![]() The story, which precedes the events of the first game, follows Mono, who must work together with Six, the protagonist from the previous game, to survive the horrors of the Pale City and discover its dark secrets. It is the prequel to 2017's Little Nightmares. Now, head back over to Six and continue forward.Little Nightmares II is a puzzle-platform horror adventure game developed by Tarsier Studios, published by Bandai Namco Entertainment. Here, you’ll find another collectible hat. Jump over to it and climb on top, then start jumping until it breaks and hits the ground. Climb up them, and you’ll see something in a cage in front of you. On this side of the bridge, you’ll see some cages stacked on top of each other. Then, jump over to her and grab onto her hand. She’ll run a little further away, so just call her and she’ll come back to you. Grab on to the end of the rope and pull to lift up the broken part. Once you’re in there beneath the tree, head right until you reach a light shining through, then exit out. Once you reach the end of the tall grass, you’ll have to make a break for it to reach the hole at the bottom of the tree. If he shines his light on you, stop moving and stay hidden until he moves it somewhere else. This will help you stay hidden from the Hunter. Then, head towards the tall grass and duck down. Once he starts walking away, Six will hold out her hand for you to grab, that way the two of you stick together. Once you reach a drop off, jump down and quickly run left to hide. He’ll start shooting at you with his shotgun, so you’ll have to quickly move behind boxes for cover. Unfortunately, this will make a lot of noise, and he’ll instantly be alerted to your presence. Sneak around him, avoiding any items on the floor, until you reach a piece of wood you’ll have to move in order to get out. Now, you’ll meet your first antagonist: the Hunter. You’ll have to push a crate towards the window in order to reach it, but it’ll stop after a couple pushes, so you’ll have to jump from there to the window. Continue following the path into the shed. Six will boost you up to open it, and you'll find glitching remains inside. Now, head down to the locked door and unlock it. This will lead you back to the attic with Six. ![]() Once you’re at the bottom, pull the plank off the hole to your left and crawl through. Jump forward and grab on to the panels in the wall and slowly make your way down.Īt the bottom of this section, jump to the opposite side to continue heading down. Be careful not to go too far here, otherwise you’ll fall. ![]() So grab it, then follow the Nome through the hole. The Nome will run through a hole in the wall, but will leave behind a collectible hat for you. At the point below, climb up and over near the candle on the top shelf, and continue making your way over. Follow the Nome’s pathway, but you’ll have to take a slightly different route. Pull it all the way out, jump on it, then climb up. Now, head back out and you’ll find a drawer you can pull out. Pull it, and all of the lights will turn on. The Nome will open it for you, then head inside. Keep walking to the right and you’ll reach a gate. Once it’s on there, push the Nome over to the other side. Across from where it’s standing, you’ll find a stack of crates you can grab onto and move towards it. Make your way through the room, and you’ll notice the Nome can’t move much further. Thankfully, the Nome will light some candles for you. Climb through and you’ll end up in a darkly-lit room. It’ll move the picture to reveal a hole in the wall.
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