a box that requires two fuses) and you pick one up, Six will go out of her way to take the other for you and independently bring it where it needs to be, saving you walking time. If a puzzle requires multiple key objects to be carried around (e.g.When walking along thin bridges such as wooden beams and pipes, the player no longer has the ability to accidentally walk off the side and die, an issue which could result in several annoying resets in the first game.Mono can stow away keys he finds in his jacket and move around with them normally and hands-free, removing the first game's often cumbersome need to manually carry and throw them like other objects.While the core gameplay remains the same as the first game, several improvements and streamlines were made to the old mechanics to make players' lives easier, and some glaring problems rectified (which were even advertised in the marketing).For the sake of the player's sanity, this rule is suspended in the dreamlike sequences between rounds of the final boss battle: a single blow to one of the free-standing doors will return the player to Nightmare Six's lair. Normally it takes three blows with an axe to break through a rotting door.Similarly, in the School Six will never trigger the hidden floorboard traps set by the Bullies, always stopping just before or jumping over them with you.
#Little nightmares 2 the teacher how to
This first appears when the children are being sought by the Hunter: Six will duck under the muddy water, showing Mono how to avoid the Hunter's lantern.
#Little nightmares 2 the teacher series
If he gets close enough he will snatch Mono like he did Six. The second time the Thin Man emerges from a television, he gives chase to Mono, advancing slowly toward him while the player performs platforming maneuvers as quickly as possible to evade him.