
Little Nightmares 2's Hospital level is a challenging and creepy section of the game. Players must navigate a ruined and abandoned hospital, using a flashlight to navigate dark corridors and avoid enemies. The level introduces players to new mechanics, such as the usage of a flashlight and vending machines, and tasks them with finding fuses to power elevators and escape from enemies. Players must also interact with a television and tune its transmission. The Hospital is the third area of the game and is larger than the School, even expanding underground. Players will encounter three different enemies: living hands, Patients, and the Doctor, and must use their wits and tools to escape.
| Characteristics | Values |
|---|---|
| Location | Third area of Little Nightmares II |
| Enemies | Living hands, Patients, and the Doctor |
| Objective | Escape from the enemy |
| Tools | Flashlight, lamp, pipe |
| Mechanics | Using fuses to power the elevator, climbing, crawling, jumping, interacting with objects, tuning TV transmission |
| Rooms/Areas | Main hall, room with hanging beds, nursery room, crematorium, morgue, warehouse, workshop, cell-like rooms, TV room |
| Obstacles | Darkness, chasing enemies, mannequins, gated areas, locked doors, elevator malfunction, falling |
| Tips | Use flashlight to navigate dark areas and stop enemies, follow Six's movements, use camera control to aim flashlight and walk simultaneously, use fabric to escape through bars, hit the hand twice with the pipe, use the x-ray machine to find the correct teddy bear with the key |
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Using the flashlight
The flashlight is introduced as a new mechanic in the Hospital chapter of Little Nightmares 2. It is a very useful tool that allows you to explore darker corners of the hospital and stop enemies who hate the light.
To get the flashlight, you must first crawl through a vent with Six's help and drop into a dark room. You will find the flashlight on the ground in this room. You can turn the flashlight on and off with Circle/B and point it around with the right stick.
In this area, you will encounter mannequins and Patients who will chase after you. The mannequins will only move in the dark, so use your flashlight to stop them in their tracks. You can also use the flashlight to slow down Patients. To move past them, keep switching the focus of the flashlight from one mannequin or Patient to the next, and move past them while they are frozen. This can be tricky, so try crouching to more accurately shine the flashlight.
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Finding the fuses
The Hospital is the third area Mono and Six pass through in Little Nightmares II. The main task in this section is to find two fuses to power the elevator.
To find the first fuse, move to the right and you'll enter a room with an x-ray machine. Keep moving forward to go into the nursery room and grab the teddy on the far right. Scan the teddy with the x-ray machine to make sure it's the correct teddy with a key inside it. Go to the elevator that will bring Mono and Six to the crematorium. Put in the said teddy and pull the lever to incinerate it. Grab the key inside and go back up to the main hall. Go to the second floor on the right and unlock the door. Walk past the workshop and move forward in the corridor. Six will give you a boost, so jump up with her help. Keep moving forward until you see a Patient strapped onto a table. Drag the box away that blocks the entrance to the next area.
You will eventually come across a cabinet with a fuse. The item is easy to spot – it is illuminated by a large lamp. The hand, however, will still chase you. You have to grab the hammer to get rid of the opponent. Attack the hand shortly after it jumps away. When you get rid of the enemy, grab the first fuse and head to the door on the left. First, push back the cardboard box next to the door. Then destroy the glass in the door. When you bring in the fuse, pull Six away from the toy and head to the hallway. Approach the door hidden on the left and insert the fuse into the box right next to it.
To find the second fuse, climb the metal stool in the back of the electric chair room and pull down the lever. This will pass an electrical current and cause the second fuse to burst out from its slot. Grab the fuse and throw it into the bars' hatch. Six will pull the hatch to get the fuse. She'll attach the fuse to the slot outside of the room, which will activate the cell doors and allow you to exit.
Go back to the main hall and grab the first fuse. Both Mono and Six will put the two fuses together, powering the elevator. Pull down the switch and it will open the elevator. Go inside the elevator and you will enter into the depths of the Hospital.
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The morgue
The Hospital is the third area in Little Nightmares II, and it is fairly large, even expanding underground. The player must make their way through the hospital with Six, encountering enemies such as living hands, Patients, and the Doctor.
To beat the morgue section of the hospital, the player must first enter the morgue by climbing down a makeshift rope. Once inside, they must navigate through the drawers and tables to reach the key. The player should start by pulling out the stretcher on the bottom left and using it to jump to the upper stretchers. They can then climb to the very top and jump off to reach the shelf, where they can find the key.
In the morgue, the player will also encounter enemies in the form of mannequin hands. The player must fight these hands with Six, trying to keep them together so that they can strike when the hands are recovering from a missed attack. Once the hands are defeated, the player can help Six remove the board from the door and crawl through to the next room.
After obtaining the key, the player must return to Six and open the next door, where they will encounter another enemy. This section is mostly about running away from the monster and performing interactions fast enough to avoid being caught. The player can use a pipe to defeat the hand that jumps out at them and then continue through to the furnace.
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The elevator
To beat the elevator section in Little Nightmares 2's hospital level, players must first find two fuses to power the elevator. They can find the first fuse in the hallway, and the second in the electric chair room. Once they have both fuses, they must place them in the socket next to the elevator and pull the switch to ride it downstairs.
Players must then navigate a dark corridor and climb a makeshift rope to reach a morgue with several mannequins. They will need to fight off two mannequin hands with a pipe on the ground, with the help of Six. After defeating the mannequin hands, players must continue through the morgue and climb over metal shelving to hide from the Doctor, who is crawling on the ceiling.
Once the Doctor is busy, players can move to the next box and eventually escape the hospital through an elevator. They will need to ride the elevator up, turn right, and walk through the lobby to an ajar door. With the help of Six, they can open the window to escape back to the street.
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Defeating the Doctor
Navigating the Hospital
After crawling through the window, move through the hallway and underneath the bed. Sneak past the gated area and reach the double doors at the end. With Six's help, push them open and jump to the hanging beds, starting your climb up. Enter the next building, and you will see a machine with a light. Take out the white fuse, which will close the door, and place it in the socket on the other side of the hallway to open the elevator door.
Using the Flashlight
As the elevator begins to fall, rush to the front right corner, open the vent with Six's help, and crawl inside. In the next room, you will find a flashlight. Turn it on to navigate the dark areas of the hospital. Continue moving forward, and at the back of the room with the beds, you will find glitching remains. Backtrack and go through the door on the right.
Evading Mannequins
In the well-lit nurse's station, you will encounter moving mannequins that stop only when the light is on. Use the flashlight to stop them from reaching Mono, and master the ability to keep the light on them while walking in the opposite direction. Lure the mannequins away from the door and shine the light back on them to "freeze" them.
Obtaining the Key
In the morgue, you need to get a key to move to the next part. With Six's help, get into one of the drawers, and she will push you to the other side. Pull out the stretcher on the left bottom and use it to jump to the upper ones. Climb to the very top and grab the key. Return to Six and prepare to face the Doctor again.
Luring the Doctor
As you move through the halls, Six will lead you to an incinerator. Lure the Doctor inside and crawl your way out from below. Close the door to trap the Doctor, and head for the switch by the elevator to escape.
Remember, this section requires quick thinking and reactions to avoid being caught by the Doctor and the other enemies in the hospital. Stay focused, and use the environment to your advantage!
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Frequently asked questions
The key tasks are to find two fuses to power the elevator, escape from the enemy, and use the flashlight to navigate dark areas and stop enemies.
After entering the building, head right and push through some double doors. Follow Six as she makes her way upward and grab the first fuse from the socket on the wall. Then, head to the other side of the hallway and place it in another socket to open the elevator door. Once the elevator begins to fall, rush over to the front right corner, open the vent, and crawl inside. Drop into the dark hallway and pick up the flashlight.
The enemy in the hospital level is the Doctor. To escape, lure the Doctor into the incinerator and crawl your way out below him. Then, close the door and head for the switch by the elevator to exit.

























