: it will be enough to run down the hill to sow it. Once you reach the area with a suspended box, you will have to jump and swing to cross the broken bridge. Arriving from an elevator, to get to the other side you have to turn the lever until the top of the box matches the planks. After throwing yourself off another broken bridge, you will arrive in an area full of shoes: take one because it will be used in the next puzzle, in which you have to trigger a trap with it and then climb a log to continue. Once in the next area, pull a stick from one of the many traps to which you must pay attention and proceed inside a trunk. Once out of the tunnel, you will have to make your way through the leaves paying attention to the traps and the end of this scenario.



Once you get to the other side, you will come across the hunter's house: go to the window, drag a box and climb over it to end up in the kitchen. Go through the ajar door to go into the corridor and continue to the basement: here you will meet Six, the second protagonist of Little Nightmares 2! With the help of an ax you will get to her, however she will escape and you will have to chase her to a room with a lever that you will have to pull: neither of the two characters can do it alone, so you will collaborate. Arrived in the attic you will find the key to open the door to the room below. The key is in the center of the room, but you need to turn a crank to the left to lower it, however you will first need to retrieve the crank from a hand taxidermized lady, so you'll have to get it out of there. Now, after continuing, you will have to climb the rope on the sack to the right of the key: once you get to the top, swing and release it.

The school

When you get to the next room, where there are multiple TVs stacked up, get Six to help you cross the window. There will be a swinging hook in the center of the room: jump on the TV on the right and on the TV on the left with an alternating motion until you are shot upwards. Now, push the remaining TV down to make Six go upstairs; at this point you will have to go back through the door on the right, take a run and grab her hand. Continuing up the stairs and continuing along the path, you will find a TV on that will attract Mono's attention: approach and tune the broadcast to move on to the next area. As soon as you regain control of the character, continue beyond the window until you reach a dumpster to be moved with Six to reveal a passage that leads to the school, a very important location for Little Nightmares 2. Climb up the side of the building, enter through a window and flip the switch on the wall. Go down the corridor and enter the room with the bunk beds, take an object from the floor so as to return to the point before and throw it at the shiny image on the wall to reveal a new passage to cross. When you get to a room with an unstable floor, jump repeatedly with Six's help to break it: go down again and take a passage to get close to some lockers. Go forward following the light, paying attention to the traps on the ground. At some point, bullies will take Six away: go to the right, retrieve the hammer and hit a bully in front of the door to continue.



You will encounter another enemy in the next room, who however will die shortly after. Now get on the chair and go through the hole. Arrived atclassroom teacher, move silently to enter the room where there is a key to take. In silence, go back and take the elevator that was previously blocked. Continue to the right, where you will find a bully scribbling with chalk tied to the wall. This will start following you, however you can lure it away to drop it, grab the pipe and hit it. Now take the pipe above the door and open a passage to cross. After a while the teacher appears again, from whom you have to hide as you go to the next area. Arrived in the library, reach the ladder and move it to the right to get on the shelf, however you will have to run and hide from the teacher who will do everything to find you. At some point she will go through a door, from which you too have to exit: move the box of books near the door and open the handle. Continue down the corridor and up the stairs after the locked door until you come to a strange chessboard. Now, start making your way through the corridor - you will find a closed door on the right that leads to the kitchen. The key can be found by climbing the stairs just after and completing a little puzzle with chess. Inside the room, move the cart to the left under the fan to get inside and get ready to fight some bullies. Once the job is done, sneak into the air vent under the table, always paying attention to hostilities, and continue until you reach a place with many shelves on the left: go up and follow the upper part of the shelf until you reach a noose on which swing to get to the other side. At some point at the end of the path, you will notice a hook and a brain in a hanging jar: break it and throw the brain at the button on the wall.



The teacher is returning: get ready to escape through the air vent and crawl under the table to avoid being discovered: now you will have to follow her without getting noticed. At the end of this area, jump across to the opening in the wall and sneak away through the vent just ahead. You will find gods bullish, which you can knock down with a hammer to collect. Make your way down the corridor, but always hold the hammer because you will soon find other enemies. Later you will finally find Six, which you can save by hitting the plank and then making her fall to the ground: interact with her and continue. Going up on the closet, you will have to lift the window and exit until you get to the next building, in a room with a piano. turn the crank back to the right to lift the instrument and damage the floor; however to break it permanently you will have to jump onto the board with Six. Go through the passage on the left side of the next room, and you will find a bully holding a key. Silently approach a piece of wood to use as a cover: Six will distract him and you will have time to take him out. Go to the door on the right and continue, until you reach the stairs to the next floor: you will find a closed door, however with the help of Six you will be able to get through. Having taken yet another air vent, you will find yourself in another room with the teacher playing the piano: move only when she plays so as not to make you hear and make your way to the crank on the right. Now, go back with the help of a stool and cross the platform to the next conduit. Unfortunately, he will hear you, so get ready to run! You will find yourself outside and you will have to make your way through an alley: when you arrive from a dumpster, get help from Six and climb over it to get to the new area. Continue through the broken door on the right, towards the tailor's shop, until you reach the new area.

The hospital

Once inside the hospital - central location of the Little Nightmares 2 plot - make your way down the corridor until you reach a double door, however you will find yourself in the void and you will be grabbed by Six. Jump on the beds and continue until you find a fuse: take it and insert it in the space provided next to a lift, to open it. Once inside, you will start to fall: quickly take the passage on the right until you reach a room where there is a torch to take. Continuing you will find yourself in a blocked corridor, in fact you have to enter the door from which the light comes and go to the can dispenser to throw one at the button on the wall. Once this is done, the door leading to another room will open; enter it and tune in to the TV. Continuing to the far right, you will find a closed door, with the key hidden in one of the soft toys to be burned at the incinerator in the room at X-ray. Therefore, once you have crossed the door you will find yourself walking down a very disturbing corridor. You will soon run into a mysterious one living hand, from which you have to escape by climbing on the shelves. As soon as you find yourself in the room with the table in the center, grab the hammer and hit it with 3 hits to eliminate it. Now take the fuse, and go to the left where you will have to open a hole to get through with the help of your heavy weapon. In the main room, head to the left side of the second floor and insert a fuse - you'll need to find another one to start the elevator. Go through the double doors at the back, and climb over the barrier on the left with Six's help: you will find a switch to pull and a headless patient, who only stays still if he has the light pointed at him. After the first one, following the corridor you will meet two others, but you go to the end of the door on the left. As soon as you are on the bed, go straight and run to avoid being caught by the patients' hands and turn right at the end of the corridor and then climb up an air vent. On the other side you will find a switch to turn on the lights and a button to press by pulling against a bar of soap that you find on the ground. Continue straight until you get to the room with a patient in a wheelchair: you will have to move it by turning off the lights again, then push the wheelchair and get on it to the next area.

Slide under the planks and use the switch on the wall to get the new fuse: throw it at Six and you can exit to insert them both from the spaces provided outside the elevator. Go downstairs with the elevator and you will find yourself in an even darker area; you have to climb through the hole with the hanging cloth, however you will have to deal with two hostile hands. In the next room, you will hear some bad noises: go under the metal furniture and you will have a chance to see the doctor of Little Nightmares 2 on the ceiling. You don't have to be seen and heard, so proceed calmly. At the back of the room, there is a toy to launch on the button to open the door on the other side, where there will be another air intake to enter. The next door is closed, so go left and enter the slightly open morgue door, pulling out the tray and having Six help you. Once inside, you will notice that the key is on the table to the left and you will have to make your way by pulling out the "platforms" from the wall. So, go back to the first door and open it, go up the shelves and take the passage and then find yourself in a new place where, to continue, a fuse is required again. Go left, and you will find the doctor with the fuse immediately behind him, so go ahead and go up the stairs. on the left, you will notice a hole with a switch: pulling it the doctor will go to operate, leaving you free to take your dear fuse to open the door. As soon as the doctor starts following you, make your way to the incinerator; luring himself in there and then sneaking away under him and greeting him. return from the elevator and flip the switch to leave the hospital, exiting a window on that floor.

The pale city

You are back on the streets of the Pale City of Little Nightmares 2: follow the alley and take the road on the right until you run into a door. Enter the condominium, you will hear some music and a bad noise upstairs: you will soon discover that it is a person who has hit his head against a TV. Jump on it to get out of the window; drop down, climb a ladder and enter a new building through another window. You'll find many of these men obsessed with their TVs, so make your way down the hall and crawl through a hole in the wall. In the next room, with Six's help, open the door on the far right and crawl through yet another passage on the wall. Further ahead, you will find an elevator with a switch: go up but soon you will find that you will need a key, so go back. As you descend, you will notice some boards on the right, so go up and jump into them; at this point you just need to go up, go left to find the key in the first drawer at the bottom right and unlock the elevator. With Six's help you have to go upstairs to cross the hole in the wall on the right and come out again and begin to glimpse the tower. Now, go up to the roof and make your way to a contraption that will help you carry Six. Shortly after, you will come across a building in pieces: reach the door and push it with the help of Six. Continuing to run, a cutscene will start; once finished, save Six and head right. You will find a TV, from which a new hostile force called "the Skinny Man" will come out to hunt you down: you have to escape and hide under the bed opposite where you entered. Once you have sown, go back to the room before and you will be sucked into the TV and teleported to another room. Climb the bookcase and climb the wooden planks above you to find another TV to interact with: turn the crank to the left and move it to the right; this time you will be teleported to the stairs. Climb up and go to the right, where you will find a hook and a window to climb over. You will find yet another TV; however this time you will have to interact with it via the remote control, to be transported upstairs.

Further on, after the post office, you will find another TV: you have to move a stack of boxes and use the TV to go back to the other side and go up. Go left from the large hole in the wall and drop down to another building. You will find a man watching TV: you have to go silently to the kitchen and jump onto the balcony to activate another television set outside. Go back into the living room and turn off his. Now that he's distracted, you can teleport out.

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