General information
The release date of the game ” Little Nightmares III ” is October 10, 2025.
Developer: Supermassive Games . Publisher: Bandai Namco .
The story is 5 hours long. 100% completion time is 10 hours.
Little Nightmares III System Requirements . When was it released?
| Characteristic | Minimum requirements | Recommended requirements |
| CPU | Intel Core i5-6500 AMD Ryzen 3 1200 |
Intel Core i5-8400 AMD Ryzen 5 1600 |
| RAM | 8 GB RAM | 12 GB RAM |
| Video card | Nvidia GeForce GTX 1060 AMD Radeon RX 580 4 Gb, DirectX 11 |
Nvidia GeForce RTX 2080 AMD RX 6800 8 GB, DirectX 11 |
| Disk space | 10 GB | 10 GB |
| Operating system | Windows 64-bit: 7 | Windows 64-bit: 11 |
Walkthrough
1. Little Nightmares Necropolis 3. Where are all the hats?
The game has two main characters: a girl with a wrench (Odna) and a boy with a bow (Maloy). Choose either of them. You can play with two players or solo with a computer partner. The text describes a solo playthrough for the hero with the wrench.
We’ll see the distortion in the mirror disappear, and then we’ll wake up next to the broken mirror. Head right with your partner. There’s a chasm behind the door. Ask your partner with the crossbow to shoot the button above (press Q). This will cause a bridge to extend to the right. Then, exit the room on the right.
We’ll find ourselves in the desert. Head right, following the scattered objects. Shoot the bird (1/11) on the prone body . You can pick up the cube and carry it with you (hold LMB). A little further, near the suitcase, you can find two batteries, but they’re not needed here. Shoot the bird (2/11) on the suitcase . Climb the stairs to the right, up the brick wall.
Starting rooms
Inside the building, a bird (3/11) is perched in the background . Player 1 takes out the wrench (F) and uses it to hit the weak wall on the right (press LMB). Enter the room with the hanging body. A doll (1/5) is lying on the floor in the center; pick it up. A bird (4/11) is perched above the table in the upper right corner . There’s a crate to the right; two players grab onto it and move it to the left. A hole in the wall will open behind the crate.
Outside, there’s a bird perched on a statue (5/11) . Go right along the plank and jump across the pit (spacebar). To the right is the mill building, which leads to a dead end. Before entering, order someone to shoot the hanging crate, causing it to fall. Jump up the crate and climb the ladder.
On the second floor, head right and order a shot at the second hanging crate. Climb down, jump along the crate, and grab onto the window on the right. There are dead bugs outside the window; near them, walk down the planks toward the screen. Go through the hole in the wall.
We’ll come to a large pit. There’s a round reel in front of it. As the first character, grab the wrench, grab the reel, and turn it counterclockwise, causing a bridge to extend ahead. Hold the mechanism and wait for the second character to cross the bridge and shoot the mechanism’s weak rope. After that, we can cross the bridge. Together, we push the doors on the right.
Door with a lock
In the room with the cart, go up and right, grab the crate together, and drag it down and left onto the pressure plate with the eye icon. This will open a window on the right; climb in.
In the dark room, climb the stairs. You’ll find yourself on a floor with a door and a padlock. Walk left along the planks. On the left, near the gear, turn the lever clockwise, which will lower a box on a rope. Sit on the box, and the second character will turn the lever, lifting you higher. At the top, press the lever on the floor to lower the ladder.
On the top floor, head left to the boarded-up doorway. Together, grab the bottom board and break it down. Go through the door; in the left room, a raven with a key is perched on a petrified man. Command the bird to shoot (6/11) , and it will drop the key ; pick it up. Two more birds are perched in the background (7/11, 8/11) .
With the key, we return to the right and down, unlocking the padlock. Behind the door, we lift the hatch in the wall and crawl inside.
Giant
We’ll find ourselves in a ruined room. A large hand will begin to move under the rubble. It’s some enormous giant creature (1) awakening outside . We wait, then run to the right and unlock the doors together.
The “Hide and Seek” achievement . You need to avoid being killed by the giant. There are nine encounters with him. Best achieved on a repeat playthrough.
Outside, we run past the petrified people and the air current under the grate. There’s a cabinet to the right; we grab onto its board together and pull it off. A body and two umbrellas will fall out of the cabinet . Hold down the E key to get the umbrella, then head left into the air current, which will propel us higher.
The “Windy City” achievement . You need to fall from a great height and open your umbrella at the last moment. From above, jump into the first air current.
At the top, we grab onto the inclined rope and slide down it to the right. Together, we pull out the plank and enter the door. The room with the baskets has only a hatch in the floor. Together, we jump onto the hatch. We need to jump simultaneously, then we can gradually push it down. Under the hatch, we’ll find ourselves in a room where a giant (2) will try to grab us . Quickly run to the right (hold shift).
Further to the right, use the umbrella and fly up the stream. Take out the wrench and break through the wall on the right. Before the pit with the bags, use the umbrella to jump down without crashing. Below, unlock the door on the right.
In the background is the giant’s spotlight (3) , shining alternately left and right. While the light is on the right, run past and hide behind the column. While the light is on the left, run further right, stepping on the pressure plate behind the bags. Once both of us stand on the plate, the elevator will activate, and we’ll begin our descent. The giant will try to grab us, but he won’t be able to do so.
Black balls
To the left of the elevator is a breakable wall; use the wrench on it. Behind the wall is a room with vases; pick up the doll (2/5) on the floor . From the elevator, head right. You’ll see a statue with black balls around it. Further to the right is a low opening; crouch and crawl through it (hold Ctrl).
In the dark corridor, go down and then right. Together, lift the hatch in the right wall. May bugs will attack us in the room. The second character needs to shoot the bugs, causing them to fall to the ground. The first character takes out the wrench and finishes off the fallen bugs before they get up. You need to defeat four bugs in this manner. After that, a window on the right will open; crawl through it.
We climb up the box into the next round hole in the wall. We crawl through the tunnel, sitting down. We find ourselves in a shaft with black balls. We cling to the far wall and climb up the wooden planks to the top of the shaft.
After the mine
We’ll go up to the city street. In the distance, we’ll see a giant passing by. Go down and to the right, entering a house with a spiral staircase. First, climb the stairs; at the top, in the dead end, grab the doll (3/5) . Use the umbrella and fly up the stream to the right.
Further on, there’s another stream to the right. Jump into the hole with your umbrella and fly to the right. On the next stream, you’ll need to descend a bit, as the entrance is on the right, below. Temporarily remove your umbrella and then open it again, allowing you to descend a bit. On the right, crawl under the planks.
The building is empty, but there’s a single plank in the background. We approach it and push it upward. We cross the fallen plank and move deeper into the screen. We push the doors in the upper right.
In the alley between the buildings, a giant (4) will spot us . Quickly hide behind the box on the right. The giant will illuminate the alley and then leave. Run further down and to the right. In the building, we’ll see a huge rattle. The giant will take it, but won’t notice us. Quickly jump into the hole under the rattle, because the building will collapse.
We pass through the dark rooms, right, down, right. There are many petrified people outside. To the right, at the top, there’s a bird perched on a hanging pot (9/11) . In the next building, there are cracks in the right door; hit them with a wrench. You’ll see a huge bundle of coins. To the right, open the hatch in the wall.
Giant doll
Outside, we’ll see that the giant is actually a huge child’s doll. We hide from it behind a rock, but it grabs us and throws us into a pit. (At this point, we’ll wake up on a bed, inside a locked cell. Someone will look at us through the window in the door; we’ll hide from them under the bed.)
We wake up at the bottom of a pit, in the rubble with toys. First, go left, through an inconspicuous door, and in the dead-end room, grab the doll (4/5) . Go right, climb the box, and into the window. Cross the planks into the neighboring building. The room is full of chalk drawings. Go down the stairs and go right.
Outside, we hide behind a cube. A bird (10/11) is perched on a hoop above . When we get close to the birds, they will make noise, and the giant (5) will illuminate the area. While the doll isn’t looking, we run behind the next cube. Together, we open the hatch on the right wall.
There’s a crate in the building, lower right. Together, we pull it out from under the shelf to the left. Climb onto the crate, then onto the shelf and onto the ladder. Use the wrench to break through the weak stone wall on the upper left.
Outside, we go out onto the balcony, next to the giant, and climb the ladder on the wall. On the next floor, cross the planks to the right and climb the ladder to the top. Here, a petrified man is holding a bell rope. Hit him on the head with a wrench. The statue will crumble and release the rope. With the second character, shoot the side of the rope. Grab the rope and ring the bell. Hide inside the box on the right. The giant (6) will look in and take the bell. Climb through the broken window on the right.
After the bell
Beyond the next window, we’ll find ourselves in a room with a circular mechanism. Use the wrench to turn the mechanism, opening the airflow. Fly up to the upper room with the second character, press the lever, and lower the ladder on the left wall. Climb up and together, pull out the board on the upper right.
Climb down the boxes and exit through the window on the right. Use the umbrella and fly over the pit to the right. In the house, rip out the board and crawl through. We’ll emerge in an alley with a small canopy. Here, go to the upper left corner and grab the doll (5/5) . Pass under the grate on the right.
We’ll see a square stone with a white mark on top. Here, ask Player 2 to give us a boost (hold LMB). At the top right, grab the crate with the hanging rope and push it to the left. As Player 2, climb up the crates below and grab the rope. As Player 1, push the rope back to the right. As Player 2, jump onto the raised platform and turn the lever to open the grate on the right. Together, exit to the right.
Hide and Seek with a Doll
Outside, on the left, under the balcony, there’s a crate. Move it to the right and jump up onto the raised platform. Here, a giant doll (7) is surveying the area. While she’s not looking, jump over the pits and hide behind the next crate. With the second character, shoot the rope from the upper right to trigger another crate to fall. While the doll is examining this crate in her hands, run to the right through the grate.
In the room, climb up the box into the window, then open the hatch in the wall. The giant (8) in the background will start moving, and the building’s roof will begin to collapse. Run quickly to the right, without stopping. You’ll find yourself in a destroyed room with a rattle; hide behind it. When a box falls to the left, run across and hide behind it. The giant (9) will take the rattle. Then birds will swoop down on the doll, forcing it to retreat.
We go right and up. There’s a pit near the stone man and the noose. There’s a bird (11/11) perched on a rock on the lower right ; we chase it away. We take out our umbrella and jump into the pit. At the bottom of the building, we’ll see a glowing mirror. We enter it together and are transported to a new world. The mirror will shatter right behind us.
2. Chocolate Factory
Little Nightmares III: What to Do Next
We’ll find ourselves in a room with a mattress on the floor. There’s a berry pie and a purple ball here. Head right, crouch, and crawl into the ventilation tunnel. Inside, climb a little higher.
We pass through the room with the hanging janitor and climb into the hatch on the right. A path leads up the pipe to the right. There’s a pressure panel on the platform, but jumping on it is useless. We take out the wrench and hit the button on the floor hard. This will cause a bridge to extend ahead.
Near the right wall, there’s a chain with a broken link. Hit this link with a wrench, and the chain will break, causing a ladder to descend. At the top of the right wall, there’s a ladder made of wooden planks.
Multi-armed
We see a woman’s silhouette through the window. We wait for her to look around and close the curtains. We climb up to the raised area on the right and together we raise the shutters on the door.
We’ll find ourselves in a room with a lollipop on the floor. Open the hatch in the wall to the right. In the workroom, hide behind the table on the left. You can’t make any noise here. A woman with six arms will enter the room and start working at the far table. When she moves to the right, crouch and slowly creep up to hide under the far table. Wait until she finishes her work and goes through the door on the right, then follow her unnoticed.
In the hallway, you’ll see portraits of the factory owner and her workers. To the right is a tall table; roll a cart with folders in front of it and climb up it. Enter the breach in the wall. In the room with the paintings, there’s live water on the floor. As the second player, shoot the button on the upper right, then work together to open the hatch in the wall.
Enter the archive, and a multi-armed woman will appear. When she’s on the right, sneak up and hide under the table in the center of the room. When she’s on the left, sneak further to the right, hiding under the shelves and to the right of them. Climb the small shelves to the upper tier and walk along the beams. In the lower left corner, on a dead-end beam, grab the doll (1/5) . Go right through the hatch.
We jump down into the pit on the upper right. In the room with the papers, there’s a lever; ask your partner to give us a boost in front of it. The lever will open the doors, but the multi-armed one will hear it. We run to the right and push the doors together. We’ll fall onto a pipe and down into the warehouse below.
Warehouse
We’ll find ourselves among the candy crates. There’s a hatch on the right.
Achievement “Inedible Treats .” Pick up three candies one by one, throw them into the hatch on the right, and only then climb in. Inside, throw these three candies into the darkness to the insects.
We climb through the hatch in the wall. In the dark room ahead, the floor is sticky and insects are constantly scurrying about. We take the light source from the panel and carry it to the right, and the insects will scatter from the light. We go to the right wall, insert the light source there, and turn on the right lamp. In the center of the room, we climb the ladder.
Press the lever at the top, and the insects will scatter. Enter the hatch on the right. We follow the pipe past the candy-making machine. The process is controlled by workers suspended on ropes. Climb the ladder on the right. There’s a chain hanging on the right wall; break it with a wrench and open the grate on the right.
Jump into a pile of candy and crawl along it to the right. In the background, you’ll see huge mountains of lollipops. To the right is another hatch. Further along the path is a pile of candy with insects on it. In front of the pile, grab the grate on the wall and crawl up, right, and down. Press the lever on the right, turning on the light and causing the insects to scatter. In the center of the room, both of you jump onto the hatch and fall through it. Head right across the pile of bodies to the stairs.
Elevator
We’ll emerge in the room with the sink. In the hallway, go up and right, shoot the button on the wall to the right with the second character, and open the door. Then, climb through the hatch on the right. We’ll find ourselves in a room where you need to bring two light sources.
Climb through the round window on the left. In the freezer room, go to the upper right corner and grab the doll (2/5) . With the first character in the center, climb up the stack of trays like a ladder. With the second character, press the lever in the upper left corner of the room. With the first character, grab the passing hook and ride into the room on the left. Jump onto the refrigerator and take the light source from the panel . This will stop the fan. Throw the light source into the fan hatch (hold LMB, hold “space”) and climb in. Take the light source to the central room.
To the right of the elevator is a glass door; we break it with a wrench. Further to the right are some shelves with lots of insects underneath. Climb up the boxes, then walk along the shelves and the planks between them. On the right, we crawl through the hatch in the wall. Ask your partner to give us a lift, climb onto the tall box, and remove the light source .
On the way back, the door will open. We go up between the shelves, to where one of the workers fell. There’s an empty shelf to the worker’s left; we throw the power source there and climb up after it. With the power source in hand, we go down through a pile of insects. We crawl under the left shelf. We throw the power source through the door and insert it in the central room. The elevator will turn on when the two power sources are connected, and we enter.
Achievement “Good Catch .” To the right of the elevator, in the room with the bulletin board, there’s a ball; take it inside the elevator. When you go down the elevator, you’ll see a basketball hoop on the left wall; throw the ball in it.
Security rooms
On the new floor, head right and unlock the window shutters together. We’ll emerge onto a balcony with pipes. First, head up to the adjacent balcony, climb into the window on the upper left, and inside the room, grab the doll (3/5) . Outside, climb down and cross the bridge to the next building. Inside the ventilation shaft, head down. Jump into the pit on the left.
We’ll fall into a corridor with a security camera. If the camera sees us, the door will close. We go down and to the left, using the wrench to break through the glass door. We go through the next door at the bottom left.
Here’s the second chamber, covering the doors. There are document lockers in the background. Command the second hero to pull out the bottom right locker. As the first hero, climb up the lockers and crawl through the hatch on the left, under the ceiling.
We’ll find ourselves in a room with multiple screens. There’s a broken screen on the floor; slide it to the right, under the door, to block it from closing. This will allow the second character to enter. Together, we move to the left wall, ask our partner to give us a lift, and pull the lever at the top. This will disable all the security cameras. Run to the right and go through the door with the camera.
The next room on the right contains more monitors. We follow the beam to the right. A multi-armed woman will enter the room below; she won’t understand what’s wrong and will move on. Only then should we jump down to the right, onto the overhead tape recorder, and then onto the floor. We proceed to the left dead-end room; we’ll find a doll (4/5) in the film storage room . We go right and unlock the hatch.
Spider
Let’s look into the office, where the multi-armed woman will drop her legs and turn into a spider. When she crawls away, we exit the closet. On the right, we climb up the small shelves, through the hole in the wall, and climb higher inside.
In the dark hall with pipes, we crawl through the hatch on the right. In the corridor with pipes, we climb out the window on the upper right.
Outside, we head to the right wall, ask our partner to give us a boost, and pull the lever. A multi-armed creature will emerge from the pipe behind us and give chase. Run to the right and jump over the threshold. Next, we need to slide under the grate (hold Shift, then Ctrl), otherwise we won’t make it. Jump over a couple more pits, climb onto the crate, and then crawl through the grate into the elevator.
On the ground floor, immediately hide under the shelf on the left. When the multi-armed creature crawls away, exit and go through the door on the right.
Trolley and press
With the first character, grab the minecart and drag it to the left. With the second character, press the lever to switch the rails. Then, move the minecart to the right, toward the door. With the second character, shoot the button on the right wall. Push the minecart to the right, where it will fill with candy. Move the minecart to the left dead end, climb up the minecart, grab the hanging bar together, and jump down the opened hatch.
We’ll fall into the candy box, and the multi-armed creature will notice, but then get distracted and crawl away. We climb out and, together, unlock the ventilation grate on the right. The multi-armed creature will notice us, but won’t catch up. We unlock the hatch.
We climb up the chair to the windowsill. In the room with the boxes, hide inside the bottom right box. When the multi-armed one bursts in and crawls left, run right. Run under the grate, jump across the boxes between the pits, and unlock the hatch on the right. We crawl under the press, quickly ask to be lifted on the right, and pull the lever. The spider will die under the press.
In the hallway, go to the room on the right; it’s just papers and boxes. Crawl through the half-open door on the left; inside is a sewing workshop, with a doll (5/5) on the left table . Go to the far right room; behind the shelves, you’ll find a mirror to another world.
3.
Little Nightmares III Carnival. Walkthrough gamesisart.ru
We’ll find ourselves in a room with cotton wool bags. There’s a door with a handle on the right; ask your partner to give us a lift, and we’ll reach the handle. In the next room, we’ll see a nome—a creature in a white cap. We need to lead it through several places:
1) Nome will hide from us behind the table. Pull out the bottom right drawer of the table, and Nome will run away.
2) The Nome will hide in the chair seat. Jump up from the table and land in the chair. If we land in time, the Nome will run up to the shelves.
3) On the left, near the table, pull out the cart with the display case. From the table on the right, jump and grab onto the display case. From there, ask your partner to shoot the bottle on the top shelf.
4) The Nome behind the wall will rise higher and drop a ladder down to us. Climb up to the left and onto the ladder. Once at the top, crawl through the hatch on the right.
5) Nome will run through the pipes, catch up. Jump down, across the table, and onto the floor. To the left is a dead-end room where you need a power source. Go into the corridor on the right. There’s a glass door in the lower right corner; break it with the wrench, climb into the toilet, and grab the doll (1/10) on the floor .
In the hallway, go up and to the right. In the dark room, there’s a large button on the wall to the right; hit it with the wrench. This turns on the fireplace. In exchange, the nome will bring us a light source and sit in front of the hearth. You can hug the nome (1/6) . Carry the light source to the left room and insert it to turn on the elevator. Inside, ask for a lift and press the lever.
Planetarium
On the top floor, there’s a flashlight on the floor ; pick it up. Use the flashlight to illuminate the dark room (press E).
Achievement “Capital Punishment .” There’s a button to the upper left of the elevator, but the AI partner refuses to shoot it. You need to shoot it to perform the execution later.
On the right, we crawl through the gap between the planks. We’ll emerge onto a round platform. A Nome is hiding behind a box on the top left; hug the Nome (2/6) . There’s a lever on the right, but it won’t work without electricity. We go right along the wire. There’s a barred door in the way. We jump onto the table, onto the top shelf, and enter the hatch on the top right.
There’s a large panel in the room with 12 small buttons and one large one. On the right wall, grab the lowered projector backdrop and jump back. The backdrop will rise, revealing the correct combination of small buttons. With the first character, hit the large button with the wrench. With the second character, shoot the small buttons when they flash. You need to shoot the ones marked in black (crosses) on the diagram. Solution:
[_],[_],[x],[x] — [_],[x],[_],[x] — [_],[x],[x],[_]
When the power comes on, climb up the boxes and press the lever together, which will open the barred door. Return to the left. The toy display case will be smashed. On the platform, climb up and press the lever. The planetarium will turn on. Near the lever, behind a column, there’s a white cap hidden; hug the nome (3/6) .
We grab the bottom “planet” and move it to the side to position all the other planets on the platform. First, we position them so we can climb onto the left balcony and inspect everything there.
“Capital Punishment” achievement . From the planetarium, climb to the upper left balcony and shoot the second button there. If you pressed the button to the left of the elevator and on the balcony, you’ll execute someone.
After that, move the planet down to the left and jump across all the platforms to the balcony on the right. On the right balcony, don’t enter the door, but first climb up the two boxes, then climb the shelves like a ladder. Enter the hatch on the right near the ceiling; inside you’ll find a doll (2/10) . Go through the doors on the right.
Carnival Museum
In the room with the tall display cases, bottles will break. Climb the bottle shelves on the right. At the top, grab onto the hanging bathtub, then climb up the hanging chain on the left.
On the top floor, first go right around the pit, enter the illuminated opening, and grab the doll (3/10) . Nearby, on the right, pull out the cabinet drawer, and a Nome will run out. Follow him through the left door, crawling between the planks. In the left room, hug the Nome (4/6) . Further to the left is a door with a handle; squat under it and open it.
Secret. In the dark hallway, turn on the flashlight, first go left, and down the stairs. In the left room, go around the bookcase: left, up, left, down. In the dead end behind the bookcase, grab the doll (4/10) . Here, on the upper right wall, there’s a button; shoot it or throw an object at it. This turns on the light, and a frightened Nome runs out. Chase him in the dark hallway on the left and hug him (5/6) .
Achievement “Tact .” Go up the hallway, past the upper-left room, and enter the room on the upper-right. There’s a grand piano here; climb on it and run across all the keys to unlock the achievement. This will cause a cabinet to slide open, revealing a secret area behind it, and a Nome will pop out. Hug the Nome (6/6) . Inside the secret area on the right is a doll (5/10) .
In the corridor we go to the upper left room, near the large body we climb onto the nightstand, a little higher, and into the hole in the wall on the left.
We’ll find ourselves in a room with vending machines. Run left, down, and climb through the window on the left. There’s a toy tied to a pipe here. Shoot it in the head with the second character, and hit the fallen head with the first character, killing it. A key will fall out of the head ; use it to unlock the doors on the left.
Ship
Behind the door is a boarded-up elevator. Further to the left is the ship’s steel door. We exit, climb a long flight of stairs, and enter a ventilation hatch on the bottom left.
We’ll find ourselves in the boiler room. With the first character, grab the furnace door to open it. With the second character, pick up some coal from the pile and throw them into the furnace. You need to throw four pieces to raise the temperature to the red zone on the thermometer. After that, the pistons in the background will start moving. Grab the pistons as they’re moving down, ride them up, and jump higher. Enter the hatch on the top right.
Outside, follow the pipe. First, head down toward the screen, crawl through the gap on the left, and find a doll (6/10) inside . Outside, there’s a cart hanging on the right; jump and grab onto its boards, climbing up like a ladder. At the top, work together to break the board of the second cart. The cart will start to fall, so quickly run right through it.
We pass through the overturned cart. On the right is a door with a padlock. Sit next to it and press the lever, which will turn on the fairy lights. We’ll see a man inside the tent. With the second character, shoot up to the left, at the weak rope, and open the door to the upper red cart.
There’s a locked door on the top left. Climb onto a box next to it and climb through the window. The room is filled with empty, tall chairs. The next room has a map hanging on the wall, and to the left of it is a tall nightstand. Ask your partner to give you a lift, climb up, and drop down into the second part of the room.
You’ll see a cart under the table at the bottom left. Push it to the right, opening the way for the second hero. Go left again and ask to be lifted onto the table. Take the key hanging above it . With the key, return to the right. On your way back, you’ll see puppets on chairs. Use the key to unlock the door.
There’s a dark room behind the door. Climb through the window on the upper right. Go past the crates into an empty, lit room. Puppets will attack here. Use the second character to shoot the enemy in the head. The enemy’s body will continue to move, but the head will fall off. Use the first character to approach from behind and hit the head with a wrench. You need to defeat four enemies in this manner. Afterwards, jump together onto the hatch on the lower right and fall below.
Carnival
Under the floor, go down and to the right. Climb to the surface. First, go left, climb up the inclined plank, and inside the large cart, climb up the right wall with planks, like a ladder. On the roof of the cart, grab the doll (7/10) . Below, on the fence, are two balloons. Go right, climb the boxes to the window, and proceed through the building.
Let’s go out into the courtyard, where large creatures stand in front of the cash registers. Approaching them is dangerous. First, go down to the left and under the cart. There’s a black statue there (1/10) , just like in the first game. These statues need to be broken: pick them up and throw them, or shoot them.
In the center, between the creatures, we climb a rope ladder. At the top, we slide down the inclined rope, jump onto the tent, and slide into a vat of water.
At the bottom, we go left, rolling the cart with candy to the right. There’s a large creature standing to the right. When we roll the cart up, he’ll be distracted by the candy. Stealthily, we go right into the tent and jump into the pit inside.
From the basement, we emerge to the right. We’ll find ourselves in a square where creatures are beating a similarly bound monster. Nearby, in front of a fence, are two puppets. Carefully approach, shoot them in the head, then hit them with a wrench. You can press the lever on the right to release tickets from the machine. In the upper right corner of the square is a black statue (2/10) ; break it.
The next tent contains a vat of water, with a bound creature hanging above it. Take the ball on the right and throw it at the target near the vat, causing the creature to fall into the water. Climb onto the vat’s lid and jump onto the plank on the upper left. Climb the ladder to the ceiling and slide down the roof on the right.
Radio
We move the trash can and crawl through the hole in the fence behind it. There are a lot of puppets sleeping in the alley between the stalls. We move around here only while sitting, so as not to wake anyone. We crawl under the counter on the upper right.
We follow the dark path, climb the stairs, and push the lower door on the right. We enter a room with a radio, but it doesn’t work without power. Jump into the pit in the center and go right. In the courtyard on the right is a generator without a power source. Above there’s a balloon; shoot it. Climb up the boxes and into the room’s window.
Command the second player to shoot the bottles on the shelf above. The shelf will fall off, revealing a light source . Throw the light source to the left through the opening and return to the radio room. Descend into the pit again and insert the light source into the generator on the right. Return to the radio through the window.
As the first character, turn the radio knob and set the dial to the third line from the right, where music is heard. As the second character, climb onto the box on the left and grab onto the lit lamp. This will reveal a secret compartment with a ladder behind the lamp. Climb up.
Amusement rides
On the roof, go down and to the right, sliding down the rope. You’ll land in the tent where the magician cut the creature in half. A dead Nome sits in the upper left. Go left and smash the black statue outside (3/10) . In the center, grab the creature’s legs and push the right crate to the right. Climb up the crate to the higher ground.
There’s a fortune teller vending machine outside. There’s a black statue (4/10) on the slab in front of it , but if we step on it, we’ll die. As the second character, shoot the statue from afar. There’s a balloon hanging to the right. Jump down into the pit below to the right.
We go under the floor to the right. A large creature peers into a hole ahead. We wait for it to look around and leave. Then we climb out of the hole and use a wrench to break through the wooden door on the right. We go through the kitchen and down a dark hallway.
Outside, a creature is playing piñata: blindfolded, it’s hitting a suspended monster with a stick. We go right to the counter and call our partner (press Q). The creature will hear us, come over, and smash the counter. We call the creature back to the left and run past the broken counter.
“Small but mighty” achievement . You’ll see a shooting gallery counter. As the second character, shoot at the rising cardboard boxes. Shoot the Nomes with the target. Don’t shoot the girl with the hat. You need to react correctly to nine targets to light up all the lights, and you’ll get the achievement. Climb over the fence on the right.
In the dark square, there’s a well in the center. Further on, you can see a line of creatures—this is the main path. But first, we grab the lever inside the well together and descend to the bottom. The area below is littered with jaws; follow them to the right and grab the doll (8/10) . Then, on the right, climb up the planks, jump left, then right, and climb back to the surface. To the upper left of the ramp is a black statue (5/10) .
After the line of creatures, we jump into the hole under the floor, go right, and crawl through the crate. We sit on the back shelf of the cart and press the lever. We’ll ride the roller coaster together. When we arrive, open the hatch on the right. We’ll find a mirror to another world, but it’s damaged.
After the mirror
From the mirror, head right and exit outside near the carousel. Then, go down the steps; there’s a black statuette (6/10) hidden under the stairs on the left . Climb onto the boxes above the stairs, then onto the roof above the door. At the top, climb inside the pipe and fall into the room.
In the dark warehouse, go right and push the cart. There’s a button on the right wall; shoot it with Player 2. Enter the elevator, get on the platform inside, and press the lever.
There’s a dark corridor on the new floor. First, go right; there’s a black statuette (7/10) on a pile of trash . Go up the corridor and right. Climb the crate to the window. Climb through the ventilation pipe.
Puppet
We’ll see a man sleeping in a chair in front of the TV. If we make noise, a puppet will jump off his arm and attack. We sneak to the right and together we rip the board out of the door. After that, the puppet will wake up, and we need to quickly rip the second board out. Run into the next room and hide inside the crate. Once the enemy leaves, we move on.
On the right, we pass under the shelf. On the table, a puppet asks its master for food. Hide behind the crate on the left, and when the enemies turn away, crawl under the table on the right. When the puppet looks left, crawl right through the hatch.
In the next room, we’ll crouch and pull the lever, which will activate the saw and distract the puppet. Hide under the table on the left, and when the enemies enter the room, crawl back through the hatch to the left. Climb onto the table with the body and grab the handle . It’s not a quick escape. Hide under the table first. When the enemies return and are distracted, continue left, under the shelving.
In the left room, insert the lever into the upper wall and turn it four times. The enemies will hear us, but we need to have enough time to lift the hatch door. When we release the lever, the door will start closing, so we need to jump off.
Basement
We’ll fall into a pool of jaws. We’ll emerge onto the shore on the right. First, go up, left, down, and hit the black statuette at the dead end (8/10) . On the right, we’ll enter the ventilation hatch.
We cross the pit along the plank. On the right side, behind the plank, there’s a ladder; we descend it into the pit. At the bottom, on the left, we unlock the hatch. Jump inside the pipe, and we’ll reach a dead-end room with a doll (9/10) . We climb out of the pit. Further on, on the right, there’s a grate on the floor that occasionally emits hot steam; we run past it just in time.
There’s an electrified beam ahead. Press the lever to bring the moving platform toward us. Slide it all the way, and only then will the second hero board it. With the first hero, control the lever, moving the platform to the right so it doesn’t get caught in the steam. Then the second hero on the right bank will control another lever. We board the platform and ride past the steam.
We’ll come to some boxes with a bunch of letters. There’s a light in the lower right corner, behind a pipe; crawl through it. We’ll find a dead-end room with a doll (10/10) . Climb up the boxes, jump left, then right. Climb through the hatch at the top right.
We’ll exit into a corridor where a steam pipe will block our path. A puppet will crawl out from above, hit the valve, and turn off the steam. We quickly run to the right, roll into the low opening, and run down and to the right through the ventilation. Outside, we enter the elevator cabin. We’ll climb back up, where the puppet’s owner will catch us.
In captivity
We wake up in a cage. The owner and the puppet are standing next to each other at a table. The second hero is in a suspended cage; he needs to distract the enemies. The first hero climbs out of the cage on the floor. As soon as the enemies turn away, you need to immediately crawl to the right to hide behind the screen.
Behind the screen, turn the lever and slowly move the hanging cage. With the second hero, shoot the weak rope; this will cause the jar containing the nome to fall, allowing him to escape. Enemies will chase him. With the first hero, go to the upper left corner and climb the ladder. Jump onto the second hero’s cage and bounce on it a few times, causing the cage to fall and open. Together, unlock the doors on the right.
Achievement “Courier Services .” The refrigerator in the kitchen is open, and there’s some sausage underneath. Take the sausage, take it to the right room, and give it to the boy in the cage under the table.
In the kitchen, in the lower left corner, climb onto the box and pull the lever to turn on the light. In the room to the right, under the table, is a cage with a boy. Pull the cage to the left. There’s a weak board underneath the cage; jump over it to drop below the floor. On the right, crawl up a little higher and unlock the hatch.
Upstairs in the dressing room, we’ll see the owner catch and kill a Nome. Once the enemies are gone, we’ll emerge from the cellar. Head to the lower left corner, ask for a lift, and climb up the planks.
On the second floor, walk along the beam to the left, then up, right, and into the illuminated hatch. On the balcony, go down to the right and turn the lever above the box to lower the chandelier. With the second character, grab onto the chandelier and ride up. Together, push the doors on the right.
Climb the seat onto the table and smash the black statue in the center (9/10) . Continue through the corridor on the right, grab the rope, and slide down behind the screen.
Scene
Nearby on the stage, the owner and the puppet are training a new performer from among the captured humans. While they’re distracted, crawl to the right and hide behind the table. The puppet will place a key on the table; it’s out of reach from here. Wait until the enemies turn away again, crawl to the right wall, and together we unlock the hatch.
In the hallway on the right, you’ll see a door with a lock. Go up and enter the elevator. There are mannequins on the top floor; under the right mannequin is a black statuette (10/10) . From the mannequins, climb up the boxes to the left and out the window. You’ll emerge on the platform above the stage. While the enemies are turned away, grab the rope and use it to smoothly slide down to the table. Take the key, jump down, and hide behind the table. Sneak to the right again and use the key to unlock the door.
The enemies will chase us. Run to the right, down, and through the right window. Crawl along the pipe, jump over the hole, and beyond that they won’t be able to reach us. Climb the ladder into the ventilation system.
We’ll fall into a room with a mountain of shoes. Push the door on the right and exit into the main corridor, just before the stage entrance. The owner will emerge from the top door. Run down the corridor down the center. Turn right behind the bars. Take the wrench, hit the wooden wall on the right three times, and run inside.
We climb out the window on the right. We run along the plank into the balloon’s basket and grab the lever together to turn on the burner. The balloon will begin to rise, but a puppet will climb up to us. When the enemy gets near the burner, we both grab the lever again and burn the puppet.
We’ll fly away from the carnival ship in a hot air balloon. On the way, lightning will strike the balloon, and we’ll slowly begin to fall. We’ll see a flashback of a boy in a locked room. He hid his drawings in a garbage chute, and later, someone gave him a toy from there.
4. Little Nightmares Institute
3. Walkthrough, guide
We wake up on the shore near a large building. A crashed hot air balloon is nearby. We go right and enter the house through the hole. We pass through a dark banquet hall. We push the doors on the right.
Next is a corridor with an eye silhouette. Head down, the main path is on the right, but first, go left, through a slightly open door, where you’ll find a doll (1/5) . Pull out the board on the right and enter the security room.
There’s a carnivorous plant growing along the way. If we approach, it will kill us with its tongue. Command the second hero to shoot the flower, and it will close. Take out the wrench and break through the wall on the right. Then jump out the window.
In the corridor, as the first character, climb up the inclined platform, grab onto the pipe under the windows, and crawl up it. When we reach the second window, the flower will open. As the second character, stand at the edge below, shoot the flower, and only then crawl after it. In the upper dead end, you’ll see the ghost of a boy (1/5) . Enter the door on the left, then the hatch.
We enter the office where the masked doctor is walking around. He’s guided only by sound. We grab the bottle from below and throw it into the upper right corner. While the doctor runs there, we sneak to the left wall, and together we open the door.
In the corridor we take out a wrench and hit the gong several times until the big hand crawls away completely.
To the left, beyond the gap, explore the dead-end room and see the ghost of a boy (2/5) . In the hallway, go up. To the right, a gap leads to a large pit. In the hallway, climb to the upper right corner and hang on to the lever until the elevator arrives.
2nd floor
To the left of the elevator is a room with benches. Further to the left is a door with broken glass. Climb through this window. Go left through the corridor, past the projector and the film storage room. Further to the left is a destroyed floor. Return.
In the hallway, go down and find an elevator. In front of it is a generator with a broken power source. Move the cart with shelves to the left, fit it under the window on the left, and climb in. Go through the room with the chair. In the hallway, go down and right, and you’ll find a room with a TV. Go left, through the playground. In the warehouse, climb over the crate and suitcase to the upper left corner, where there’s a hatch in the wall.
We’ll find ourselves in the prison cell from the boy’s memories. We’ll lean over to the left wall and grab the lever. A doll will fall out of the garbage chute. Holding this doll in our hands, everything around us will revert to the past.
Past
Take the doll and go to the right through the doors, which will be open. In the playroom, the right door is closed in the past. Climb the swing and throw the doll into the hallway through the window on the upper right. In the present, exit through the doors.
In the hallway, take the doll and go down and right. In the room with the TV, you’ll find a doll (2/5) . Go up the hallway, then left into the room with the projector. Further on, on the left, you’ll find a lever that’s intact, not broken. Press the lever to close the right door and open the left one.
We enter a room with a broken floor, but in the past, everything here was intact, and there are shelves of film. We go around the shelves, both above and below. In the lower left corner, we press the lever, and a light source will fall out of the dispenser . Take the battery with the second character. Return back and press the lever in the intermediate room.
Leave the doll in the room. In the hallway, crawl through the broken door window. Go right, down, and insert the battery into the panel. Roll the cart to the right, climb up it, press the lever, and the grate will open. Go through the kitchen. You can press the lever on the vending machine to drop a jar. There’s a doll (3/5) on top of the vending machine . Roll the cart here.
Long arm
The “Coordination of Movements” achievement requires you to avoid getting caught by the big hands at all times. There will be five such situations per level.
To the right, behind the bars, is a corridor where a long arm will chase us (1) . Together, we break open the board on the right. We run into the room and hide under the table. We wait for the arm to examine everything, calm down, and move to the left.
We quietly creep down to the right, crouch, and pull the lever. The hand will follow us again. We run through the doors that open. Run up the corridor, then left. We’ll reach a room with a glass floor; a crack will appear in it. We hit the crack three times with the wrench and fall through.
At the bottom, we crawl down and to the left among the bushes. We go left along the corridor. There are mushroom thickets along the way; we need to move quickly through them to avoid suffocating on the spores. Further to the left, we climb onto the nightstand with papers and out the window.
We’ll find ourselves near a corner staircase. A ghost boy (3/5) is sitting at the bottom left . Climb the stairs, and at the top left is a door with a lock. On the right, we both push the doors. There’s a vending machine in the way. Further on, there’s a nurse in a mask, with a dangerous flower hanging in front of her. Press the vending machine’s lever, take the jar, and throw it under the flower. The nurse will follow the sound and die. Take the key from her and unlock the doors on the left.
The past again
Behind the door, climb onto the dresser and press the lever, which will open the barred doors above and below the hallway. Go down and return to the previous hallway. Here, pick up the doll that takes you back to the past. With the doll, go up and you can get through the gap in the floor.
From the hallway, go to the far right room, to a cell with a bed. Inside, climb through the hatch in the right wall. Climb out in the next cell; here, in the present, the floor is destroyed, and in the past, the door is locked. You need to place the doll in the center of the red rug so that part of the floor from the past remains, but it doesn’t reach the door. Jump across the gap into the open door on the right.
Further on is a dark corridor with many zombie patients. We sneak past them and move to the right. There’s a nurse in the room on the right. Near her, climb onto the pile in the center above and drop down into the pipe. Down below, go into the corridor on the right, then up, and push the door on the right.
Behind the garden
We go out into the garden and walk to the cliff before the river. The long arm in the background will block a crack in the stone wall, which will wash away the mattress below in the river, ending up underneath us. We jump across the mattress to the right bank of the river. On the right, we climb into the window of the building.
We go through the rooms to the right and enter the hatch. We’ll find ourselves in a corridor, where a long arm (2) will chase us. Run down, to the right, and jump over the pit. We’ll find ourselves in an office, where we’ll see the face of a huge doctor, and both of his hands with eyes. When the hand on the right rises, shoot the eye with the second character. The monster will retreat.
From the office, go through the gap on the right. In the tunnel, you’ll see a doll on the upper rung, but it’s not a bonus; you can’t reach it. On the right, jump across the furniture over the abyss. Climb the right wall, jump left, climb higher, and jump up to the right.
In the new corridor, you’ll see a lever. Go up and find a doll (4/5) near the bookshelf . Command the second hero to press the lever; you need to hold it constantly to keep the door open. As the first hero, go through the door and climb onto the table on the lower left. Use the wrench to break through the weak wall, and the second hero will be able to enter as well. To the right, a ghost boy (4/5) is sitting on a bench . Enter the elevator on the right.
Basement
We exit the elevator into the basement. To the right is a corridor with gaps left by a large hand. First, go through the small gap on the right and grab the key from the wall of boxes . Then, to the right, in a dead end, grab the doll (5/5) . In the corridor, go down through the board and use the key to unlock the door at the bottom left. Behind it is the ghost of a boy (5/5) .
In the hallway, enter the lower right door. In the bathroom, climb the ladder on the right wall and jump down into the next hallway. Go up and push the doors together. Once you see what’s inside, join hands.
A huge doctor will catch up with us in the interrogation room. Run away from the long arm (3) : right, down, right. Then through the left room, and right again.
Together, we push the doors open. We’ll fall into a hall with a gong. Hit the gong with the wrench, and the large hand will temporarily retreat. The ceiling will begin to collapse, so immediately run further to the right. Run along the wall away from the large hand (4) : down and to the right. We’ll reach the mirror, but the girl will refuse to enter it.
Boss
The Doctor will catch up with us and destroy the mirror. He’ll start using his hands to destroy the beams above us. We’ll dodge the falling objects in time. It’s best to follow the computer satellite’s movements.
The collapses will be: 1) on the right, 2) on the right below, 3) on the left, 4) on the left above. A gong will fall on the left side; there’s a board in front of it, so we pull it out together. Use the wrench to hit the gong. The hand with the eye will go deaf and hover in the center of the screen. Shoot the eye with the second character.
Collapses: 1) right, 2) center, 3) top left, 4) top right. The second gong will fall on the right. With the 2nd hero, shoot the hanging box. With the 1st hero, climb up this box to the gong and hit it with a wrench. The second arm will hang in the air; with the 2nd hero, shoot its eye. Run down away from the gong, otherwise you’ll get hit by the long arm (5) .
The doctor’s head will fall, revealing a crack in his glasses. Run up with the first character and hit the crack with the wrench. The head will rise and look through the broken glasses. Shoot the second character in the head’s eye. The boss will die.
The ending
During the collapse, we’ll fall down and embrace in midair. We’ll see a memory: a boy in a cell, hugging a girl doll. He’ll once again take out his drawings and crayons, and the doll will turn into a real girl.
We wake up after the fall. We go up, past the doctor’s body. We find another mirror, but the girl again refuses to enter it. The boy will persuade her, and they will be transported. The boy will return to his real world, and the girl will turn back into a doll, leaving only her clothes and a drawing. Credits roll.
After the credits, we see the boy in his real living room. He’s trying to piece together the mirror from the shards, but it’s not working.



