Now that you’re reunited with Six, it’s time to escape the school’s final threat: the teacher in the piano room.

After rescuing Six, bring her through the window and across the wooden board going into the next area.

You’ll see a piano you can jump on top of.

There’s a lever to the side you can use to lift the piano into the air and send it crashing back into the ground.

Now that you’ve made a hole in the floor, Six jumps on top of the piano, implying you should jump on top of it to send it entirely through the floor.

Now that the piano is through the floor, you have to move on to the next area.

Unfortunately, all that work put you into a key room.

Go to the left, where you’ll see a small window. Have Six lift you up and over.

Once you’re through, you’ll see a single wooden child and a hammer. Take out the child and grab the key.

Six will open the door for you to let you back in so you can proceed.

Much to your dismay, you’re still in part of the school. There’s a wooden child near the lockers and a hammer.

However, when you go to grab it, Six enacts her revenge and takes out the child herself.

Head to the right, where you’ll see a dresser similar to the one in the attic in the first house.

Pull out the drawer to climb up and over.

There’s a locked door to the right, but that’s not where you’re supposed to go.



Head up the stairs and make your way up the shelves to the vent. Six will lift you up. Head to the top of the shelf and push the box over, so she can climb up herself.

Now that you’re through the vent, you’ll face your final encounter in the school: the teacher in the piano room.

You’ll have to use the lever to her right to bring a platform down so you and Six can get across. However, there’s no way back up without a little support. Take your time to use the lever because she can hear it when she’s not playing the piano. When she pauses to turn the page, that’s when you can use the lever.

We took this same approach with moving the footrest across the floor so you can climb back up to Six. Wait until she makes noise with the piano to move the footrest across.

Jump onto the platform and head over to Six. However, what happens next is unavoidable. You must open the vent. This alerts the teacher to the final chase of the school.

Sprint your way through the vent as her long neck chases you.

Don’t slow down for any reason.

You’ll eventually get to the block in the vent, quickly push it over.

Make your final sprint, jump, and grab Six’s hand.

Now that you’re through, Mono and Six are free of the school and its denizens. Where do you go next?
Find out in Little Nightmares II School Walkthrough Guide – Part Nineteen.
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