Little Nightmares is a dark, atmospheric puzzle-platformer that puts you in the tiny shoes of Six — a small girl in a yellow raincoat trapped aboard a massive, nightmarish vessel called The Maw. Your goal is simple: survive, solve puzzles, and escape. But nothing in this game is simple.
This walkthrough will guide you through every chapter, help you find hidden collectibles, and explain the best strategies to outrun the terrifying creatures lurking in the shadows.
Story Overview
Six wakes up deep inside The Maw, a mysterious underwater vessel that serves as a luxury resort for grotesque guests. As she journeys upward through the ship’s horrifying layers, she encounters monstrous inhabitants — the Janitor, the Twin Chefs, and ultimately the Lady herself. Along the way, she must feed her growing hunger in ways that become increasingly disturbing.
Chapter 1: The Prison
Starting Out
You begin in a dark, cage-filled room. Move to the right, squeeze through gaps, and interact with the environment by grabbing, climbing, and pushing objects. The controls are simple — master them here.
Key Puzzle: The Leeches
Watch for leeches on the floor. Walk around them or run past quickly when they’re inactive. You can also use your lighter to create brief moments of light and scare off certain threats.
Boss: The Janitor (First Encounter)
The Janitor is blind but has an extraordinary sense of hearing and smell. When he appears, move slowly or stand completely still. Avoid sprinting. Duck into lockers or hide under beds when he gets close. Use his blindness against him — patience is your best weapon.
Tips:
- Never run when the Janitor is nearby
- Use lockers on the left side of rooms to hide
- Wait for him to turn away before moving
Collectibles in Chapter 1
- Nome #1 — found under the first bed in the dormitory area. Hug it to collect.
- Lantern — smash it to unlock the “Light Seeker” achievement.
Chapter 2: The Lair
This chapter takes place in the Janitor’s personal domain — a cluttered, grotesque area filled with hanging shoes and children’s toys. The Janitor is more active here.
Key Puzzle: The Hanging Shoes
Climb the hanging shoes like a ladder. Time your movements carefully — if the Janitor is patrolling below, wait for him to pass before crossing open areas.
Final Janitor Encounter
In the climax of this chapter, Six must navigate a room while the Janitor is fully alert. The strategy is to move from shadow to shadow, using furniture and objects as cover. When you reach the lever mechanism, pull it quickly to progress.
Chapter 3: The Kitchen
The Twin Chefs
The two chefs are enormous, grotesque cooks preparing food for the guests above. Unlike the Janitor, they have poor eyesight but react to movement. Move slowly and deliberately in their line of sight.
Key Puzzles
The Meat Grinder — you need to distract the chef on the right by throwing a sausage to the opposite side of the kitchen. While he investigates, sprint past.
The Stove Area — use the hanging pots as cover and time your movement between the swinging pans.
Tips for the Kitchen
- Crawl through low gaps — the chefs can’t follow you into small spaces
- Use thrown objects to create distractions
- The refrigerator area has a hiding spot inside the lower compartment
Chapter 4: The Guest Area
The guests have arrived — bloated, horrible creatures who grab anything within reach. This chapter requires quick reflexes and careful navigation.
Navigating the Dining Hall
Stay on elevated surfaces — tables, shelves, and pipes — as much as possible. The guests will grab at you from below. If caught, wiggle the joystick rapidly to break free.
Key Puzzle: The Library
Push books off shelves to create a path forward. Some books can also be used to weigh down pressure plates. This is one of the most visually striking puzzles in the game.
Chapter 5: The Lady’s Quarters
The Lady
The final boss of Little Nightmares. The Lady is elegant, powerful, and uses mirrors to teleport around the room. The key to defeating her is using her own power against her.
Boss Fight Strategy
The Lady uses shadow magic reflected through mirrors. When she fires a beam at you, lure her near a mirror and let the reflection hit her. You’ll need to do this three times.
Phase 1 — Stay mobile. Run in wide circles to avoid her beams.
Phase 2 — She moves faster. Use the mirror in the center of the room.
Phase 3 — She becomes aggressive. Stay calm, keep moving, and bait the beam when she pauses to charge.
After defeating her, Six absorbs her power — and the true ending reveals a disturbing truth about Six’s nature.
Collectibles Guide
Nomes (Little Statues)
There are 13 Nomes hidden throughout the game. Hugging each one unlocks the “Alone Again” achievement. They are easy to miss — look in dark corners, under furniture, and inside hidden rooms.
Lanterns
Smashing lanterns scattered throughout The Maw unlocks additional lore and achievements. There are 7 lanterns in total.
Achievements & Trophies
| Achievement | How to Unlock |
|---|---|
| Just a Dream? | Complete the game |
| Alone Again | Hug all 13 Nomes |
| Light Seeker | Smash all 7 lanterns |
| Resilient | Die 0 times in one playthrough |
| Stay Close | Don’t drop the Nome in Chapter 1 |
General Tips & Tricks
Master the grab mechanic. Six can grab and swing from objects — this is essential for crossing gaps and climbing in later chapters.
Use the lighter wisely. The lighter provides a small circle of warmth and safety from certain shadow creatures. It also helps you navigate very dark sections.
Listen carefully. The game’s audio design is exceptional. You can often hear enemies before you see them. Headphones are strongly recommended.
Explore before rushing. Hidden Nomes and lore items are tucked into out-of-the-way places. Before triggering scripted sequences, take a moment to look around.
Be patient. Most deaths in Little Nightmares come from impatience. The game rewards players who observe enemy patrol patterns before acting.
Little Nightmares 2 — What’s Next?
If you enjoyed Little Nightmares, the sequel — Little Nightmares II — features a new protagonist named Mono, with Six returning as a companion character. The game expands the world significantly and introduces new enemy types including the Teacher, the Doctor, and the Hunter.
Check out our full Little Nightmares II walkthrough for a complete guide to the sequel.
Final Thoughts
Little Nightmares is a short but unforgettable experience — roughly 3 to 4 hours for a first playthrough. Its strengths lie in its atmosphere, art direction, and clever use of scale to make the world feel genuinely threatening. The story leaves plenty of room for interpretation, and multiple playthroughs reveal new details you may have missed the first time.
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