Little Nightmares 2: Escape from School - Chapter 2 Orphanage walkthrough Little Nightmares 2 guide, walkthrough
Last update: 19 February 2021
On this page of our Little Nightmares 2 walkthrough guide, we've described a part of the 2nd stage - Orphanage - here, you'll find the Escape from School walkthrough. In this section, we've covered all the interactions you need to do to get to the hospital.
Corridor
After exiting the room, you will end up in a small room. To get further you must climb on the cabinet and get through the ventilation shaft.
You will get a hammer at the start. It is necessary in order to cross the corridor.
Eliminate all opponents on your way. Use traps, such as hitting the floor with a hammer to make a bucket fall, which will kill three enemies at once.
Saving Six
When you pass the hallway you will reach the bathroom. There you will find Six. Two boys hung her from the ceiling. You must kill them to save her.
After eliminating the boys, destroy the board to which a rope is tied.
Six will be alright even though she falls on her head from a great height. She will simply start helping you with your window.
Piano
To get to the next room, you simply need to walk safely on the plank laid between the windows.
Even though Mono couldn't open the window a moment ago, he lifts the piano without any problem. You simply have to turn the crank to lift the piano as high as possible.
The piano will crash into the floor, but it will not destroy the floor ultimately. You have to step on it and jump on it a few times to add to the weight and destroy the floor.
After dropping down to the lower level, you will see another door with a padlock. It's not far to the key, but you'll need to make a few interactions.
Getting the key
In order to get out of this room, you must enlist the help of Six. She will boost you so that you can get through the hole in the wall.
Outside, you will see a girl abusing a corpse with a wrench. You have to kill her to get to the valuable item.
Take the pipe that lies on the left and wait for the girl to become interested in Six. Then tackle her from behind and hit her right on the head.
After killing the girl, lift the grid blocking the passage and then pick up the key from the corpse.
Along with the key, go to the door and open the passage.
The last room
In order to get out of the building, you have to overcome one more room. You will get to it by going up the stairs to the top.
Entering the room is not as easy as it might seem. You can't just open the door. You need to jump on the ledge using Six's help.
In order for Six to get to the top, you must push down the box lying on the bookcase. Don't worry about Six, she won't get hit on the head even if you aim at her.
Along with Six, open the passage to get further.
You will end up in a room with a piano. You have to slowly walk down the books, all the way to the floor. If you jump on the floor, you just die.
Your task is to reach the crank that adjusts the height of the metal shelf. Set it at such a height that Six can easily walk to the other side.
Next, you should move the cabinet under the dresser where the books stand. Position the cabinet sideways so you can jump off of it.
Then quickly run across the metal shelf to get to the right side of the room.
Along with Six, open the passage and run through the tunnel.
You are not safe in the tunnel. Run forward constantly to avoid being caught by the woman.
Transition to hospital
When you get out of the building, you will have to cross a long plank located over a huge chasm. Don't fear - it is completely safe. Nothing will happen to you there.
To get further you need to move the container, so that it is as close to the right edge as possible. Then push it forward to close the lid, so that you can run across it.
As you walk further, you will see a hole in the wall. You must squeeze through it to get to the next room.
In this building, Six will find her yellow jacket, which will come in very handy in this weather.
As usual, with the help of Six, you will jump to the handle so you can open the door.
It's almost over. You just have to climb up to the roof and then push the board so that Six can follow right behind you.
Then, in a joint effort, open the passage further.
When you jump through the window into the hospital, the next chapter begins.