![]() Little Nightmares 2 Chapter 4įollow the platforms to the right until you reach a new apartment complex with a whole bunch of TVs. Use the same TV you did earlier and then find yourself teleported over the gap. Use the pulley system to move the TV over the gap to the right, then leap and hold onto the door handle on the left. Climb up the rickety books and chairs and then go through another TV until you arrive out on a roof. Move back to the TV from earlier and you will be teleported, a new mechanic in the game. Tragically, The Thin Man will snatch Six, leaving a Glitching Remains behind. He will clamber out of the TV, so dash back up the hallway and then hide under the bed in the room on the right. Six will pull Mono out just in time, but The Thin Man isn’t giving up. On the third one, Mono will once again be transported to a familiar hallway, but this time he will be able to open the door - and then wish he hadn’t. Approach the TV and do the same thing you’ve done a couple of times to date, moving the left stick until the screen resonates white. Luckily, your flashlight is the only casualty as you are able to pull Six out of the wreckage and then use her help to open a door to the right.Ĭontinue down the hallway and then walk into the room on the right. Just keep pushing right until the building catches up to you, then watch on as the debris falls on top of Six and you plummet. It’s time to run as the building is collapsing. ![]() Traverse the ladders of the fire escape with Six’s help and then climb through a window. Rotate the wheel the opposite way to send her over the gap, then run and jump and catch her hand to land on the fire escape. ![]() Continue right and then accept Six’s leg up onto a platform and then rotate the wheel so that the coathanger on a pulley is close enough for Six to grab. Otherwise, climb the fencing near the door and then go up a level. To claim some Glitching Remains, use the boxes to climb into a small hut where vermin are caged. ![]() Take a second to gaze upon the giant transmission tower and then proceed right, jumping over the gap. Travel right over the plank and find yourself out on the roof. Pull the box to the left out of the way and then crawl through the vents to find another Glitching Remains. As it’s coming back up, jump on top of the elevator to get a ride to the next floor. Go into the elevator and pull the lever and then quickly jump out to send it down, then use the lever that Six is gesturing to for a leg up. Unlock the elevator door and then Six will walk over to a lever right beside it. Walk to the left and then pull upon a drawer in the desk to find the key to unlock the elevator door. Little Nightmares 2 Chapter 4Ĭlimb through the hole and then the adjacent “scaffolding”, leaping to the other side so that Mono ends up on the same floor as Six and the elevator. Pull the lever and jump to the right Six will go to the top floor but be locked in. Jump on top of the elevator and to the other side, then into the elevator itself. Walk into the bathroom, try not to get weirded out by the citizen in the bath watching television and then move through the vent to an elevator shaft. Creep past two Viewers who are hypnotised by televisions until you arrive in a new room with a leaky ceiling. Climb on the TV then out of the window.Īscend the ladder and then leap across to the adjacent building. Climb the stairs until you arrive at an open door, in which a zombie-like citizen called a Viewer will crash through the ceiling before running headfirst into a television in the next room. Just keep on walking through the streets until you reach what sounds like a loudspeaker in an apartment building. Walk out of the elevator and then right out of reception. Pale City is the fourth chapter of Little Nightmares 2, following on from Hospital. LITTLE NIGHTMARES 2 CHAPTERS: Wilderness | School | Hospital | Pale City | Transmission PC, PS5, PS4, Xbox Series X | S, Xbox One, Switch, Stadia
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