Chapter 1 Little Nightmares Walkthrough
The Prison is the first chapter in Little Nightmares, and Six must navigate the area to escape and move on to the next location. You can earn a hidden achievement in chapter 1, as well as start other achievements that will be completed in later chapters if players are perceptive enough. Here’s a complete walkthrough of the first chapter in Little Nightmares.
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The Prison Walkthrough In Little Nightmares
After waking up from a nightmare, head right from the suitcase and light up a lantern.
Open the hatch and go through the vents to climb a tall staircase. Head into the nearby corner to find a statue. Pick it up and throw the statue to destroy it.
Crouch through the opening and approach the bed. Jump on it six or more times to unlock the Highly Sprung Achievement.
Jump through the window and drag the chair under the long legs next to the door. Climb the chair and cling to the handle to open the door.
Go to the other side and open a fridge to reveal a Nome.
Follow it through the small hole to the right and light the second lantern. Next, hug the Nome to start the Little Lost Things Trophy.
Climb the fridge shelves and run across the platform to avoid leeches.
Before climbing the box, go to the right corner closest to the camera and light the third lantern.
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Use the box to jump and pull the lever, opening the nearby door.
Jump across the platforms and pull the lowest plank to crouch through.
The planks under Six will break in the next room, but don’t panic, as that’s what’s supposed to happen. Use a combination of zigzag running and jumping around to get away from the leeches and push the plank at the end of the path.
Jump to the other platform and light the fourth lantern.
Climb the ladder and walk across the plank carefully, as you could fall and die. Proceed up until you reach a lever. Pull it to fully open the door on the other.
Release it and quickly run to the door, then slide through as it will close as you’re running.
Crouch through the hole and proceed further to climb a makeshift rope into a higher window while the Janitor is seen dragging something above.
Light the fifth lantern in the left corner of the room before proceeding.
Close the door after entering the next room and drag the box full of tissues to pull the lever, turning off the electrified bars.
Run quickly across the playground and get out safely. On the other side of the hallway, an eye that can petrify Six if she gets caught. You can use the items to avoid it or run in the back outside the eye’s gaze.
Climb the boxes and light the sixth lamp.
Go up using the cages’ bars and then drop right to go through a cage where a Nome was running.
Hug the second Nome in chapter 1 and light the seventh lantern.
Climb the cages again and head left first to find a creepy room with black stains. Destroy the second statue.
Continue to the right to reach a nursery and hide under a bed. The Janitor will appear shortly after and walk around the nursery.
While crouching, sneak to the right side and quickly climb the cages, then jump on the shelf to crouch through a window.
Shortly after getting out of the vents, Six’s hunger becomes unbearable. Approach the kid in the cafeteria and eat the bread they offer.
Cross the bridge only to be blocked by electrified bars. Climb the nearby cages to the top to light the eighth lantern.
Wait for the box to swing right and jump on it. Climb the chains and hop to the right side.
Go up the cages and pull the lever to drag the box up. Move the lower lever to the right until the box hits the platform, then move to the left.
Quickly jump on the box and wait for it to reach the left side. Climb the chain and hop to the left side.
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Pull out the leftmost drawer and the one above it. Use them to climb higher and jump to the right side. Pull the lever to turn off the power completely.
Go through the bars and light the ninth lantern. Next, unlock the Nome’s cage and follow it to the previous room to hug it.
Push the weights through the hole and jump to cling onto the rope. Do not let go until the last second, as Six could die from fall damage.
The next room that’s full of leaking shower heads is now full of leeches, so jump around to evade them.
Go through the previously electrified bars to eventually reach another petrifying eye. Use the items’ shadow to hide and follow the moving cart’s shadow at the end to reach the other side safely.
As soon as Six jumps onto the bridge, it will start closing. Go to the other side quickly and jump on the box to reach the higher platform.
Go through the gate surrounded by a couple of Nomes to complete the first chapter in Little Nightmares, The Prison.