---
title: "Little Nightmares II: Walkthrough & Tips"
game: "Little Nightmares II"
game_url: "https://qna.gg/games/little-nightmares-ii"
author: "Qloud"
author_url: "https://qna.gg/players/Qloud"
topics: ["Walkthroughs", "Secrets", "Achievements", "Endings", "Collectibles"]
summary: "A spoiler-light guide to Little Nightmares II: how Mono and Six's mechanics work, how to survive each Resident, what to look for in all five chapters, and how collectibles, the secret ending and achievements fit…"
url: "https://qna.gg/g/little-nightmares-ii-walkthrough-tips-c7aeeb34"
published: "2026-09-27T21:01:31.513Z"
updated: "2026-09-27T21:01:31.513Z"
source: "QnA.GG"
---

# Little Nightmares II: Walkthrough & Tips

A spoiler-light guide to Little Nightmares II: how Mono and Six's mechanics work, how to survive each Resident, what to look for in all five chapters, and how collectibles, the secret ending and achievements fit together.

*Researched September 2026. Current as of the latest Steam build of Little Nightmares II (2021 release, with the free Enhanced Edition upgrade on newer platforms). Check the linked sources if something differs.*

## Where It Fits in the Series

| Game | Release | Notes |
|---|---|---|
| Little Nightmares | 2017 | Six's escape from the Maw. The Enhanced Edition (ray tracing, better checkpoints, gameplay helpers) launched October 10, 2025. |
| **Little Nightmares II** | February 10-11, 2021 (by region) | Mono and Six in the Pale City. A prequel to the first game's events. |
| Little Nightmares II Enhanced Edition | August 25, 2021 | Visual upgrade by Supermassive Games for PS5, PC and Xbox Series X/S |
| Little Nightmares III | October 10, 2025 | New duo, Low and Alone. Its first DLC, The Backstage, released June 12, 2026. |
| Little Nightmares VR: Altered Echoes | April 30, 2026 | VR spin-off |

You don't need to have played the first game. LN2 even sets it up in its secret ending.

## Quick Start

1. **You play Mono. Six is AI-controlled.** She follows you, helps with two-person puzzles, and sometimes points the way. Watch where she looks and stands.
2. **Call Six and hold hands.** You can call her to you and hold her hand to keep her close. It also matters for one achievement ("In The Palm Of My Hand").
3. **Big enemies can't be fought.** Residents such as the Hunter, the Teacher and the Doctor are stealth-or-run encounters. Hide in shadows, under furniture and behind cover.
4. **Small enemies can be fought.** Mono can grab heavy objects (hammers, pipes, axes) and swing them. The swing is slow, so time it just before the enemy reaches you.
5. **Deaths are expected.** Checkpoints are frequent. Treat each death as information about the pattern.
6. **Look for hats and Glitching Remains.** Hats are cosmetic. Glitching Remains unlock the secret ending.
7. **Chapter select is available after you've reached a chapter,** so collectibles are never permanently lost.
8. **Play with headphones.** Audio cues warn you when an enemy notices you or is about to strike.

## Core Mechanics

| Action | What it does | Tips |
|---|---|---|
| Sneak (crouch-walk) | Makes less noise, lets you slip under things | Use it whenever a Resident is nearby |
| Run | Fast, but noisy | Chase sequences only. Running near sleeping or searching enemies wakes them. |
| Jump/climb | Clears gaps and ledges | Some jumps need Six to catch you or give you a boost |
| Grab | Picks up objects, holds ledges, drags things | Hold to keep carrying heavy weapons |
| Swing weapon | Attacks with a carried object | Wind-up is slow. Swing a beat before contact. |
| Call Six | Brings her to you and helps with co-op puzzles | Use it when you're stuck. She often knows the next move. |
| Hold hands | Keeps Six right beside you | A comfort mechanic with an achievement attached |
| Flashlight (Hospital) | Freezes certain enemies in the light | Keep enemies in the beam while you retreat |
| TV remote (later chapters) | Interacts with televisions and screens | Central to puzzles in the second half of the game |

### Stealth rules of thumb
- If the camera lingers on an enemy, that enemy is the puzzle. Watch its patrol before you move.
- Darkness and cover beat speed. Most deaths come from running too early.
- Thrown objects and noise draw attention. Sometimes that's the solution (lure an enemy away), sometimes it's a mistake.

### Combat rules of thumb
- Only fight small enemies. Line up in their path, start swinging early, and let them run into the blow.
- In fights against several small enemies, don't get stuck in the swing's wind-up. Back off and re-time it.

## Residents and Enemies at a Glance

| Enemy | Where | Can you fight it? | How to survive |
|---|---|---|---|
| The Hunter | The Wilderness | No (until the scripted finale) | Stay in tall grass and behind cover while he searches; move when he reloads or looks away |
| The Teacher | The School | No | Hide under desks and in shadow; her extending neck means "out of sight of her body" is not enough |
| Bullies | The School | Yes, with a carried weapon | Fight one at a time and swing early; avoid getting surrounded |
| Patients | The Hospital | No | Freeze them with the flashlight and back away with the beam on them |
| Living Hands | The Hospital | Yes | Swing early or avoid; they are fast |
| The Doctor | The Hospital | Not directly | Stay out of sight, then use the environment to deal with him |
| Viewers | The Pale City | No | Keep them transfixed by their screens; don't cut the signal while you're exposed |
| The Thin Man | Pale City and Signal Tower | Scripted | Follow the visual cues; the late game gives Mono powers of his own |

## Chapter Walkthrough Outline

### 1. The Wilderness
A foggy forest and the Hunter's cabin. Mono wakes among burnt-out TVs, finds Six locked in a basement with a music box, and the two escape the masked **Hunter**.
- Learn to stay hidden in tall grass and behind obstacles while the Hunter is looking.
- The chapter ends with the Hunter cornering you with his shotgun. Keep moving between cover when he fires and follow Six's lead; the pair turn his own shotgun on him to finish the fight.
- After the chapter the pair drift to the Pale City.

### 2. The School
A crumbling school run by the long-necked **Teacher** and patrolled by porcelain-headed **Bullies**.
- Bullies are small enough to fight with carried weapons. Watch for groups.
- The Teacher is not fightable. Hide under desks and move when her head turns away. Her neck lets her search far beyond where her body stands.
- Six is captured by the Bullies partway through, and you rescue her on your own before the two of you escape the Teacher.
- Achievements tied to this area include "Bully of Bullies" ("Creative, efficient, brutal. Top of the class!").

### 3. The Hospital
Dark wards full of mannequin **Patients**, crawling **Living Hands**, and the **Doctor**, who crawls along the ceiling.
- **The flashlight is the key tool.** Patients freeze when lit. Keep them in the beam as you back toward safety, and watch for new ones outside it.
- Living Hands are fast. Hit them with weapons or avoid them.
- The Doctor: stay out of sight, then use the environment. The encounter ends with Mono luring him into an incinerator, and you get a choice in how to finish him. If you're hunting achievements, note that "Medicine ball" ("Any other last requests?") and "First do no harm" are both Hospital-flavoured, so consider trying both options across playthroughs or via chapter select.

### 4. The Pale City
The city itself, full of **Viewers**, citizens transfixed by televisions, and the growing pull of the Signal.
- Viewers turn on you when screens stop transfixing them. Manage the TVs carefully.
- Expect big chase sequences through streets and buildings. Commit to the route once you start running.
- Mono's growing connection to TVs becomes a puzzle mechanic.

### 5. The Signal Tower
The finale inside the **Thin Man's** tower.
- Mono uses powers similar to the Thin Man's in the endgame. Follow the visual cues on screen.
- Spoiler territory: the ending changes how you see both Six and the Thin Man. Play it blind.
- If you collected **every Glitching Remain**, you get a secret post-credits scene featuring Six that leads into the first game.

## Collectibles

| Type | What it is | Why collect |
|---|---|---|
| Hats | Wearable cosmetics for Mono, hidden throughout the chapters | Cosmetic, plus hat-related achievements (for example "Half hat") |
| Glitching Remains | Ghostly children that flicker. Approach them and absorb them. | Required for the secret ending and "No More Remains" ("Nothing of us remains anywhere. Bravo!") |

Tips:
- Remains usually hide down side paths, in dark corners and behind breakable objects. When the path forks, check the "wrong" way first.
- The chapter-grouped achievements ("Wild Kids", "School Kids", "Sick Kids", "Pale Kids") follow the chapter order, so you can track progress chapter by chapter.
- Use chapter select for cleanup instead of restarting the story.

## Achievements Overview

The Steam version has **35 achievements**. Some of their in-game hint texts show what to look for:

| Achievement | In-game hint |
|---|---|
| Mono Tones | "My, what a curious song you play!" |
| Half hat | "It would be cliché to collect them all" |
| Evasive prey | "Not today!" |
| Hunger | "Plenty of snacks for a growing boy" |
| X Best Friends | "I see through you..." |
| In The Palm Of My Hand | "Hold tight and we'll be just fine" |
| Toys Are For Kids | "There, you'll be much warmer now" |
| Bully of Bullies | "Creative, efficient, brutal. Top of the class!" |
| Medicine ball | "Any other last requests?" |
| Merciful feat | "Tempting, so tempting..." |
| Post Industrial | "You punctuated someone's day. Maybe they'll notice!" |
| Referee! | "Unorthodox, but they all count!" |
| Objection | "Some holes are more picky than others" |
| Fly Free | "Rebellion at its finest!" |
| Far Ahead | "Hats are very important to some people" |
| Popcorn | "Movie night on the ward - all taken care of!" |
| No More Remains | "Nothing of us remains anywhere. Bravo!" |
| Primetime Content Consumer | "Your life is now free of challenges" |

The chapter-progress achievements (Foraged, Schooled, Hospitalised, Paled, Signal interruption) unlock as you play the story. "Merciful feat" hints at choosing *not* to do something tempting, so if a moment offers restraint, try it.

The rest are hidden on Steam (no hint text): True Colours, Twenty-Six, ...And Stay Dead!, What's in the box?!, Fair Prey, How Do I Look?, Unladylike and First do no harm, plus the per-chapter collectible sets (Wild Kids, School Kids, Sick Kids, Pale Kids). Several of the hidden ones are story-adjacent and about a third to half of players get them naturally, so play blind first and look up only what's left.

**Rarest ones, per Steam global stats:** Primetime Content Consumer (under 4%), No More Remains, Popcorn, Far Ahead, Pale Kids, Fly Free and Objection (all around 5-6%). If you're chasing 100%, these are the ones to plan around; the chapter collectible sets are the bulk of the work.

### Achievement cleanup order

1. Finish the story once without a guide.
2. Use chapter select to sweep Glitching Remains chapter by chapter (the Wild/School/Sick/Pale Kids achievements are grouped by chapter, so finish one chapter's set before moving on).
3. Grab hats on the same pass; both reward checking side paths and dark corners.
4. Finish the game again with all remains to see the secret ending.
5. Mop up the situational achievements (the ones with hint text above) by replaying the relevant chapter.

## Common Mistakes to Avoid

- **Running when you should sneak.** Most early deaths happen when a Resident hears you.
- **Swinging too late.** Weapon swings have a long wind-up. Start before the enemy reaches you.
- **Letting Patients out of the flashlight beam.** In the Hospital, anything outside the light is moving.
- **Rushing chases.** Chases have one intended route. Look at the scenery for climbable ledges and gaps instead of mashing forward.
- **Ignoring Six.** When you're stuck, she's often standing near the solution.
- **Replaying the whole game for one collectible.** Use chapter select.

## Advanced Tips

- **Blind first, clean-up second.** The atmosphere lands best on a first run. Save collectible hunting for a second pass with chapter select.
- **Learn patrol loops.** Every stealth room has a repeatable pattern. Wait one full cycle before moving.
- **Break things.** Many remains and hats sit behind fragile objects. If something looks breakable, hit it.
- **Use sound.** Footsteps, breathing and music changes tell you when an enemy is about to turn around.
- **Speedrun-style routing.** Once you know a chapter, chases get far easier. Pre-plan your jumps.

## FAQ

**How long is Little Nightmares II?**
It's a relatively short, linear game with five chapters. Most first playthroughs are an evening or two. Collectible cleanup adds more.

**Is there co-op?**
No. Six is AI-controlled. Little Nightmares III (2025) is the entry with online co-op.

**How do I get the secret ending?**
Collect all Glitching Remains, then finish the game. A post-credits scene follows.

**Can I miss collectibles permanently?**
No. Chapter select lets you replay chapters to collect anything you missed.

**Do I need to play Little Nightmares 1 first?**
No. LN2 is a prequel, and its secret ending leads into the first game.

**Is the Enhanced Edition worth it?**
It's the same game with a visual upgrade by Supermassive Games for PS5, PC and Xbox Series X/S (August 25, 2021). It was released as a free upgrade for existing owners, so there's nothing extra to buy.

**Who is the Thin Man?**
The main antagonist, tied to the Signal Tower. The final chapter reveals his identity, so play it before reading more.

## Sources

- [Little Nightmares II on Steam](https://store.steampowered.com/app/860510/Little_Nightmares_II/)
- [Little Nightmares II Steam achievements](https://steamcommunity.com/stats/860510/achievements)
- [Little Nightmares II on Wikipedia](https://en.wikipedia.org/wiki/Little_Nightmares_II)
- [Steam news feed (Little Nightmares III, The Backstage, VR announcements)](https://store.steampowered.com/news/app/860510)
