Little Nightmares 2: 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 solution to the school quest. In this section, we've covered all the interactions you need to make to move through the classes and not lose your life.
Corridor
Once you leave the bedroom area, you will find yourself in the school hallway. There are a lot of pitfalls in it. The whole school is cram-full with traps and dangers. Some of them you must avoid in order to get further, so always be vigilant. In our guide, we have described, each of the traps so that you don't get hurt.
You can get hit over the head with a bucket right from the start. If you throw yourself at the ball, you will not avoid the blow to the head. You must run to the door and wait a moment for the bucket to drop without hitting anyone.
Moving on, you have to squeeze under the lamp and then crawl into the hole between the cabinets.
And another trap - pans. You have to be careful not to get hit in the head with them.
Your route will suddenly change its direction, you don't have to go to the right, but deeper into the corridor. There, however, you have to be especially careful.
As you approach the cabinet it will fall right on your head. You must use your reflexes and escape quickly as soon as it starts to sway. The fall of this cabinet is essential for moving on.
After the locker falls, jump on it. From it, knock yourself out onto more lockers to get to a new part of the hallway. Six will easily jump behind you.
There are even more traps in the next part of the corridor. Don't be deceived, if something shines - it's a threat for sure. All glowing toys can be deceptive. In this situation, when you approach a duck, you will most likely get a lamp on your head.
If you focus on the toy then you won't be able to escape. The lamp can hit you in the back of the head unless you bend down in time.
You need that lamp to get further. You need to jump on it to then spring up onto a wooden bench. This is the only passage on.
The next scene is very linear and you can't skip it. When you approach the cabinet, it will strike on your character. This time you will not suffer sudden death. However, your character will get stuck in a locker for a while, and enemies will pick up Six.
Hammerfighting
When you get out of the locker, you have to do your best to find Six. Right next to the cabinets, lies a hammer. Take it in your hands and start pulling it behind your back.
With this hammer, you must destroy the surrounding enemies. This is not an easy task. If they spot you, then most of the time you have no escape route left to take. You must take advantage of their hesitation and hit them from behind, then you'll have the best chance of defeating an enemy.
After killing the opponents, jump on the chair located right next to the door. There is a hole in there that you can squeeze through.
Searching for the key
To access the elevator you must have a key. This one is hidden behind the hall. To get to it, you have to be especially careful.
Sneak during the moments when the teacher is busy. If she turns around, you are lost. If you notice that the woman is turning back, you need to hide behind one of the benches. If you make a loud noise then the students will also start chasing you, which is hard to escape from.
The key is located on the cabinet, to get to it you have to knock it over.
Start climbing on the book locker. When it starts to fall, just jump off and move away from it to avoid being crushed.
The key will fall right by the door. However, you need to keep in mind that a falling locker will be very noisy and thus attract the teacher's attention.
If you want to hide from it, you have to run into a carton box lying by the file shelves. It's the one hiding place where the woman won't find you.
When she closes the door, a passage will open. Grab the key and run into the hole to get to the elevator.
In the classroom, you will come out of your locker. You must have perfect timing, preferably taking advantage when the teacher is on the other side of the room. Patience is key at this point.
The perfect place to hide would be on a desk. Hide behind it to avoid the eyes of the teacher and students.
Wait for the moment when the teacher disappears on the left side of the screen. Take advantage of it and run out of the room.
After a frantic dash, you must hide in the locker room, behind books and clothes. Wait there for a while. If someone runs out after you, they will not find you at this point.
Elevator
With the key you've obtained, head to the elevator. Once you get close to it, Mono will put the key in the padlock and open the passage.
Enter the elevator and wait until it closes to go to the upper floor. You don't have to click anything, just wait for the elevator to start moving.
Class
After exiting the elevator, head immediately to the right. You will reach another class where you will encounter new adversities.
You will come across a student who has been tied to a wall. He has limited movement, but if he bumps into you, it will quickly take your life.
Take advantage of the moment when the student falls over and get into a frantic run. Grab the pipe that lies under the board. You need it for the following parts of the task.
Using a gun, you can kill the boy to ease his suffering. You don't have to do that, you can just bounce off and keep going.
Using the pipe, you have to smash the door to get through further.
Put the gun down, climb up the cabinet (clutching the handles), then go through the ventilation shaft.
Running away from the teacher
As soon as you fall out of the ventilation shaft, run up to the box lying in the left corner. That's where you hide from the teacher.
After running out of one box, you must go to the other box - the teacher won't find you there either.
When the teacher disappears from your sight, jump on the wrapped bedding and quickly climb up to the floor above.
Your next task is to push the board that will allow you to move on. Remember that its fall will be very loud, so it will draw the attention of your opponents.
Push the board and immediately run behind the crate hidden in the left corner.
Again, wait for the teacher to disappear from your field of vision. Only then can you run up to the ventilation shaft and run inside.