In the first room once the power is on, go to the jail cell on the left, second to last. = Chapter 2 - Checkpoint 1 - Rare Box 1 = Keep a look out for glowing white icons on your map, and head to them to reactivate power. Using Rocket’s Ability triggers Gamora’s, combining into the Synergy: Mega Blast attack. Rocket’s Ability has the Explosive Synergy Trait, and Gamora’s Ability has the Slam Synergy trait. The long explanation is this: The purple and orange icons signal you need to combine Abilities with the Explosive and Slam Synergy Traits.
#Breathedge chapter 2 walkthrough how to#
You can return to the main menu and start a new game or choose chapter selection to collect any of the hats and Glitching Remains you may have missed.See How to Use Synergy Attacks if you're having trouble here. Little Nightmares 2 Chapter 5Ĭongratulations, you have now completed Little Nightmares 2. With her now back in human form, follow her as the mass starts to chase you until you reach the bridge and then watch the scene unfurl. Pull the axe out and holler for Six to let go of the box, then strike it twice. Drag the axe to the ledge below, stand right in the middle, then holler her and quickly run to the top right, holler just before entering the top right door, walk through, and then axe the music box again.
You need to get the axe, so go to the top left door and shout Six, scrambling to pull the axe off the ledge. Each door teleports you through another, but Six can reach through these doors and grab you so it’s quite difficult. Strike her music box as she is on the opposite side of the upper level to return to darkness again - axe the door again. You will again meet Six like before, but this time you should drag your axe with you and holler just as you’re about to go through a door. Run around until you find the axe in the door, then repeat the process. Quickly run up to and grab the axe and then hit the music box with it to be transported into a dark world. Inside, drag the axe closer to Six and then run to the right side of the room, hollering just as you walk through it to distract her. Once she leaves, opening the door in the process, follow her and then smash down a door with an axe that is propped in it. Just keep running and jumping until you arrive through a vent, after which you should just hide under the table in the room that Six starts patrolling.
Go to where she first was and then take the mallet and smash the music box to be transported elsewhere, and then back again, kicking off a chase sequence. Beckon her towards you and she will eventually place down her music box. You will encounter Six at the top of these stairs, but not as you know her. Then find the door that’s emitting music and follow this process until you arrive at a new flight of stairs. In the room with loads of open doors, push the plank to close a gap. Little Nightmares 2 Chapter 5Ĭontinue onwards and then go through a door that looks like it has “peeled” in half. Continue to walk through the available doors, then when one of the doors opens slightly push it open and then go through. Follow this method until you reach four doors, two of which are open. Walk through every open door until you start looping, then go back through the door where the music is the loudest. Mono arrives at a labyrinthine set of stairs connected to doors emitting pink. Transmission is the fifth chapter of Little Nightmares 2, following on from Pale City. LITTLE NIGHTMARES 2 CHAPTERS: Wilderness | School | Hospital | Pale City | Transmission
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