![]() Then use the pipe to break down the door on the far wall and climb up the drawers to get into the pipe.Īs you drop down you’ll trigger the teacher. The timing for this is difficult, and will likely take you multiple attempts even though you know exactly what to do. When he’s down, sprint in, grab the pipe, then bash his skull in with it. You need to trigger him to attack, then get him to fall over at the end of his leash. When you reach the top, head right into the next room, where you’ll find a doll drawing. Then when she turns around towards the front of the room again, make your way for the door.Īt this point she might spot you, but if you sprint, you should be able to make it to the locked elevator without her catching you. This bit is tough to work out, but you need to follow behind her as she walks across the room, then when she leans over to look at the doll, slip past her towards the bottom of the room. In the classroom, you need to stay out of the gaze of the teacher while the dolls have their heads down working. When the door is closed, grab the key and retreat through the grate that opens. When spooky mama comes to investigate, hide in the open box with files on top of it, towards the top of the room. Jump over to the side of it as soon as it starts to tip and you’ll be out of the crush. In the side cupboard, climb up the bookcase on the far side a little and it’ll tip over. Only move between the desks when she’s writing on the blackboard - you’ll know when she’s about to turn around when she slams the chalk on the board. Give the dolls in the chairs and wide berth, but use their desks to shield yourself from the teacher’s gaze. Go through the door and in the next room, hide under the desk on the raised floorboard to trigger a trap that swings and smashes the next doll.Ĭlimb up the chair and pile of books to get into yet another corridor.Ĭontinue along the hall and you’ll reach a classroom. You can press jump while you’re holding it to swing it and smash the little doll dudes.ĭo so with the one peering around the door on the right. ![]() When you regain control, jump over the locker and grab the hammer. ![]() Then run and jump back to where your friend is, triggering the trap as you go, so that it swings past you and you can use the light to climb up the table.Ĭontinue through the next corridor and watch the cutscene. Jump over the trapped floorboard to where the duck is. The raised one isn’t a trap, but the one that’s two down from it is. Now go up towards where you can see the peeping kids in the next hallway, making sure the locker doesn’t fall on your head when you step on another raised floorboard - before advancing through a hole in the wall on your right. Then on the next screen, step on the raised floorboard at the top of the screen again to avoid more traps. Step on the raised floorboard near the top or bottom of the screen, then continue forward, still watching out for the paint can swinging Home Alone-style.Ĭrouch underneath the descended light and the lockers as well. In the hallway, walk towards the light, but watch your step in the next screen. Yank off the grate at the bottom of here, then proceed through the revealed tunnel. Then skulk through the tunnel you find yourself in until you reach a place to drop down. In the next room, jump on the weak floor in front of the chair to drop down. You can see light coming from the eyes of a picture on the wall, so throw your ball at the picture and it’ll fall down to reveal a path forward. Here, you’ll see a ball in the middle of the room, grab it, keep hold of it and return to where you pulled the lever. Inside, go over to the right and jump up to pull the lever, then go up the hallway and into the doorway on the left. Next to the door, climb onto the dumpster to collect another hat, then climb up the white sheet into the window. In the alley, both of you grab the dumpster to reveal a hole in the fence into the playground. Manage cookie settings Little Nightmares 2 Part 2 - School Picture To see this content please enable targeting cookies. ![]() As Mono and their new-found friend leave the dark forest behind, they find themselves in a mysterious city - seemingly deserted - with the nowhere to go but forward.
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