Last up, Mono and Six will stumble upon her music room. The Teacher will turn, twist and stretch her neck around every corner of the bookshelves in search of you, use shelves to obstruct her view and wait for her to leave the room in which you will follow her. As you jump over to the second shelf, you will inevitably cause a few books to fall. Next up is the library, where you will find The Teacher browsing her favorite demonic books as you climb the shelves behind her.
She may sight you as you leave, if she does, run for the elevator and you're home free. Now as you leave the vent she'll walk around the room in a pattern, do you're best to stay out of sight again. You'll grab the key and inevitably create a lot of ruckus which causes her to come barging in the room. As she turns her back to the students and writes on the chalkboard, make your way around and under the pupil's desks towards a vent on the right side. You want to watch your step with this headmistress as any sound you make will alert her as you first encounter her in the classroom. Up next is a menacing eerie and incredibly creepy school teacher and her satanic-stress-inducing pupils who seem to have more control around the campus than the actual teacher. Pry this off the wall and use this to your advantage to put the Hunter down and leave the forest in one piece. Here the deranged Hunter will soon break in, coincidently there is a shotgun hung on the wall at the back of the building. Mono will find yet another building and enter it as fast as he possibly can. He will almost certainly detect you when you exit the murky water and this is when you should time your run crate-to-crate as he reloads. Here you will want to duck under the water to avoid the Hunter. Mono will soon make his way to a building in which you will navigate through and enter a small swamp.
This is where the tall grass will come to your aid and you will be able to cause a distraction to lead his attention elsewhere as you sneak past him. Eventually Mono and Six will drop down into a small enclave where the Hunter will slowly make his way ahead of you. Every shot the hunter takes will kill you (Mono) instantly and will destroy every barrier you hide behind, use this to your advantage and time your mad dash accordingly. The aim here is to avoid detection by the lamp hiding behind any and every object you can find or using the environment around you to your benefit, such as tall grass or the murky waters in the forest. The Hunter carries a shotgun and lamp - which he will use to locate you as he marinades through the forest in search of you and your compadre.
The first chapter is called "The Wilderness" and is fairly tame when it comes to the difficulty of the small puzzles and obstacles that you find in your way. The first maniacal encounter we face comes pretty quick and turns pretty violent as soon as we find our compatriot - Six.
#Little nightmares 2 lore how to#
Throughout this article, we will take you through every creepy encounter you'll face and how to kill, evade and escape them So here at GamesAtlas, we want to make your nightmare-induced journey easy, calm and as relaxing as possible.
#Little nightmares 2 lore skin#
Either way, these kid's creepy adventures are sure to make a lot of people's skin crawl as they discover, the world within their dreams, may not be as they seem. As you run, jump and tumble your way through this dark, twisted environment you may find you'll even face some of your own fears, whether that be deranged doctors, your scary pre-school teacher, or a lunatic chasing you through the woods. With the release of Bandai's highly anticipated indie game known as 'little Nightmares II.' Comes a short story about one boy's different anxieties and insecurities as he faces all his greatest fears along with his new playmate - Six.