Little Nightmares II Chapter 3 Walkthrough

Little Nightmares II Chapter 3 Walkthrough

Collectibles in this chapter:

Hats: 2

Problems: 4

Enemies: the patients, the hands, the doctor

Step-by-step procedure

When you get to the end of Chapter 2, you'll come across a hospital with an open window. After going through the window, you will find yourself in a dark hallway that marks the start of Chapter 3. You will have to keep walking until you come across two beds that are blocking your path, one overturned and the other. standing.



Crouch down and crawl under the upright bed and walk past a locked metal door with a dark figure in a wheelchair behind it. Keep going and you'll come to a set of double doors with a small amount of light shining through its windows.

Push the door open and the force will knock you over a very steep ledge. Six will grab you and pull you up. Directly in front of you are three beds - two tied together to form a bunk bed and one positioned vertically in front of them.

Six will go in front of you, so you just have to copy it and jump on the first bed and then on the vertical bed which you can climb up to jump to the top bunk. From there you can climb the makeshift rope that is now in front of you. The rope leads to another bed that you can pull yourself up onto.

From there, you just need to jump to a series of two more beds before you can jump in and walk through the door in front of you.

Right next to the door is an electronic panel with a fuse plugged in. You will have to remove it and place it in a second panel at the end of the hallway.



This will slide the door you entered through, but the door at that end of the hallway will now open. Go through the door and you'll drop onto the top of an elevator. This will cause the elevator to jerk and you will have to act quickly as it will not hold your weight for long. There is a vent in front of you that you need to open.

The force of its opening will push you back a bit, but once Mono is back on his feet, you need to get through quickly before the elevator falls. Follow the ventilation system and you will end up in a hospital ward. On the ground directly in front of you is a torch.

Take it and turn it on and you will see a partially open sliding door in front of you and you will enter another large utility room. There is an open door in front of you, but first take a detour and walk past the beds and to a closed door. Next to the door is a small cart and this is where you will find your first chapter glitch.

Pick it up before going through the open door that I mentioned before. Walk along this hallway until you can turn left at the corner with a wheelchair in front of you.

Walk past and you will see an open door on your right that leads to a small reception area with an ATM and a metal gate blocking your way. You will see a button next to the door that you will need to press to open it. Since you can't reach it you'll have to find something to throw, where the vending machine comes in. Jump at the handle in the center and this will release a box that can be thrown at the button to open the door. If you do this four to five more times, you will get the "Hunger." Achievement. "



Once you open the door, you'll enter a sort of common room with another of those static TVs. Approach as you did in the last chapter and decipher the signal. Once again you will find yourself in this strange hallway and be kicked out once you approach the door.

Once back in this room, you will be able to see a staircase leading to the upper level. There are three doors. The middle one requires two fuses to be inserted into the panel next to it, while the left one requires only one. The problem is, there aren't any in the immediate vicinity. The right door only requires a key, but again you don't have it so you'll have to take a detour.

Rather than going up the stairs, go straight through the open door next to them.

You will pass an open elevator and through an open door that leads to an x-ray room. On the wall you'll see a number of scans, one of which shows a teddy bear with a key inside. This is the key you need to unlock the door on the right side of the stairs.

Fight your way through the x-ray room and you'll come to another open door. This room is full of toys - one of them being the one with the key inside.

Before looking for the teddy bear, there is a hat on top of the shelf across the room. Go up and grab it before going back down. From the x-ray, you'll probably think you're after the bear on the table, but what you really want is the bunny between the furniture and the wheelchair.



You can double check by placing it behind the x-ray machine and pulling the switch. You can also get the "X Best Friends" achievement by holding hands with Six behind the X-ray machine.

Once you find the rabbit, you have to take it in the elevator that will take you to the lower floor where there is an incinerator. Throw the rabbit inside and hit the switch.

The rabbit will burn and you will end up with the key. If you do this while wearing the bear hat you found earlier, you must unlock the "Toys are for Kids" achievement.

Now that you have the key, you can return to the locked door on the right side of the stairs.

Unlock it and continue into an operating room filled with prosthetics hanging from the ceiling.

Exit the room and you'll find yourself in a long hallway. Turn left down the hallway and you'll pass shelves and cages filled with prosthetic bodies. Down the hall you will find your second problem.

Pick it up before you go down to the opposite end of the hallway and you'll see a door with a broken window. Six will give you a boost in another operating room. Right in front of you is a box full of hands. You have to push it away so you can crawl under the space behind, but as you do, a hand breaks off the body on the table and rushes forward.

Continue your task and crawl into the next part of the room. In front of you is a cage that you can climb onto to fall into the next part of the room.

In doing so, the hand will jump again, but this time it's ready to attack, so jump it up and climb onto the table in front of you.

He will be waiting for you in the next part of the room, but you can pass him and start climbing the cages against the wall. The hand will climb after you, so be quick about that. When you reach the top there is a vent that you can go through. Crawl and drop into the body bag below.

Follow the hallway and enter the only room you can and head straight to the end of the room. Once you're there, the hand will descend from the vents above. Avoid it and get on the table in front of you.

From there you can walk up and through the shelves that block your way and descend into the next area. The hand will follow you, but there is a hammer on the ground that you can use to smash it. As with bullies, timing is an issue because if you miss your swing there is a good chance your hand will jump on you. The least risky way I found was to jump out of the way when the hand leaps, because when it misses it will stumble, giving you time to turn around and hit it. Once you hit him he will rush to hide and jump from another angle, so keep your eyes peeled.

You will need to make sure you hit the hand three times to kill it and if you hit it three more times after that you will get the success.

On the table where you found the hammer, you will find one of the fuses needed for the electrical panel. Pick it up and bring it to the door. There is a box full of hands in front of the door, so the first thing to do is move it.

You will then see that there is a glass in the lower part of the door which can be broken if you throw the fuse on it. Once the glass is broken, climb through and you'll find yourself in the hallway where you left Six. She will have moved to the room in front of where you are exiting, so meet her and come back until you reach the room with the stairs again. This time, head to the left door which needs a fuse.

Plug in the fuse and go through it. You will enter a small room with a wheelchair that leads to a hallway. As you enter the hallway, go right and you will see a metal door with a window. Six will energize you through this. Inside that room is an isolated switch and a standing patient blocking the door you need to go through. Most patients don't move, but there are a few who do in the dark, so you have to turn the switch to turn off the lights. Make sure you have your torch on because as soon as it gets dark, the patient runs towards you.

Let him get closer to you halfway so he doesn't block your exit before shedding light on him. You can now make your way around him, but be sure to keep the light on him at all times as you slip between the metal door space. The patient will not be able to follow you, but he will grab you through the bars of the door.

Continue along the corridor and turn right. You'll see three patients, but none of them move, so you can dodge through the hole in the door at the end.

The next room is pretty terrifying because it's full of patients and you don't know which ones are going to move. As you go forward two will charge you up.

The first is when you meet a group of them between two rows of beds on your right and it's the one in the middle. The second is a little further. They'll both start running towards you at around the same time, so you'll need to pass them, then point your torch at them once they're behind you and back up until you reach a bed that you are under. can squat.

In the next part of the room, it's the first part you pass on your left and as you go forward there are more to your right. It's not too difficult to pass them if you make sure to pin them behind them with your torch. You just need to make sure that you all take this into account as you head for the door at the back of the room.

You have to go up through the window, but since you have to turn your back on them to do so, you have to be quick. From the gate go straight ahead and there is a cart you can ride to help you reach the vent above.

Crawl through and you'll fall into a room with a bed and a toilet. Exit the room and you'll find yourself in a new hallway, but before you continue you'll want to slip through the hole in the door to your right. There is an open door and inside is your third problem.

Once you collect it, you can go back and continue down the hallway. You will notice doors lined up on both sides and after the third set of doors, arms will start to come out of the door hatches.

They will grab you so that you have to pass them, avoiding them on both sides until you turn a corner. At this point you will start to have to deal with crawling patients chasing you rather than arms, so keep running. Crawl under a few beds and run to the filing cabinet down the hall. You can ride this up and through the vent.

Follow the ventilation system and you will fall into a shower room. Right next to where you drop off is a switch for the lights. To your left is a small box. Drag it to reveal a vent that can be walked through. Your fourth and final problem in the chapter is in this room.

Once you've picked it up, head back into the shower room and you'll see a metal door in front of where you initially fell. It's locked, but you have to press a button to open it. Behind you there are soaps.

Take one and throw it at the button to open the door. Inside is a patient in a wheelchair. You need this wheelchair, so what you're going to have to do is turn off the lights with the front switch, then get the patient's attention. Once you are close enough, he will get out of the wheelchair and chase you. Use your torch to keep it away when you return to the light switch. The moment you turn off the torch, it will come and get you, so quickly pull the switch and turn the lights back on.

Now that he's frozen in place again, get back into the wheelchair and roll him to the door so you can climb over it and out the window.

You will stumble into a large dark room and this is my least favorite part. The room is full of patients, and a few of them will be running towards you.

For the most part, you will have to rely on trial and error to get through this room, as they are going to attack you from all angles. Just keep moving and do your best to keep them behind as much as you can. Once you get to the end of the room, duck under the closed door and you're safe for now.

Just make sure you don't stay too close to the door as your hands will grab you. You will notice the ball behind you and you will get the "medicine ball" achievement if you throw it in your hands. You're almost back in the room with the stairs now. Further in the room, next to a stool is a light switch.

Pull on it and it will cause the electrical board to short circuit and a fuse will be thrown to the ground. Take it and place it in the tray near the metal door. Six will retrieve it from its side and plug it into another electrical panel to let you out. You can now take the fuse, along with the one that unlocked that section of the hospital in the first place, and bring it back to the elevator in the next room. Put the fuses in place and pull out the switch.

Take the elevator down and you will enter a hallway. Continue straight to the end and turn at the corner. At the end of the hall is a metal door with a small window and a rope attached.

Climb and cross and you will reach a mortuary. As you approach the door, one hand will jump and another will try to escape behind a closed mortuary stretcher. Six will hold it back for as long as you can, but you still need to take care of the other using the pipe on the floor. After getting two hits Six will no longer be able to keep the drawer closed and the second hand will slip away so now you have two to deal with.

Kill them both, then help Six remove the last piece of wood going up the door. Crawl through the hole and go through the room with faces on the wall and into the next one that appears to be for storage.

You will first see the doctor in this room and a few shelves that will allow you to sneak past him. Make your way to the first set of shelves and dive underneath.

When he's not looking, sneak up to the second set of shelves and climb over them. In the next section of the room, you'll see the doctor working at a table.

You'll need to squeeze in when he's not looking and then crawl through the vent near the ground. This takes you to another utility room and in this room it will actively move from the ceiling. Using the beds as a blanket, cross the room and you will see a locked door.

It has a button to press and you will find toys at the back of the room that you can open it with. Continue to use the bed as a blanket as you walk towards the toys. Take one and head for the door, throw the toy and run because the noise will get his attention. Run into the next room and hide under the bed so he doesn't see you when he comes in to investigate.

Once it's gone, you're free to climb into the filing cabinet opposite and into the vent. Follow the ventilation system and you'll end up on a broken ceiling.

On the other side is a hole that you can drop onto a stretcher below. Go downstairs and you'll find yourself in a locked mortuary. To find the key and get out, you need to remove the open tray and climb into the box.

Six will then push you to the other side. Before you start looking for the key, make your way to the bottom left drawer of the table. Inside is the second and final chapter hat.

Pick it up and go back to work. Make sure you've opened all of the drawers you can see in the image below, then go up the closet to the door you entered through.

Jump on the next one and then on the handle of the open drawer. It will swing and allow you to jump on the table. From the cutting board, you can jump into the drawer opposite and climb up.

Cross the summit then jump towards the key. You can then go back where you came from and Six will bring you back. Head to the locked door, unlock it, and you'll find yourself in a medium sized room with filing cabinets and shelves with bodies on them.

Climb on the file cabinet, then jump on the shelves under the vent. Follow the ventilation system and you'll find yourself in a room with a metal door that is missing the fuse to open it.

There is also an open door which leads to a larger room. The fuse you need is at the back of the room, in one of the top drawers, but you can't get it without being grabbed by the doctor in that room. Instead of going through the door where he's likely to see you, crawl through the vent to end up under a sink.

From there you can walk under the table when he's not looking. From this table, go under the one in front of you. Coming out from under the second table, you'll see another vent that Six will spur you on.

You are now in a room with a breathing patient lying on a bed, hooked up to machines. Next to it is a switch that's too high for you to reach. Against the wall is a small stand with leaves inside with a ladder above it. Jump on the stand and climb the ladder and you'll find yourself on what's left of the ground above. Walk across the floor until you are directly over the switch.

Drop and lock the switch. This will turn off the machines and the patient will stop breathing. The doctor will be alerted so when he opens the door, be ready to go out. He will be too distracted to notice you.

You can now walk over to the wall where you can see the fuse. Six will shoot one of the trays for you, so go up and jump to the next one, then you can jump to where the fuse is.

Pick it up and go back to the door. Again, opening the door will catch his eye, so be prepared to run as it will be hot on your trail. You will need to slide under a shelf and then prevent it from falling as the doctor will knock it over.

In front of you is a stretcher that will act as a ramp, so be sure to climb up and jump. The chase will follow a similar pattern of sliding under and jumping over things while avoiding falling shelves until you reach another room with an oven. Lead the medic into the oven and get off the stretcher inside.

Once he's inside, you can wade through the ashes to escape through the vent below. He'll try to grab you as he goes, but oOnce you're out, Six will close the door to lock up the medic. You are then free to pull the switch and incinerate it.

In the same room there is an elevator door with a switch. Once you've dealt with the doctor, go ahead and Six will push you through.

Get on the elevator and you'll head to one of the upper floors. For now, you'll still be in the hospital, but that marks the end of Chapter 3 of Little Nightmares II.




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