![]() Pulling the switch on the right will kill the power on this floor, causing some lights to shine through a photo against the wall. Continues right until you reach the hallway that breaks off to the right and down the middle. The SchoolĬlimb up this rope so you can enter the school. Go up the steps, climb over the railing, and grab the round hate on the dumpster. The hat can be found on the dumpster by the steps that lead to the school’s main entrance. When you climb through the fence, go to the back right where the broken tricycle and dumpster are. You will find the second Glitching Remains in the schoolyard. Before you climb make sure to grab both the Glitching Remains and the Hat found in this area! Glitching Remains Proceed to the front right portion of the school building to see a long makeshift rope hanging out. Leave the room via the right, jump down, and pull the dumpster to the left so you can crawl through the chainlink fence’s hole. Run at the door with the eye until Six pulls him away from the TV. Repeat this process once again, finding the sweet spot until the television turns white to transport Mono to a long hallway. Push the stick down until the screen glows a bright white. You’ll be given a prompt to “Tune the Transmission” with the Left Stick. This will disorientate Mono, so approach the television and interact with it. ![]() Push your way through the hall, causing the television in the center of the room to turn on. Head across the beams into the room with the rotting door. You’ll see the first Glitching Remain staring over the ledge. This will be the one that Six went through when she rode the television up. Gliching RemainsĪfter you reunite with Six, head through the door on the left. Remember, she has to be crouched with her hand extended for Mono to safely make it to the other side. Wait until Six gets into position across the gap from you before running, jumping, and grabbing her hand. Now enter the room on the left, shove the television over the edge to bring Six up to the floor above you, and then go right up the stairs. This will rocket Mono up several floors, where he can swing onto some planks. Instead of jumping onto it, keep swaying back and forth so Mono can push the television into the hole below. Grab the rope and swig back and forth towards the other television. Use Six to help yourself up into the room and then approach the broken television by the hanging rope. You should see an opening on the right that’s above Mono’s head. Continue heading right through the bar until you reach a room with several broken televisions stacked on top of one another. Cross the street and hoist yourself through the broken window in the large bar. When you gain control of Mono, head to the right and climb through the hole in the wall. Congratulations, the real nightmares start now. After you move the Trash Container.So you’ve escaped the Hunter and made your way to the city with Six. 6/6 Glitching Remains – At the end of the Chapter. 5/6 Glitching Remains – After you get the Key from the Chess Puzzle. 4/6 Glitching Remains – After you past the section in the Library. Move the ladder to the center to reach the Hat. ![]() 2/2 Hats – After escaping through the Attic. 3/6 Glitching Remains – After getting out of the Locker. 2/6 Glitching Remains – Top area of the School Yard 1/6 Glitching Remains – After you push the TV down to help your Friend ![]() Little Nightmares 2 Chapter 2 All Collectibles (Hats & Glitching Remains) Little Nightmares 2 Chapter 2 All Collectibles (Hats & Glitching Remains). Chapter 2 Collectibles are 2 Hats & 6 Glitching Remains. By Abyss little nightmares 2, little nightmares 2 chapter 2 all collectibles, little nightmares 2 chapter 2 all glitching remains, little nightmares 2 chapter 2 all hatsĬhapter 2 All Collectibles in Little Nightmares 2 All Hats & Glitching Remains Locations.
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