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Little nightmares 2 six monster
Little nightmares 2 six monster








It's possible the tower is nothing more than a shell meant to hide the real threat within it, the Flesh Eyes.However since Little Nightmares II takes place before Little Nightmares I, this may heavily suggests that the Transmission can see events and things from the future. Throughout the Transmission, Mono can find props that are references to the first game, for example the suitcase which Six wakes up in or a painting of Six eating a Nome.Evidence of this is the large, flashing beacon at the top of the tower, which could be sending out a signal (hence the name Signal Tower) that is changing the TVs. It's possible that the Transmission is brainwashing the Viewers, who are inhabitants of the Pale City, by broadcasting programs on the televisions scattered across the game.Interact with the chair to trigger a cutscene and later finish the chapter. Keep running to the right until you see a hill of fleshes with a chair on top of it. After Six dropped Mono, he will wake up on a land of flesh. Keep running to the right and afterward jump onto Six for an "assistance". At the end of the section, enter through an opening. Keep running to the right and jump through obstacles and holes, while avoiding the Flesh Walls that will fall from anywhere in the wall. After getting up, the Flesh Walls will start to chase the pair. Afterward, hit it one more time to turn Six back to normal. She will leave the music box vulnerable, so hit it. While Six starts to smash around, run to the music box, and hit it Afterward, Mono will have to destroy the music box for one last time. Later, go to the right door in the back and call Six. Quickly take the axe and go down before Six can kill you. Call Six and enter through the door to go to the right side. This time, the axe will be on the other side. Grab the axe and start breaking the door. Mono will once again arrive in an endless stretch of darkness. Quickly run to the music box and hit it while Six is going berserk. Then call Six on the left side and enter through the door to go the right side. As she enrages, go up to the floor with the music box. Grab the axe and keep moving to the right. The next fight will have more doors and be tougher. Grab the axe and start breaking down the door. Mono will wake up in an endless stretch of darkness. While Six is away from her music box, hit it with the axe. This will enrage her, so enter the door to another on the other side. Mono will arrive in a room with Six in the middle. After Six pushes down a door, enter the door into a hallway. Enter through and hide under a table as Six will search the area. Keep running and then move forward and enter a door. Run to the right and Six will start chasing you. After a cutscene, Mono will arrive back at the same room, but the walls start to tear down. Grab the mallet and hit the music box with it. Later, a mallet will be revealed in a suitcase Six sat on. Press the button to call Six multiple times. Her music box will be in the center of the room, but Six will be protective of it. He will also see that Six has turned into a monster. Enter the door at the far left to progress. Go through the staircases again and head to the fifth floor. Push down a board and afterward, complete the pattern. Later inside a corridor, there will be a total of 7 doors with a big bottomless hole in the middle.

little nightmares 2 six monster

Then do a pattern again and after completing it, head up through the staircases to the fourth floor. Before completing the pattern, the player has to push a door to reveal an opening. Enter the door later and climb up the staircases to reach the third floor. After succeeding, go to the door in the middle of the horizontal corridor. The player here is required to do a specific pattern. Follow the door which causes the loudest music sound. This time, audio and sounds are important to pass this obstacle. Mono will arrive in a corridor with two doors. One of the doorway puzzles encountered in the Transmission. Then enter the door at the end to proceed to the second floor. Enter through the door and walk up the staircases. However, a door on the other side will open. But before Mono can reach the door, the door will close. Move forward into the door at the end of the hallway and Mono will arrive on the first floor of the tower. Later, Mono will be in a similar bendy corridor. Mono needs to find Six in the Transmission and escape with her. However, behind the concrete are hidden fleshy blobs that will spread out once broken. Metal staircases are also seen stretching out from floors to floors in the tower.

little nightmares 2 six monster

There are several doors leading to others that are in the same area as another. The situation inside the tower is supernatural, as props and objects are seen floating around. It appears as a dark skyscraper with a mauve beacon at its top located at the center of the Pale City. And it will never stop unless you stop it.










Little nightmares 2 six monster