You noticed it on the horizon throughout your journey, however now’s the time for Mono to enter the mysterious lighthouse.
Obviously, there’s extra to the magic constructing than meets the attention, however as you method the finals of Little Nightmares 2, you continue to have numerous puzzles in inventory.
Little Nightmares 2 Part 8 – Pink Door Puzzles
From the glowing entrance to the lighthouse, proceed down the corridor after which on the finish by means of the door.
In this floating room, go to the door in entrance of you, then to the others that open.
On the opposite aspect, go up the steps and into the following hall.
Go again by means of the door you simply went by means of and you’ll seem on the opposite aspect.
Now return to that aspect and undergo that door once more and it’ll seem within the new hallway.
There are three entrances: One with the attention trying ahead, the opposite with the attention up, and the opposite with the attention on the pedestal.
Walk by means of the center, the peeled door with a watch trying up.
In the following room, undergo the one open door on the left and up the steps.
During the following collection of puzzles, your objective is to undergo a glowing pink door, from which you’ll be able to clearly hear the music coming.
So within the room on the high of the steps, push the door away from you.
Then undergo the door on the highest left, then the one on the highest proper, and at last by means of the door on the underside proper (the place you entered).
Climb to the following staircase and within the subsequent hallway, push the white marked board in the course of the ground to bridge the hole.
Now undergo the door on the backside proper of the hallway. Then return throughout the board and undergo the door to the left of the opposite.
Finally, flip down the corridor to the door on the left, third.
Climb the final staircase and you might be in one other hall. Go straight to the door ajar throughout the corridor.
Break the music field
Go to the music field after which again away from six. Call her a number of occasions, then you should have room to stroll and seize a mallet on the opposite aspect of the room.
Now break the music field 3 times.
Running and leaping over one other space alongside the linear path, he jumped up and caught the vent on the finish.
After venting, cover beneath a desk in the course of the room. Go by means of the sixth door when they’re open.
In the following hallway, go across the nook and seize the ax – use it to interrupt the door.
Inside, it’s a must to name Six once more to tear her away from the music field and smash her with an ax.
However, whenever you name, they’ll assault you.
Curl by means of the purple door on both aspect of the room from one aspect to the opposite – name it to 1 aspect after which instantly curl it to the opposite.
This will ship her to wave on the aspect you aren’t on, leaving the music field open so as to throw your self and assault with an ax.
When you regain management within the subsequent scene, run ahead and you will note one other ax within the door which you can catch.
Use it to interrupt the door and also you’re in one other area of bosses.
Here, seize an ax and go as much as the door within the higher left nook of the room and name, then undergo the door – when Six assaults this aspect, he hurries and hits the music field with an ax.
When you regain management, repeat the identical process.
This time the ax isn’t at hand. Call her subsequent to the door you simply went by means of, after which undergo it. When Six assaults that aspect of the room, soar to the place the ax is, after which rapidly fall once more.
Now stand subsequent to the higher proper door, name, undergo the door and hurry to the left to assault the music field.
When you regain management, pull the ax off the ground after which creep nearer. When you are shut, however not too shut, Six will slap you, name and hit the music field.
After the primary explosion, decide up the ax once more and make one other swing.
Follow Six’s directions within the subsequent part, working and leaping, the place he does to keep away from obstacles.
However, take note of the half the place it’s a must to soar on the crumbling platform proper after the door falls. Here, wait a second for the platform you might be standing on to fall nearer to the far aspect – then soar.
Continue to flee, seize Six’s hand for rescue on the final minute, after which watch the scene unfold.
When you regain management, go proper as typical till you attain a lighted chair.
- A small a part of Nightmares 2 – Part 1 – Escape from Hunter’s attic, tuning the transmission
- Little Nightmares 2 Part 2 – Escape the Teacher’s Classroom at doll faculty
- Little Nightmares 2 Part 3 – Chess puzzle, Sneaking by means of the doll’s cafeteria
- Little Nightmares 2 Part 4 – Teddy bears, mortuary furnaces, breaking fingers
- Little Nightmares 2 Part 5 – Flashlight Mannequins, The Doctor and Patient
- Little Nightmares 2 Part 6 – Apartment Elevator Puzzle
- Little Nightmares 2 Part 7 – TV Puzzles
- Little Nightmares 2 Part 8 – Pink Door Puzzles, Music Box