Are you stuck in the hospital in Little Nightmares II? Don’t worry, the hospital is frustrating, but it’s not impossible. The Main Elevator.
Now that you’ve removed the mannequin from the wheelchair and pushed the wheelchair against the door, it’s time to jump onto the wheelchair and into the next area.
However, if you thought you were done with mannequins, then think again because you’re jumping into a rather large room full of mannequins.
However, just like the mannequin hallway before the wheelchair room, you just have to take your time. Keep your back to the mannequins at all times and round them up in front of your flashlight. Continue backing away until you reach the end of the room—crawl under to escape the mannequins.
You’ll notice the room is very familiar. It’s the room with the electric chair.
Make your way to the chair in the background and flip the switch. The electricity in the room will flicker, and the fuse will pop out.
Now, you can use the item box in the doorway to give the fuse to Six, who opens the door for you.
Now that the door is open, you can take the fuse from the fusebox there and head back into the main hall.
You don’t have to worry about making the run back to grab the fuse that opened that entire area in the first place because Six will conveniently grab it for you.
Place both fixes into the fuse box.
Now that the elevator’s power is on, you can pull the switch down to operate it and ride downstairs with Six.
Follow the hallway to the right and enter the next room by climbing up the belt.
Once you enter the next room, the first mannequin on the floor is not a threat, but you will have a combat segment here, so be ready.
Once you get to the right side of the room, a cabinet door will start banging. Six will run to hold it shut. Quickly run for the pipe on the floor. Once you reach the pipe, a hand mannequin hand will emerge. Hit it once to have it retreat.
After the hand retreats, the door Six was holding will burst open to reveal two more hands.
It might take some time to get used to the timing of defeating these hands. These will jump back if you try to swing preemptively. Wait for them to brace for a jump before you swing. Defeat these hands and help Six pry the wood off of the door into the next area.
Where do you go from here? Find out in Little Nightmares II Hospital Walkthrough Guide – Part Twenty-Eight.