Little Nightmares II Chapter 4 Walkthrough

Little Nightmares II Chapter 4 Walkthrough

Problems: 4

Enemies: spectators, the thin man

Step-by-step procedure

After exiting the elevator at the end of Chapter Three, you will immediately come across an open door. Walk through it and you'll find yourself in a waiting room. At the far end of the waiting room is an open door which leads to a smaller room with a partially open window.

Climb on it, open the window and descend into the streets below. To your left you should see an open look, go down the ladder, and you will meet your first problem.



Pick it up and go up the ladder. Go back down the street and follow it until you reach a small staircase leading to a house just after passing a bench with clothes on it.

Once inside, you will come across other stairs. Climb them as far as you can, then go through the door in front of you. Upon entering the room, you will be introduced to viewers - hostile, zombie-like citizens who cannot live without their television. It will fall from the ceiling, but don't worry. He won't attack you. Instead, he runs away without even noticing you and you'll see him again in the next room with his head through a TV.

Get on the TV and use it to jump onto the windowsill in front of you. Go down to the roof below and you will see a ladder on the next roof. Climb on the roof then climb the ladder. Once you reach the top you can jump to the opposite roof.

Climb through the open window and you'll find yourself in another house. There's a spectator right in front of you, but he's looking at a doorway, so he'll only notice you if you walk right into him, making it easy for him to sneak in.



As you turn the corner, you will see another spectator. He is watching a television. Walk over to her and you'll see that the lower half of the door to your right is broken so you can squeeze in.

Go through the next room and you will come to a closed door. Six will give you a boost so you can open the door and enter the bathroom. Inside is another viewer watching TV in the tub and a vent next to the toilet. Crawl through the vent and you'll enter a small room with a broken wall. Go through this breach in the wall and you'll find yourself in an elevator shaft.

Jump on top of the elevator and onto the ledge with a door on it. From there, jump inside the elevator and hit the switch.

If you allow it to reach the top, you will find that the door is locked and you cannot continue, so you will have to jump before that. From the hole in the wall you walked in earlier, you probably saw some wooden planks on the opposite wall that could be used as a ladder. This is the ledge you have to jump on when the elevator passes it.

Climb on the wooden planks and in a small crawl space with more climbing boards. Climb them as far as you can then jump to the other side which will allow you to climb to the top. Go down to the other side and you will see that you are now on the floor where the elevator stopped. Six is ​​still inside, so you need to find the key to let her out.


Pass the elevator and you will come to a small office. The key is in the bottom drawer of the desk, so open it and take the key.


Take him back to the elevator and unlock it. First pull the lever inside the elevator and exit before the doors close. This will return the elevator.

There is a lever next to the elevator that Six is ​​going to, now that she is free, will push you up to. Shooting it will call back the elevator, so when it gets closer, jump on top of the elevator and it will take you to the next level.

On your left is a box that blocks a vent. Move it aside and crawl across and you will find that in a small room with a mattress is your second problem.

Go back and on the opposite wall you will see a hole in the wall that you can go through. You'll find yourself on a rooftop with the TV tower visible in the distance.

Jump to the next roof and you'll see a wooden porch-like structure that you can climb to reach the roof above.

Before you do that, go inside and browse the boxes leading to an open window. Go down to a small building full of cages and you will find your third problem.

Pick it up, head back outside and climb up to the roof above. Once you are on the roof you see a zip line coat rack that will take you to the balcony in front of you and a lever above a concrete block that can control it.


Jump on it and turn the lever to send Six through. She will then reach out to grab you so you can run and jump onto the platform.

Go up the ladder to the next level and you'll see another ladder that's just out of reach. Six will stimulate you so you can grab him and pull him down so you both can climb. On the next level, there are gutters that you can climb.


Follow the gutter and from there you can climb up through an open window. Now, in another house, head to the back of the room and climb on the wooden planks in front of you. Go down to the next room and you will see the building start to shake as the roof begins to collapse.

Run to the end of the room and push the door down before it crushes you and keep running until the ground collapses under you. You will fall to the lower floor and Mono will find himself stuck by a small piece of wood that he easily pushes aside. Your torch, which is now broken, and Six, which is stuck under a floor and a couch, aren't so lucky.

Take his hand and pull it away. Go forward and you will come to a closed door. After Six stimulates you to open it, you find yourself in a hallway with two open doors. The first leads to a bedroom and the second to a living room with another static television.

Touch the TV as usual, decipher the frequency, and run to the end of the mysterious hallway. This time, you can open the door, revealing The Thin Man sitting inside.

You'll be kicked out again, but this time The Thin Man makes his way out of the TV. If he gets too close he will grab you so run to the bedroom I mentioned earlier and hide under the bed.

Six, who were hiding under the table will be caught, so you are now alone. Return to the living room and approach the television again. This time, instead of the mysterious hallway, you will be sucked up and dropped into a room with a mattress. As you've probably guessed, from this point on, static TVs will act like portals in a way. You go through one and exit through another so that they help you move around the city. From the room you are in, step onto the cabinet, the bookcase, and the armchair.

Go upstairs and you'll see another TV. Walk through it and you'll find yourself on a ledge with a door leading to the house. You will see that the TV you exited through is attached to a pulley system. You will have to open the door to be able to return to the television inside. You no longer have Six to boost you up, but the rubble in front of the door can be used as a ramp to help you reach the handle. Grab it and the door will drop down so you can go inside.

Now you need to turn the pulley system handle so that the TV moves over the opposite roof. Go back to the TV inside the house and enter again. You will exit through the same TV as before, but now that it has moved, you will drop onto the opposite roof. Now you can climb the ladder in front of you and into the next building.

There is a hole in the side of the building, so jump on the roof below, then cross the plank of wood. From there you can walk through the pipe system in front of you.

Follow it and you can jump on a hook and swing to the next pipe. Follow it and you will come to a narrow ledge that you will have to hike to reach another plank, making a detour to the roof when your path is blocked. After crossing the plank you will come to an open window. Go inside and you'll see a TV across the room, but the floor has collapsed and you can't reach it.

Instead, go down the ladder and you'll see another TV. It is not on, but in front of you is a TV remote control. Take it and turn on the TV so you can access the one above.

Once back on the upper floor, go through the door and go down to the boxes below you. Approach the end of the concrete and descend to the ground below.

There is a vent in front of you and another behind, although this one is more hidden. Climb up the letter ramp and crawl through the vent behind you to find your first chapter hat.

Once you've picked it up, you can go back out and take the other vent. Follow him and you'll find yourself in a room with a TV and a cart that you can move around. The floor above you has collapsed, so you will need to pull the cart and position it in the middle of the floor and turn on the TV.

Proceed and you will find yourself at the start of the mail room. This time, instead of falling, jump towards the light and swing to the other side. Go through the door and jump on a chair and over the reception desk and you'll find yourself in the same room as the cart you moved before, but on the top floor.

Jump to the other side using the cart and at the end of the room another zipwire hanger. Go down to the building across the street.

Before moving forward, go up through the window, go through the roof and go through the other open window. Inside this room is the last problem of the chapter and the game.

Pick it up and if you've collected all of the issues as you go, you should get two achievements - one for collecting all of the chapter's issues and one for collecting all of the game's issues. There is also the 'Undecorated' achievement available to smash the figurine next to the glitch. Go back to the other room and open the door. Inside, a viewer stares at the television.

Ignore her for now and go to the kitchen. There is a small balcony overlooking the kitchen and if you stand there you can see another TV hanging outside the window.

Turn it on, then return to the living room to turn off the one the spectator is looking at. She will run into the kitchen to look out the window. Turn on the living room TV and jump through. You exit through the hanging TV and can now walk through the plank of wood to the opposite roof. Go up the ladder, cross another plank, then go up to the next level.

There is another viewer and you are going to have to treat them the same way you did with the last one since you have to go through the television. Stand on the edge and turn on the TV on the opposite roof. You can then turn off which one the viewer is watching, but be sure to keep your distance. It will fall off the roof in an attempt to access the other TV, but it's good for you as you can now turn the TV back on to your side and warp.

Go through the bathroom and go down to the roof below. Walk through it and you will come to another hanger zipwire. Take the zipline on the roof below.

Continue past the sight of viewers leaping to their death in front of the TV tower and descend through a hole in the floor onto an armchair.

You will see a television and an open window. First go through the open window and you will see another TV. This one is perched on the ledge. Push it so that it is now hanging next to the window of the opposite building.

Go back inside, turn on the TV and jump through. You will exit the TV and land on the windowsill. Climb up and you'll find yourself in a watery corridor. To your left is a lever that will electrify the ground. Head to the end of the hall and you will see that the door is closed. Remove the two bottom boards and the spectator on the other side will do the rest of the work. He'll chase you, so run to the lever and pull it. The spectator will then be electrocuted.

Pull the lever again and the hallway can safely cross again so you can pass into the next room. Inside are a TV, a broken lever, and a garbage dump.

Turn on the TV and head over to the garbage shoot. Go inside and jump on the trash can until you go down. You'll land on a pile of rubbish and rubble, so get off and go through the door.

You will see an elevator with a TV inside. Turn it on then slide the package on the floor to the switch outside the elevator, go up and pull it out. This will open the elevator doors enough for Mono to pass through. Jump on the TV to reach the switch inside that will raise the elevator. It will go up two floors, but you only want to go up one. Go up in the elevator to the top, then press the switch to go back down. As soon as you hit the switch, jump through the TV and you will exit through the other.

You can then jump to the top of the elevator and jump to the floor of your choice. Continue to the end of the room and you will see a box. Move it aside to reveal a vent and crawl into an electrified bathroom.

Get on the toilet and jump onto the dry area of ​​the bathroom floor. Head to the other room and turn off the TV for the viewer to chase you into the bathroom and back onto the toilet (you'll need a running jump to get there).

She will be electrocuted and in the process the power will be cut off so you can jump safely. Go back to the next room, pull the stool towards the TV and use it to reach the handle. Open the door and walk down the streets below.

You'll come across a crowd of spectators on your way to the window in front of you, but ignore them and walk through. The next building is sort of a store. Head to the other side of the room, ignoring the ramp for now, and pick up the cart. Roll it over to the window you entered through and use it to climb up the shelves.

Against the wall, on top of some packages is your last chapter hat. Pick it up and go back down. You will now want to push the cart up the ramp. Now that you are at the ramp, you will notice that the ground is flooded and electrified. Climb on the shelves and use the tray to jump on the cart.

From there, jump to the office opposite. Go through the open door and use the work bench to jump to the top of the bookcase.

Jump to the vent and climb through. Above the shelf you find yourself on is a switch. Pull on it and it will cut off all electricity in the room so the floor can pass through safely.

Jump down and move the cart to the other side of the room and place it between the shelves you used to jump to the other part of the room and the cabinet with the TV on.

The TV is useless when the power is off, so you will need to turn it back on to continue. For this reason, it's worth doing some practice runs to make sure you're comfortable with the jump between shelves and cart and cart and cabinet. Once you're in, go back and turn on the electricity. This time, instead of going down, climb on the packages by the switch and go down to the upper floor.

Climb up the shelves and make the jump for real this time and jump into the TV. When you get out of the other TV, get on it and jump out the window. Go down to the roof, then down to the ground, and you'll be back on the street with more spectators.

There is a TV store in front of you and as you approach one of the TVs inside can be turned on. Turn it on before turning off the one that viewers are watching. They pull away so you can turn it back on and jump through. You will come out through the store TV, but it will break the anger of the viewers.

They'll break down the store door, so run away from them and climb onto the shelves blocking your way. Go down to the next room and they will follow so keep running.

You will come to some televisions. Go past them and keep going, because the swarm of viewers will knock them down and you don't want to be crushed. At the end of the store is a television that you can jump through to escape them.

You'll walk out into another building and the TV will break, but you don't want to go back there anyway. Go ahead and climb on the boards at the end of the room and into the next room.

There is another TV in this room, but as you get closer you will see a dark version of Six pounding the glass from the inside.

Try to take her out and The Thin Man will bring her back before chasing you. His arrival will drop a hatchet, so use it to break down the door and flee.

Climb onto the boards in front of you and descend into a crawl space with more boards to climb. Climb them until you reach the entrance to another crawl space.

There are a few holes in the floor above you, so be careful to stay back when The Thin Man is looking at them so he doesn't see you. Follow the exploration space and descend. Climb through a hole in the wall and you'll fall into a hallway. Next to you is a stool.

Push him towards the window because as soon as you fall, the Thin Man will appear at the end of the corridor and approach. Remove the plank from the window and walk through it. You'll slide over rooftops and find yourself in a derailed train.

Clear your way through the basket and go to the next one. This is where the Thin Man will start chasing you again. It moves relatively slowly, but it can teleport to reduce the distance so you don't want to hang around.

Go to the end of the cart and go to the next one. The third and fourth carts will have more obstacles to face and you will have to climb boxes and jump off a ramp to grab the handle that will open the door in front of you.

When you reach the fifth cart, there will be a lever that you can use to detach the cart from the others and escape.

Mono will be injured during the leak, and the remote control will be broken. As you go along, you'll see a glitchy version of Six.

Follow it and you will reach a long ladder. Climb up and you'll find yourself on a momentarily deserted street with the TV station tower much closer.

The Thin Man will appear in front of you and Mono will remove his mask. It's time for a showdown using the static powers that Mono possesses. The Thin Man will reach out to you and you will fight this by pointing your joystick in the same direction. Do this until it is gone, then turn your attention to your surroundings.

You will find that the same way you treated The Thin Man, you can manipulate your surroundings. Push your joystick forward and your surroundings will start to shake. Finally, you will be thrown towards the entrance to the TV tower.

Enter the shiny pink / purple door and you have come to the end of chapter 4 of Little Nightmares II.




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