Little Nightmares 2 - No Copyright Gameplay

Little Nightmares 2 - No Copyright Gameplay

Little Nightmares 2 - No Copyright Gameplay


Little Nightmares 2 is a Horror Puzzle-Adventure game developed by Tarsier Studios and published by Bandai Namco Entertainment. The game was announced at Gamescom 2019 and is a sequel to Little Nightmares, and features a new player character, a boy named Mono, and the protagonist in the previous six games is a computer-controlled character. Behind the story is Mono, who plunges into the horror of a pale city with six people and reveals a dark secret. The game was released on February 11, 2021, on Microsoft Windows, Stadia, Nintendo Switch, PlayStation 4, Xbox One, PlayStation 5 and Xbox Series X / S versions were released the same year on October 30, 2020.

Gameplay:

"Little Nightmare 2" is similar to the previous version and takes place in the world of 2.5D where the player must explore the world, sometimes encounter situations identical to platform games or get blocked by puzzles. It should be solved in order. To progress. Unlike the first part of the game, the player is not entirely helpless. Mono can fight smaller enemies by grabbing and shaking some tools. However, it is altogether powerless against bigger enemies like 6, but you will have to rely on transparency and the environment to avoid it. Players can also call 6 and hold hands to see if they are a match.

Conspiracy:

A hooded boy named Mono wakes from a dream at the door with his eyes at the end of the long hallway. He crossed the wilderness and entered an old hut. Six people were released, captured by a masked fisherman who lives there. Hunters turned them into stables and chased them until they killed them with their Mono and # 6 rifles, used wooden doors as rafts, and emptied the faded city gates covered in fog and rain. On the way, Mono tried to use this TV as the door to her dream aisle. But before he got to the door, he always came back at 6 PM and encountered some of the flaws that could appear when touching a child.

Mono and Six are attending school, and Six are separated when caught by crazy school bullying. Mono rescued six people from the harassment, and the coordinator escaped to Yohimo. Outside the school, they found a sixth yellow raincoat. When the two reached the hospital, they met a patient like a disassembled doll and a human doctor who lured him to the Holocaust and killed him, Mono and Six, in the heart of the City of Light. Face a signal tower to take over the dullest townspeople. When Mono tries to reach the door through a TV set, a skinny man appears there and picks up 6. Mono uses multiple televisions to direct the faded city until the haunted version of "Six Men" transports him to the Signal Tower. "A gentle man" and he fell.

Mono entered the sign tower and fused with the six mutants. This is the enemy when the music box is damaged. But Mono destroyed the music box and brought it back to normal. When the sign tower began to collapse, the children were fascinated by the gel and eyes that make up the sign's heart. They overpowered the crowd, but the six got into trouble with Mono and ran off on TV. Mono sits alone in public in a chair saying goodbye to fate. As time passed, the monolithic man increased in height, and eventually became the skinny man's body. (Now adults) are in the room at the end of the hallway in my dream with the door closed.

When Mono finds all the haunted children, a scene where "Six" matches his shadow and points to a flyer on the floor announcing what looks like gum flowers. Number six belly screams of hunger.

1- The Wilderness

The game starts when Mono wakes up from TV Forest. This is a brutal and terrible place. Move right until you reach a small gap, and keep skipping until you reach a large tree. Lift it through the small holes at the bottom and lift it inward.

This will take you to the other side of the tree with a body bag hanging from the other side.

Jump from tree trunks, and you will face the ropes on the ground. You can skip or go sideways. This will unlock the holder. You have to push down and climb to the next cliff.

Then go up to the next area your trunks will fly towards you, so you have to run to escape. Go down the mountain until the box is clogged with other trees.

After disembarking, you will reach the area where the above choke was suspended. Below is a tree that you can climb to the top. Then, jump rope and move to the next room.

After that, there is an elevator with a box. To reach the other side, turn the lever so that the box's end is in line with the board. Then run, grab it, climb to the top and jump to the other side.

Another bridge can be seen after crossing it. But everything went so instead of running, I jumped off a bridge and landed in a box. Then jump from here, turn right and look for secret areas that could be causing the device to malfunction. Then go back to get the plank on the right and climb to the other side.

Shoes, on the other hand, are entering more areas. You'll need it later, so choose when to go downstairs.

The next area has a trap on the floor, so throw your shoes in the centre and lift them up. Then climb using tree trunks that fell from the other side.

Be careful if there are more traps underground after you fall in the next area, look around, skip logs for other tree trunks with sticks, catch and shake to expand them.

After emerging, it collapsed and got trapped in front of the hollow tree. Throw it to catch traps, then put it in your bag.

In the trunk, there was another piece of wood on the floor. But first, place your head under the bag. You can find other secret areas that lead to inheritance defects and then get out of them.

There are many traps hidden under the leaves, so drop them before going over the leaves. This will give you space to move around and remove all of the pitfalls blocking your way. Having reached the rock over the sheet, I jumped to the other side.

Now you can use pine needles. Fix it in other locations around to remove traps. After reaching the rock safely, jump over the tree and walk carefully. Then jump onto the opposite board, but there's a trap underneath you, so be careful!

Tip: If needed, you can also come back to pick up more pine needles to blow up the remaining traps.

When you get to the other beach, you'll stay home. This is the fisherman's house. Go up the stairs and go in. Unable to open the door, go to the open window and bring the box in front of it.

He ended up in the kitchen, wandering here, to another broken door.

This will take you down the hallway. But before entering another room, go up to the hall and turn left into another room. You can find collectible hats here. Then walk back and shoot the light from the door.

You will then be taken to the basement. There is a child behind the door, at the bottom, left at six! Now you have to open the door. So, please go back to another room.

Here's an axe, jump up, hold it, hold it in place and drag it to another door to open near the number 6, but it escapes, followed by going up the stairs, going along the hallway and into the room facing the hat.

This will take you to a restaurant with a lot of spooky people around the table. They won't follow you, so ignore them and focus on the 6 points.

Then you have to pull the lever to get into another room. Unfortunately, you and six of you cannot reach your goals on your own, so you have to work together. Sixth, call you, hold her hand, and she'll push you up once you have mastered it. You'll raise your feet, and the stars will fall into the attic.

Raise the stairs and go to the attic. Here you will need to find the key to unlock the door below. When you get there, move the box in front of you to the dressing table.

The key is in the middle of the room. But you have to turn the crank to the left to lower the key. Unfortunately, there is no crank. Go to the small vanity on the left side of the place, stand next to you, six people will help you.

When done, walk the edge along with the board. You can find a crank in a woman's hand slipping off, so you have to take it off. After perfecting it, she returned at 6 PM, inserted the forearm into the channel and started filming.

You will then need to climb the rope into the bag to the right of the key. After reaching the summit, jump on the switch to grab and rock it to open it.

When you download Day One of Little Nightmares 2, Nome will appear when you get the keys to appearing on the left side. This is part of the DLC pre-order content from The Nome Loft, and if you want to do the same, you've got your collectors' Nome Hat. "

DLC-Find Nome Hat in Nome's Attic.

When she comes back, you'll see that she is sliding down the stairs opposite Mrs Slider. To the next area, hidden in your chest. When I open it, it goes right and hides in the box.

When you hit a box with your shoes on the floor, it will fall off and enter the tray to the left of the box. After opening, run and hide next to the chair. So when I sat in the chair and ran onto the armrest, I ran to the pictures on the floor.

Move the image to show the holes in the wall. When you go up, you will be in a dark room. Fortunately, the dwarf will light a candle. Looking at the room, the dwarf is no longer able to move. The flip side of the standing position is the boxes that you can pick up.

Then push the other side. Keep right to reach the roof door, open and enter; there is a switch on the wall. Turn on all the lights now you can return to the tray which you can pull out.

Entirely pull back, jump and climb. You will have to follow my sleep path, but you have to follow a slightly different path. In the lower position, rise close to the candle on the upper floor, then continue.

The old saying will pass through a hole in the wall. But you'll be letting the covers pile up, so grab them and sleep through the hole, being careful not to fall off if you don't go too far from here. Jump forward and hold the board against the wall and descend slowly.

Skip the other side at the end of this section to continue. After hitting the ground, he crawls by pulling the board from the hole to the left. Then you will return to Attic # 6.

Wild continued

Now go to the closed and open door. This one will get you out but first, let's go home. Six will help you open it up, and you'll see that there are still bugs inside. Follow the path to the warehouse. To get to the window, you need to push the box towards the window. But if you press it a few times it stops, you have to jump from there to the window. Now you meet your first opponent - the hunter.

2- THE SCHOOL

Sneak into the broken door on the right and go into the next room. Several TVs are stacked here. These will come in handy later, now 6  will help you through the window. Now you have to let her get through it.

The hook will swing into the centre of the room. On TV on the right move to the top and to the TV on the left Keep kicking until you fall and it shoots up. Then turn to the left and jump onto the platform.

Press the rest of the TV onto the left cover. This will upgrade 6 to a level higher than yours. Go back to the right door and meet you upstairs. You have to jump and grab her hand, so be sure to get started.

When you're done, go ahead and move on. You can see the error still on the left door. Then turn right and cross the board. Go for the door on the right within the hallway and enter the nook beside it.

Here the TV will turn on, and immediately it will attract Mono's attention. Go ahead, adjust your submission and move on to the next position.

Get up and go straight through the open window. Continue through the alley until you reach the trash can, with Six's help, go through the fence to reveal the hole and climb up.

This will take you to school. However, before you drive, you will notice that there is debris left behind on the tricycle and a hood in the trash can beside the front door.

Then climb onto the rope on the side of the building and through the window. You will find a switch on the wall. The light goes off when you flip the switch. You will see a tiny beam of light pass through the picture on the wall. Now you have to find the solution.

Cruise down the corridor and enter the room with the bunk bed on the left. Pick up the object off the ground and return to the picture. Throw it, fall and crawl out of the hole.

Then you will be in a room with a chair in the middle. Walking on the ground, you can see that the floor is not stable. Jump up and down until it is broken with the help of Six.

Continue here until you get in the car, jump off the platform until it hits the ground, then remove the vent on the right. Climb up until it falls near another locker.

Here you see the teacher's shadow. After she closed the door and stepped outside, she walked past the closet.

The light passed through the doorway. However, be careful with the ground as some triggers will shake the gun's barrel when you press the trigger. So give it under the light and follow the light through the door.

Tip: If 6 people get scared and don't move, turn around and hold her hand while you're with her.

The other trigger is above ground, so be careful. The room on the right is also a trap, so don't go there. You will see the bully at the end of the next aisle. Navigate carefully because there is another trigger on the ground. If you hit it, you will be trampled on the locker. However, it will run back quickly if you step on it so it won't step on.

After landing, climb onto the collapsed locker roof, then climb up the door on the right and walk across.

As you pass this room, you will see a toy duck on the floor. When the light moves towards you, you will need to lean back after approaching. Once installed come out from below, jump over and move on to the next room.

Continue along the corridor; the culprit will trap you under the changing room and take down 6 people! When you leave, go left. You will see them put her on the stairs. Now you have to find a way.

Go through the locker that hit you, then go down the hallway to the right again. He took the hammer beside him and walked towards the door. Hit him with and through the door.

You will meet another bully in this room. But get hung on the wall because his tank will fall and kill him. Then go up on the chair next to the door and go through the hatch.

Open the third locker here to find the bug. Then there was an elevator asking for the key, and he got off.

This is a teacher classroom, so move gently and kneel toward the board and slide from desk to table.

When entering a room with a filing cabinet, you'll see a switch on the shelf. Let's start hiking but be prepared to hop as you fall. Run and hide in the hatch before the teacher arrives.

She reached her neck and checked the room. But then it shut down and shut down. It's hitting the nearby holes, so grab the switch and creep inside. You will come out on the other side of the locker, and now you have to sneak outside as she wanders.

The best way to avoid it is to walk behind the table. She stopped while exiting the left entrance, and only her neck lengthened, so she ran to the elevator, took the key, and raised her head.

After exiting the elevator, go to the door on the right. Here, you can see the bully wearing a hat, hat, and chalk. There will be a tube next to it.

But he will notice your presence and immediately start observing you. Thankfully, it was attached to the wall. So I took it a great distance and pulled it back. And when he fell, he ran to get the tube and hit it.

After falling, insert the tube through the door and drill a larger hole. After surgery, go up to the dressing table and toward the hole in the wall. This will take you to the area above the room where the filing cabinet is.

Unfortunately, the teacher was there, and even worse, I heard the teacher's voice. Please start with the board next to it and hide the box. Wait for her head to sink and slowly move to the other side.

You will need to remove the jars to fill the board, so hide them in the next box. Please wait until it ultimately leaves her neck, then starts the knot.

Follow the panel on the left to the next area, then the next panel. To get to the hatch, you have to lower the next plank, so you have to run fast before it hits your head.

Follow the openings until you get to the library. Eventually, you will get there. Get out from the top floor and climb the stairs. First, scroll to a second bookshelf to find the collectible hats. Then push right and up, then down to shelf first.

This will make the book float on the ground and grab her attention. Get ready to run and slide to the front edge. Then he jumped into a pile of books tied with string. You have to jump between the two. But the second time I will send you the moving picture book. It will approach you from left to right. But you can walk around it.

I jumped over the fence through the door. Here is your solution too. Take a bookshelf, place it over the bookshelf and move it to the door. Then jump and turn the handle.

When done, start walking along the hallway until you go up the stairs. The door to the right of the stairs needs a key, so please go upstairs. There are still edges on the left and doors on the right.

Put on top of the white forge. Then jump over the handle and open the door. This will leave you in a room with a cracked board on the floor, including the bully.

Continue to the right, and you will see the pictures with red eyes. Jump and drag to reveal the key to this puzzle. You should find the top of the missing section. Go right and find the Queen. The king is on the hotel on the road, and the car is outside.

Put a makeshift opium cart in the queen's place to meet the king. You can get to the table this way. When everything is ready, the light on the right will flash. Jump over the roof to light a fire, to open the secret door; you will find the key.

Now take the key and go downstairs to open the door. Open the kitchen area, hold the trolley on the left, and move it to the right ventilation hole. But before you reach the hatch, go through the left door. You will see that the error is still there. Then go back to the ventilation hatch.

If you jump over the counter, the soil in the kitchen will see lots of bullies doing various things around you. So when you jump in, grab your scooper quickly and get ready to fight all fours. They will attack you quickly, so Mono will take longer to gain items, so you need to prepare them first.

On the other hand, there are many things. But you have to be wary of the following aspects: Fortunately, I knocked my head when I was bullied. So look around, find and wear it. Then the harassment was sent here through the holes under the table on the far right.

While walking on the table, one of the bullies pushed the bowl. If it hits you, it will cover your camouflage and kill you, so cause Bully until it hits the ground and keeps advancing. As you write, you may be bullied, so be aware of where you want to go.

Continue through the doorway to the end of the door, then sneak into the gap until it's safe on the other side. In the next room, go up the shelf in the right corner, then switch to the left frame.

Move through the next price along the top of the price until it reaches the board. Besides, go over the opposite ledge and keep climbing. Then he jumped with a rope and swung to the other side.

At the end of the path, you will see a hook and a brain in a jar. Throw your mind into a pot and put the ring back on Earth. After that, he caught his brain and threw it over a button on the wall to enter the next room.

The teacher left, ready to sneak in. I crept under the table through holes in the wall. Stay there until you move, move to the next place to another room, then move to the following location.

Then follow her through the door and hide under the table on the left. Unfortunately, now you have to get to the table. So go straight to the tray and put it behind the jar. When you turn slowly, use the jar and the book as the cover.

Then he jumped from one end of the area to the other end through a hole in the wall. After going out, go up to the bookshelf and into the air vent.

When the air is clear, you will fall into an area that is more prone to bullying. Fortunately, she hit the ground with a hammer. But I haven't picked it up yet. The second plank to the ground drops the bucket, so you dash in and run to get the hammer again.

The best way to fight these people is to maintain their position and let them run towards you. If not, moving the bucket with a hammer might be a little complicated. After getting rid of the three things in this room, you enter the room with a hammer.

There will be more after that, so be prepared. At the end of the hallway was a wooden box on the floor. So when you get to the door, make sure you don't get stuck to the sides and bump into it. Then towards the door.

This hammer is the last place you can save 6 lives, so remember to bring it with you. After shooting the rest of the offence case, raise the board with a hammer, and you will fall to the ground. Approach her to interact with her and if she wakes up again, go ahead.

Jump into the locker, lift the window and let go. Cross the plank to the next building and enter the room with the piano.

There's a crank on the right-back, so get back there and turn. This will raise the piano slightly, then fall and break the ground. But this is not always the case - you and six of you have to jump until you fall off the ground.

In this adjacent room, on the left side, there is a ventilation hatch that lets 6 holes pass, and on the other side, a Bully is holding the key, when Bully is busy playing the game, but it quietly and slip into one stone board. This is possible. It can be used as a shelter.

Then six people got up on the piano to distract the Bully, give him time to grab the tube next to the Bully and hit him. Then move to the right door, and door 6 will help open the crack and back into the room.

Then go to the door and open it. This will get you to a room where there is a bully nearby, there's a hammer nearby, but 6 people throw a hammer to hit you. Then pull out the tray on the right side.

Go up the stairs to the next floor. There was a locked door at the end of the hallway. But the six doors push you across the shelf, and you have to slide the opening box down from the top to allow the six people to walk together.

Once there, she lifted the hatches and crawled out. Now I'm back in my room with my piano teacher. Move the book down until it hits the ground, then slowly slide the right-hand wheel. It only moves during operation. But the height of the base will be reduced so that it can pass through the next hole.

Then move the chair up to the previously lowered shelf and lift it. Likewise, only move while playing. Otherwise, she will hear your voice.

Keep moving the base to the next hole. Unfortunately, you already know the news, so prepare to play. She'll stick her neck through the holes for her to keep an eye on you, so keep going.

If you land outside the building, the teacher will eventually stop looking for you. After cleaning up the beach, jump off the trash and head towards the alley. Cross the board to the other side

He kept going down the alley, there was a trash bin, with the help of six that was pushed forward, I closed the cover, then I jumped over the TV over the cover and jumped to the next area. If you keep walking, you will find a small insect in the paper boat down the alley.

Then he passed the broken door on the right. This is the classic # 6 floor yellow raincoat. Once done, go to the next door, and you'll find it at the sewing store.

Then he jumped out the window and left. There is another box next to the door, and 6 will push you up. From here you can go up to the top of the TV and go up to the roof. Falling door collided with the board to pass 6 people.

She runs into the hole on the right, so follow her and help her open and crawl. This will take you to the next area - the hospital.

3- THE HOSPITAL

If you pass through the window from the outside, you will be hospitalized. Go down to the hallway here and move under the bed first.

Pass the entrance area to the double doors at the end of the hallway. With Six's help, they kick them out. But on the flip side, nothing, fortunately, 6 will catch you, so you don't fall.

From here, jump down onto the bump and start climbing. When you enter the next building, you will immediately know if there are lights on the device. Remove the white fuse, and it will close the back door.

 

Then place the fuse on the far right side of the hallway with another incandescent light. The door will open when the fuse is installed. Then it goes to the elevator shaft. But when it landed, it began to fall.

Lower it down a little, and you'll see the hole on the right side. Speed ​​up, run the elevator before it drops and go inside.

In the next room, there is a flashlight on the floor. Turn on the power when moving to the next area because the room is dark. Go to the next area.

At the back of the room with a bed, an anomaly can be seen. Then go back through the door on the right.

 

The destination is blocked, go down the other lane, go to the door on the right and shoot a beam of light there. You have to hit the button here to open that room door, so go to the vending machine and pull the lever to throw something.

Hold the can and drop it on the button to open the door. You will be taken to a room that has another TV. Scroll up, interact, and adjust until you return to the long hallway.

With the door closed, stand up again and head upstairs. There is an elevator on the second floor, and it should open to the area with doors. There's also a door asking for the key to the right, and you'll find the answer downstairs.

 

 

Take the elevator and enter the x-ray room. A wall scan reveals the key hidden in a stuffed animal in the next room. In the games room, there is also a collector hat on the right bookshelf.

 

Tip: You can also use x-rays for entertainment. If you're in the back, have 6 people pull the lever and join the Mono so you can see the bones.

 Unfortunately, it is hidden in the teddy bear in the photo. But she's actually in a different doll. You should check all x-rays, but in the end, you will find x-rays.

 

Show shoes

After receiving the key:

  1. Go straight to the elevator outside the room.
  2. Go to the oven, get out of the elevator and go now.
  3. Push the stuffed animal into the hole, then pull the joystick.

 

 

When done, go back to get the key. Then he took the elevator and closed the locked room door on the second floor to the stairs' right. Open and enter

 

 

Continue through this spooky room through the opposite door. This will lead you down a corridor littered with many artificial body parts. If you go to the back of the area, there is still a grinding wheel. Then turn around and step from the door to the hallway.

 

 

6 will open windows that will help you overcome difficulties. Now you have to find a way to bypass it. Moving from room to room interferes with the process. Push it aside and go under the table.

 

 

Be careful because your hands can twist your torso on the operating table. Go up to the front metal shelf and drop it. A living hand will appear and try to catch you. Run to the other side of the table and go up.

 

 

He will follow you in another way. So when you turn around, run to the other side and start climbing. It will follow, so pass through the holes quickly. After landing, get off the hallway and through the left door.

 

 

You can hear a live hand move over you until you start running forward. Suddenly he appears in front of you, so move to reach the table. This area is safe because you cannot reach this height.

 

Then go up the shelf and go down to the next part. Once again, get ready to run around when your hands are hidden near the table in the middle of the room. You can find a fuse here!

 

However, it would be best if you took care of your hands before handling them. Fortunately, there is a hammer on the ground, so if the hammer gets close, strike it. It takes three cycles to set fully. But when you take it, you can pick up the fuse and go left.

 

 

There is a hole blocking this door, so remove it and hit one of the holes with a hammer. When you get to the next room, you will see 6 prostheses playing on the floor.

 

 

After returning to the main room, go to the far left room on the 2nd floor. It would be best if you found another fuse to get to the elevator.

 

 

I walked towards the rear double doors. On the left are 6 closed areas to aid crossings.

 

 

One side has a pull switch; the other side has a headless switch. This is the patient, however, will start moving in seconds. But be careful when turning off the lights.

 

A patient problem does not move when the light shines on the patient. To get in through the door, you have to shine enough light through the door and then go through the door.

 

 

After passing the patient, follow the entrance until you see a separate area with many doors in the front. Go down and pass through the left door.

 

 

Here you'll see more patients and couples begin approaching, so set up flashlights. There is a table on the left. You can slide across the board.

 

Prepare for the other jobs that will confront you. But go to the left door and jump. On the other side, jump left and jumped over the metal table to reach the hole and climb.

 

 

Landing in bed after hiking After entering the hall, head to the front door threshold. There is a hole in the lower right corner for passage. Then find the hole in the left door. Once done, go back to the lobby.

 

When the patient's hand tries to hold you through the door opening, pass through the next area. You have to bow down here. But be careful not to get too close.

 

 

Turn right at the end of the hallway and keep driving. Several patients are lying on the ground trying to catch you, but Mono will automatically turn on the lamp while running. Then he quickly climbed into the filing cabinet at the end of the hallway and through the hatches.

 

 

There are a few backlight switches on the other side of the area, and no one in this area is but a person. So open it again and move to the back of the previous room. Slide the tire to the left to reveal the air vents. If you do crawl, you'll find there's still a grinding stone near the bath. Then go back in the shower to get it right, hit a button and throw soap on the floor.

 

 

Here you can meet patients in bathtubs and wheelchairs, on the other side. You should find a way through the door next to it. Unfortunately, the patient has to be in a wheelchair.

 

To turn off the lights and remove the patient from the wheelchair, you must go back and operate the switch again. So turn it over again to put out the fire, and then walk gently until the patient gets up and follows you. A slow speed with the flashlight

 

Go back and re-enable the switch to stop tracking. If the customer is immobile, hold the wheelchair and push through the door. Then climb up and go to the next area.

 

Unfortunately, I am back in the dark. In the next area, you can skip 'The Man' and go inside and see many people soon.

 

Tip: If needed, you can turn on live broadcasts to explore this meeting room. Or you can light it up in slow motion. The second option gathers all patients in one place so that all patients can receive the light. This method is easier than turning and covering everything at once.

 

Slide under the wooden block blocking the tailgate into the next room. Then move to the wall switch and pull to get the next fuse. There is a hole in the door on the right and throw 6, then put it on the right, and you can exit.

 

 

Retake it when you get out. Now install two valves in the lift compartment. Six will catch up with another one for you. Then pull the elevator switch and go down.

 

 

This will allow you to go into a darker area. After exiting the elevator, get off and slide to the right. You can hang the towel on the door and go up.

 

 

On the other hand, you will want the other side to attack you while the other side attacks you. So take the tube into the ground and fight. When dealing with the first six, you will make the second one come back a little. But in the end, it will appear.

 

 

After installing both, pull the holes in the plank down 6 holes to go into the next room. You can hear the metal shelves vibrate. Go downstairs, and you'll meet a doctor going up to the roof.

 

 

Lift the shelf to the next area and hide it behind the floor box. When it's busy without looking, go to the side panel. Take some time to wander around this area as the soft noise will instantly catch his attention.

 

 

Put under the bed through the side holes if he hears your voice, he will bring it to you, so go in gently. To unlock the other side of the door, you have to throw something at the button. So always hide under your bed and return to the back of the room to find cubes or toys to drop.

 

 

After hitting, he turns quickly and hides under the table on the left. The doctor crawls and looks around, but on entering the next area, you can look straight ahead on the other side of the cabinet and in the ventilation hatch.

 

 

Because your doctor's hands poop from time to time, you'll need to walk in the clear air into the ventilation hole. After escaping to another location, get dressed and traverse the roof in a hole at one end. Then it is placed in this new area.

You will need the key to open the next door, so go left. You should see the mortuary door open slightly by the pull-out tray. If you pull it out to jump, the number 6 will push you away.

Jump from the other side and walk left. The key is on the left table. To get it, you need to pull out the first tray at the bottom. Then go to the upper tray and take it out. Now you have to reach the second stairs where you have to jump off the table.

Return to the original position and remove the first tray in the lower right corner. Go to the stairs from here, then to the metal table, then to the largest. Once here, hop over the opposite stairs and climb up the table, then take the key.

Before 6, you'll find a collection hat behind the door in the lower-left corner of the table.

Now go back to where you went and jump and Liuhui will pull you back. Open the door and go straight after entering the next room, climb onto the document cabinet behind you and jump floor-to-floor until you reach the next ventilation hole.

When you get into the hatch, you go into the room where you need another fuse to keep going. So if you enter the next room through the left ventilation hole, the doctor will work in that room again. The fuse you need is on the shelf behind it, so you'll need to find a way to get it out of here.

Move the table down, if it is far away, go to the next table. There are more than 6 holes for connection on the wall when entering the next room; you will see the doctor-patient lying in bed. So to avoid waking him up, calmly go to the reception desk and climb to the roof.

Drive left, from here you can toggle the switch left. They hid, held and closed, then hid under the bed. This will make it flat, and your doctor will use it.

When he was busy, he left and returned at 6 with a filament in the back. When it spills, you can skip one drawer than go to the next to take the fuse. Once you have the fuse, go back to the door and install the fuse and operate it.

Unfortunately, the doctor's chase scene is triggered, so be prepared. After going through the hospital lobby, you will be taken to the 6-hour incinerator, attracting the doctors and the cows below. After going out and closing the door, we meet.

Time to leave, take the elevator to the switch and pull it out. He will take you to another floor of the hospital, where you can exit the window.

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