Now that you have the fuse from the morgue, it’s time for Mono and Six to make their grand escape from the hospital.
As soon as you place the fuse into the door, the powered door will open (and make a loud sound while doing so).
This alerts the doctor, and a chase ensues. Much like the final escape from the teacher, this chase is a bit nerve-wracking and requires you to quickly slide under objects to avoid getting caught.
Continue moving quickly through the long hallway.
Run to the foreground in a hallway full of mannequin parts. Don’t worry; the only threat to you is the doctor.
Run down the stairs and under a row of beds. Don’t think the beds will save you.
If you don’t move quickly enough, the doctor can grab you and pull you to your death.
Make your way to the room to the right.
Once you’re in the room, you’ll see an incinerator similar to the one you used to burn the stuffed animal for the key. However, this one is bigger and fitting for a larger human.
Now, the next part is more for roleplay purposes. You can choose to roast the doctor and end his life for good.
But all the man was doing was working on his life’s work until Mono and Six got involved. So you don’t need to pull the lever and kill him to progress. You can spare the doctor in Little Nightmares II.
Regardless of how you want your encounter with the doctor to end, Mono and Six can go to the elevator in the background. Six will help you up to the lever.
Now, you can ride the elevator and escape the hospital for good. Where do you go next? Find out in Little Nightmares II Hospital Walkthrough Guide – Part Thirty-Four.