Review of Very Little Nightmares: not scary, but terribly interesting. Walkthrough of Little Nightmares. Get all Steam achievements Avoid crowds of guests

We are in a restaurant, with a table in the middle, and two fat men are eating at it. We must climb onto the table with the help of a stool, and then quickly climb up the mountain of dishes, jump from it onto the lantern and swing to jump over the window.

You can save in the far wall of the next room. To move further along our path, we need to climb onto the table where the fat people eat. Be careful they will try to catch you. We run past the hands reaching out to us, the fifth and sixth visitor are very close to us, so we will need to jump over their hands.

At the end of the table there is a box waiting for us, we climb onto it and jump onto the wooden grate, climb up along it and jump onto the tray. We move from the tray to the other side, move to the far hall and run to the right. Using a kind of springboard, we jump onto the lantern and as soon as it approaches a normal distance to the other part of the room, we jump over. We pass under the counter and run further, at a certain moment, one of the visitors will fall and start crawling after us, we run under the counter and climb onto it using the boxes. Next, we jump onto the back of the pursuer and run further, dive into the small window and we are safe.

We climb between the bars and find ourselves in a corridor with an elevator, on which one of the cooks is already riding. We run to the left and run into the toilet. In the corner closest to us there is a box in which we will hide.

We wait until the cook leaves, take the jar and throw it at the mirror, it will break, revealing the passage for us.

We climb up the grate, then along the pipe we go out of the toilet into the corridor, jump onto the boxes below and go into the elevator. He will take us up, we go to the right and as soon as the door opens, through which the fat men will fall, we begin to run further.

On the way you will encounter many obstacles, each of which must be overcome; I will not describe them, but I will say that when you find yourself on the table, try to jump over the hands reaching out to you. At the end of the table we jump and cling to the lantern, which will begin to fall; we need to jump off in time and grab the railing.

We go into the next room, our heroine will want to eat again. At the end, a gnome with a sausage awaits us, but for some reason the girl eats the gnome. Along the box on the right we go into the window. Further up the stairs, we wait until the woman in a kimono leaves on the elevator, take the object and call the elevator. We use it, it brings us to a corridor with a lot of kimonos. We go to the right and go up the stairs, we hear strange singing. Next, we go into the room and, bending down, sneak into the next room. (Looks like this is a woman's bedroom).

There is a vase on the table next to the bed, we climb onto it and throw off the vase, where the key will be found, take it and hide under the bed.

The woman will disappear, so we calmly go with the key to the door at the bottom of the stairs. We open it and get ready to run.

At the end, a small opening in the wall awaits us; we slip into it and move on. Climbing the stairs we will find ourselves in a room with mannequins. We go all the way to the right, where there will be a hole in the wall taking away the boards. We tear off the board and go into the next room. On the table there will be a pillow with the only surviving mirror.

We grab it and go down, then go through the hole. In a room with mannequins, a woman attacks us. The scheme of the battle with her is as follows: we run into the illuminated area and spin in one place, as soon as we notice the silhouette of a woman, we point the mirror at her.

In total you need to do this five times, after which the woman will fall, we approach her and eat her.

There is only one ending in the game; by hugging the nomes and breaking the figurines, you only gain access to the pictures in the menu.

The Little Nightmares game inevitably falls into comparison with Limbo and Inside - the main character is the same little man and the plot is of the “figure it out for yourself” type. But we do not have a clone of the above games, but another small masterpiece to add to our collection. Small - because completing Little Nightmares will only take 3.5-4 hours, but believe me, they are worth it. This time we don't have a pure 2D platformer, but rather a 2.5D one. The heroine, by the way, whose name is Sixth, can go a little deeper into the locations, which gives space for tactical moves and maneuvers.

In addition to Limbo and Inside, it feels like the developers drew inspiration from other sources. In particular, there is a clear similarity with Hayao Miyazaki's Spirited Away, which gives Little Nightmares a certain charm.

This article shows a video walkthrough of the game itself and tells you how to get all the Steam achievements.

Walkthrough of Little Nightmares:

You will receive story achievements upon completion of each chapter. Obtaining non-story and hidden achievements is described below.

Part 1: Prison

In the first chapter we get the hidden Steam achievement “Compressed Spring”. To do this, you need to jump on the bed several times. This achievement can also be obtained in chapters 2, 3 and 5.

Part 2: Lair

In the second chapter we get the hidden Steam achievement “Song Six”. To do this, you need to run across the piano keys in the library.

Part 3: Kitchen

In the third chapter we get the hidden Steam achievement “Scullion”. To do this, you need to throw any three ingredients into the cauldron.

Part 4: Living room

In the fourth chapter, we hug the last Nomes and light the last lanterns. We get the Steam achievements “Lost Little Creatures” and “Insight”.

Part 5: Mistress's Rooms (Final)

In the fifth chapter, we break the last statue and get the Steam achievement “Hooligan”.

Achievement "Inner core"- you need to finish the game in less than 1 hour without dying. You will have to constantly run and avoid enemies. Every time you finish a chapter without dying, copy your save game folder (...\Steam\SteamApps\common\Little Nightmares\Atlas\Saved\SaveGames) to another place. If you were unable to complete the next chapter without errors, then simply copy the save folder back. This way you can continue playing from the last chapter you completed without starting from the very beginning.

Achievement "Peekaboo"- escape from an enemy who is trying to grab you 6 times. Can be done gradually in chapters 2, 3 and 4. Before he grabs you, the enemy freezes for a split second, during which time you need to dodge. It is more convenient to do this using a tackle. If everything is done correctly, a white save eye will appear in the lower right corner. This means that the evasion is counted.

So, the passage of Little Nightmares is completed, all achievements have been received. Three additions are being released for the game, called “Secrets of the Womb.” The first one, “Depths,” has already been released, the other two will be released in November and January. Will wait.

    Walkthrough of Little Nightmares. Get all Steam achievements

    http://site/wp-content/uploads/2017/07/Little-Nightmares-150x84.jpg

    The Little Nightmares game inevitably falls into comparison with Limbo and Inside - the main character is the same little man and the plot is of the “figure it out for yourself” type. But we do not have a clone of the above games, but another small masterpiece to add to our collection. Small - because completing Little Nightmares will only take 3.5-4 hours, but believe me,

The walkthrough is relevant for all versions of the game

Control

Moving around the game screen and interacting with objects is carried out using the keyboard. Acquainted with control keys you can by selecting the appropriate item in the menu.

Menu

The game menu opens by pressing the key Esc. It has a set of standard options.

Inventory

Inventory is not used in the game. Purchased items are applied automatically when you approach the place of their use.

Saves

The current state of the game is saved automatically at checkpoints. Subfolder with saves SaveGames is located in the folder with the installed game at: LittleNightmares Atlas Saved.

Note. To enlarge the screenshot, click on it in the text of the walkthrough. To view additional screenshots, click on the active links highlighted in the text in dark red.

About the game

We play as a little girl named Six who finds herself in the Maw, a mysterious underwater ship that appears every year at the same time in a different location, filled with grotesque creatures as its guests, as well as various monsters and traps in its depths. The game begins with Six waking up in the lowest level of the Maw. To leave the ship, she needs to reach its upper decks with her guests. All she has for this is a lighter, which illuminates very dark places, and a yellow raincoat.

Jail

We get out of the suitcase. Light the lighter and move to the right.

We light the lamp (save the current position of the game). We lift up the hatch cover and climb inside. We crawl along the hole. We get out, jump down, go to the stairs. Having climbed the steps, we follow forward.

In a niche, deep in the screen, we pick up a stone figurine and throw it down. We pass to the right, through the hole we make our way into the room.

We climb onto the chest and from it onto the bed. From the bed we climb into the hatch in the wall and move into the next room.

We move the chair towards the door from under the feet of the hanged man. We climb onto the chair, turn the door handle, and go through the opened door. We jump over the gap in the floor and open the refrigerator. We climb into the next hole and move forward.

At the exit, light the lamp and interact with the gnome in the pointed hat. We return to the previous room.

We climb up the shelves of the refrigerator, jump onto the inclined platform on the left, and follow forward. We jump over the gap and continue moving until we see a switch in the depths of the screen.

We climb onto the box, pull the switch handle down, and open the door. We light the lamp at the door and follow through the open door. We jump over the gap and go into the next room.

We tear off the bottom board in the wall on the right and climb into the hole. In the center of the room we jump, punch a hole in the floor, and fall down. We run to the right, dodging the slugs. We open the door and go out onto the platform.

We jump over the gap, light the lamp in the back of the screen, and climb up the stairs. We go along the board to the left, following the gnome, then go up the stairs. We go to the bottom of the screen, jump over to the platform on the right, and climb the steps of the stairs higher. We go left and jump over the gap.

Rotate the winch handle and open the door on the right. We quickly run to the right, jumping over the opening again and slip through the closing door.

In the room with the fan, open the hatch in the wall and let the gnome out. We climb into the hole in the wall on the right and move into the next room. We jump down and go to the right.

We cross the bridge (a creature is moving along the upper floor, dragging a chair with its long arms). We climb up along the tied sheets hanging from the window and get into the cell. We light the lamp in the corner and go out through the open door. We close it from the outside.

We drag a box with rolls of paper to the switch on the wall on the left, and climb onto it. We jump up and pull the handle down. We go to the right, we make our way between the bars of the grate. We cross the room with a swing and a carousel, climb through the bars of the second lattice.

We continue to move forward and find ourselves in a room with a surveillance camera. We wait for the camera to turn to the right and run forward. We hide under an overturned bed in the center of the room and wait again.

When the camera turns to the left, run to the right, climb onto the box, and light the lamp. We climb to the top cage. Without going up to the second floor, we follow to the right, jump down, and move to the next room.

We light the lamp in the depths of the screen. We interact with the doll, then return to the previous room. We climb onto the cages and go to the flooring of the second floor, deep into the screen. We move to the right, go into the room.

We quickly hide under the bed when a guard (a strange creature with long arms) enters the room. We wait for the guard to pass to the left, then sneak to the right, between the rows of beds. Let's move on to the next room. We climb onto the cages, jump onto the shelves on the right, and climb into the hole. We move along the canal, jump down to the floor of the new room. We overcome the attacks of hunger and move to the right. We go up the steps of the stairs and continue to move to the right.

We pick up the food thrown by the boy from behind bars and eat it. We climb onto the boxes on the right and climb through the gap in the grate. Let's go right. On the bridge we push the box down.

In the next room we climb onto the boxes in the depths of the screen and climb up along the grids of cells. We jump onto the platform where there is a lit lamp, jump over to the box on the left.

We go up along the chain and jump onto the platform on the right. We climb up. We hang on the handle of the switch, waiting until the box suspended on the chain rises up.

We turn the lever in the center of the platform to the right, wait for the box to move close to the platform, and jump onto it. Together with the box on the chain, we move to the left. We climb the chain and jump to the platform on the left. We go into a room with lockers.

We pull out the drawers and build a ladder for ourselves so that we can use it to reach the handle of the switch on the wall. We jump and hang on it. The lights in the room go out, and the grid on the left, which was previously energized, is de-energized. We make our way between its bars. We light the lamp.

We open the cage and release the gnome. Following him, we climb through the grate into the room on the right and calm the gnome. We return to the room on the left. push down the counterweight suspended on the cable.

We jump, grab the loop, and go down. We jump off and move to the right. We avoid contact with slugs. We cross the bridge and go through the grate. We find ourselves in a room that is viewed by a camera.

We take cover behind the boxes and wait for the cart to move towards us. We use it as cover to cross the visible area. We go out the door on the right. We pass along the bridge, which begins to move apart when we appear.

We jump over the gap, climb onto the box, jump from it to the platform on the opposite side, until the bridge pushes the box on which we are standing. We go through the door. The grate lowers behind us, cutting off the way back. We follow the fleeing gnomes.


Throughout the game, our heroine will come across a small number of collectibles:

  • she will meet 13 little people - Nomami. To get the corresponding achievement and open all the concept art, Noma must be picked up (action button);
  • it will also be possible to find statues, which need to be broken;

Jail

We start the game in a dark room. Our yellow-hooded heroine wakes up in a huge suitcase. We follow to the right. The controls here are simple: to see something in the dark, use the flashlight [F]. Having reached the hatch, use [LMB], open it and go inside. You can immediately light the lantern and thereby save yourself. We go through the ventilation, where necessary, use it to squat. We jump down and go further to the large staircase leading upstairs. Having climbed it and gone a little further, in a small depression you can find first statue (1/10). Next we squeeze down between the wooden boards.

We pass through the next room and, having climbed onto the bed, jump and grab the window into the next room. We find ourselves in a room with a hanged man. We grab a chair, move it to the door and, having climbed onto it, jump onto the door handle to move on. Open the refrigerator door. A small creature will jump out of it - Nome. He will run into the room on the right through the hole. Let's follow him. There will be a lantern in the room and next to it is Nome. Use the action button to raise Noma (1/13) .

We return to the refrigerator and climb up the shelves. We run to the right and jump over to the other side. We also avoid slime falling from the ceiling. We climb onto the box and use the lever to open the door on the right. We jump over the bridge and in the next room we try to tear off the nailed board at the bottom of the doorway. We move on, but we will fall under the floor. Finding ourselves with our heads in black mucus, we get out of the puddle and, turning on the flashlight, run forward, dodging the leeches that are trying to grab us. We overturn the door and go out into the next room, where we go upstairs. We cross the thin beam and climb the stairs, then we run down the screen and jump over to the next platform with the stairs. We rise and walk along the boardwalk to the lever that opens the door. As soon as the lever is released, the door will gradually close, you need to have time to run to it, we use it for fast running.

Another Nome can be found in this room. We pull the hatch in the wall, he will run out of it Nome(2/13) . He will run away and stop near the cages behind the room with the spotlight eye. Get to the cage and then follow the Nome through the hole in the wall. In a room filled with some boxes, there will be a lantern and a Nome.

We follow through the hole in the wall and climb up the white rope. Inside we light a lantern and go through the half-open door with an eye. You should not approach the grille on the right, as it is energized. We close the door with the eye from the inside so that we can see the switch on the wall. We move the box with toilet paper closer to the wall and try to reach the switch from it. Having turned off the electricity, we pass through the grate and find ourselves in the game room. The exit from it is also energized. You need to turn off the electricity in the room on the left again and run through two grates before the electricity turns on again. To get back to the room on the left, use the swing to climb onto the chest of drawers. We stand on the right side of them to tilt them to one side and run up them to the chest of drawers. Through the window we get out into the room with the switch.

Having passed through the second grate, we pass along the corridor past the cameras. Now you need to avoid being caught in the spotlight. You can hide in the shadow cast by a pillar and a bed, you can also run under the eye itself near the doors. We go up the cells on the right and light the lantern. Having risen to the very top, we go left and go into a small room. An eye will be drawn on the wall. We move to the foreground and on the right we will see statue (2/10). We return to the place where we climbed the wall and go right. We go into the bedroom and hide under the bed.

We sit quietly and wait for the strange creature to go to the left. In a half-squat we move to the right and in the next room we go up the cells. Along the shelves we get to the ventilation hatch. Inside we turn on the flashlight and crawl forward. At the exit, our heroine looks hungry. Some figure behind bars will throw a piece of food. We pick it up and restore energy. We climb onto the boxes and crawl through the broken grate. We go to the right through the showers, reaching the energized grate, we climb up the cages in the background. At the top we light the lantern and jump onto the cage suspended on a chain. We climb up the chain and jump onto the platform. We climb onto the boxes on the right again. We pull the lever on the wall to raise the cage higher on the chain. Next, we tilt the lever on the floor to the right so that the box on the chain moves up to us. Now we flip the lever to the left and quickly run to jump onto the suspended box, which will go to the left. Having reached the platform on the left, we climb the chain and go into the next room with a lever.

We pull out the lower left drawer completely, climb onto it and pull the drawer higher, but not completely. We climb onto it and jump onto the boxes on the right. Now we jump from them to the lever with a running start. We climb through the de-energized grate. In the next room we drop the load down. After a while the rope will rise. But first, light the lantern a little to the left and let it out of the cage Noma (3/13). Follow him to pick him up and get the achievement. We return to the rope and jump onto it. Having gone down, we light the lantern and follow to the right, avoiding the nasty leeches falling from the ceiling. We already reach the de-energized grate and pass behind it.

Again we find ourselves in a room with an “all-seeing eye”. Hiding behind the boxes and the moving cart, we get to the right side of the screen and go further to the bridge, which slides apart. We use it to speed up and have time to jump over the gap between parts of the bridge. We climb onto the box and go through the door. We run after the Nomes through the next door.

We go up the stairs one level. In the room, take a lantern on a table or chair and place any of these items on the fourth tile from the cabinet. This button will activate a secret passage in the closet on the right side of the room. Having gone there, we find ourselves at the command post. By the way, after taking the lantern it was possible to scare away Noma, who will run away into this secret room, we examine it: we climb onto the counter and press the button. After which we run after the timid nome back to the stairs. Nome will be waiting at the edge of the landing (4/13) .

Entrance to the Lair

We find ourselves in a room with a suitcase and a switch. We grab the suitcase and move it to the switch in order to climb onto it and lower the lever. After this, the bed should fall out of the closet. We climb onto it and climb up the handles of the drawers. Using the cabinets and shelves, we head left, on the last shelf you can find statue (3/10). From the very top we carefully jump to the table on which the key lies. We take it and jump to the floor.

We move to the right towards the wall, push it and go to open the door with the key. We pick up a toy monkey on the floor, go further and throw it at the button on the wall. Once in the elevator, we pick up the monkey and throw it again to start the elevator. At the bottom we go left, she is hungry again. In the cage we find meat to eat. At this moment we will be caught by a long-armed monster.

We get up and begin to swing the cage to the sides. After she falls, you can get out. There is a lever hanging on the right side of the door. We move towards him a cage in which someone is sitting. Having lowered the lever, we continue to hang on it. Now, in order to have time to slip through the opened door, we swing on the rope to the sides and jump off.

There is a grill on the back side of the door. We climb up it and climb into the illuminated hatch. Walking forward, you can find a long-armed monster. He can't see us, but he can smell us perfectly. You can sneak past him using the cells in the center of the room, or quickly run and hide in the window.

In the next room, take the handle on the floor and insert it into the hole on the column. We twist until the hatch opens, and quickly jump into it. When we get into the ventilation, we pay attention to the staircase slightly in the depths of the screen; having climbed it, you can find Noma. He's sitting in a mine (5/13). We pass to the right through the shaft and find ourselves in a room where boots are scattered everywhere. There are suitcases at a short distance, like islands of safety. We need to move between the suitcases as quickly as possible before the monster grabs us.

Leaving this room, we move to the right. A long-armed man will jump out from above. We run straight away from him, climb into the box in the elevator. Having arrived at the desired floor, the monster will come out, follow him.

Having gone out into the room where there is a box with cubes and a monkey, we move the first object to the side. There will be a board under it, step on it from the right side and go down it into the space under the floor. We move to the right to the stairs. If you go a little further and go deeper into the screen to the background, at the end near the wall you can find the next statue (4/10). We return to the stairs, go up it, making sure that there is no monster nearby. We pick up a monkey nearby and throw it somewhere to the left. While the monster is distracted, we pass through the small opening on the right and hide among the dolls. There is another monkey lying nearby. We take it and wait for the long-armed one to come to the closet again. We throw the toy again to the left and climb up the handles of the drawers.

At a height, we move the box away from the hatch and make our way through the shaft into another room. There's not much of interest here, so let's move on. We knock over the door and immediately hide behind the fallen clock. The long-armed monster will appear here again. Using these two rooms, we hide from him and at the same time open the passage to the next one using the method already familiar to us - a monkey and a button.

After running through a room with a large number of clocks, we find ourselves in a room with high stacks of books. At the end of the room we climb under the table next to the bookcase. Will jump out from there Nom (6/13). We run after him until he is exhausted, then Nome will hide behind one of the book stacks. We return to the table and climb up the shelves. Climbing up, we will see a suspended piano. We jump onto it, which will attract the monster, and from it onto the bookcase.

We follow the enemy, crouching down. Along the way we find a hole for the handle. We go out into the light and climb up the books. You should walk along the shelves carefully, rearranging the objects scattered there. We go down and hide behind a chair. When the enemy is not on the horizon, we climb up the books opposite and find ourselves in a room with a handle.

To get out of here, you need to somehow open the door. We take the handle and leave it near the door. We turn on the TV in the room to lure the monster. We ourselves get out through the open door through which he will enter. We return back to the hole for the lever that we saw earlier. We place the handle there and rotate it, which will raise the piano higher. This will attract the monster's attention.

We run up and jump over to him. When it swings to the right, we jump onto the platform to the right and climb into the hatch.

We jump onto the cart and roll it to the right, being behind it. A stream of hot air blows ahead. We place the cart so that it blocks the steam, jump over it and pull it further to the right. We use the hill to jump to the handle on the door. Do not throw the handle immediately after opening the door, so as not to fall into the abyss.

We walk along the plank floor and enter the mine. Having reached the grated floor and passed the first hole on the wall, you should avoid the second one, the long-armed paws will come out of it. We wait until he feels the pipe from above, after which we quietly pass by.

We get out of the mine and run to the right along the tracks. At the end you will see a closing door. We quickly slide inside and climb onto the cage on the right. The door won't close completely because of the cage; you should beware of the monster's splayed paws. When he spreads his arms to the sides, we jump from the cage to the center and pull out the support from the cage, which is located under the door. Then we climb onto the cage on the right of the room again. We perform this operation again, pulling out the second support, after which the door will close and cut off the monster’s hands. The hatch on the wall will open, and you can move on.

Kitchen

We go right and go up the stairs. There will be hooks moving along the ceiling, which you need to grab onto in order to move on. This can be done from different ledges, including from the bag on the right. Jumping off the hook in the next room, we go forward until we see a trap with a rat. The hunger intensified to the point of impossibility. We approach the trap and grab the rat. Om-Nom-nom.

After lunch, we climb up the linen drawers on the right and find ourselves in the next room. We also jump on the boxes and find one on which the plate rests. We knock it over and rise further with its help. We turn around to face the boxes and go to the corner until we fall into the shaft. We follow the channel to the right until we find ourselves in a room with statue (5/10). We go up the stairs on the wall to the right. We go out to the stairs at the entrance and find ourselves in the room next to the kitchen. We go into the warehouse and find ourselves in the kitchen, where a fat chef is working.

We move on our haunches and pass behind him, hiding under the closet near the exit to another room. When he goes into the next room, we follow him, pass near the slabs in front, taking cover behind the tables, and move further to a small staircase. There will be a lock on the door on the right. The lock, of course, needs a key. The way back will be along the top. We climb onto the cabinet and jump onto the beam. We follow it down the screen to the end of the beam, turn left and reach the end. We climb higher along the cages and climb into the hatch. Through it we get into the bathroom, here in the left corner there will be Nom (7/13). We pass to the left and head to the bedroom.

In the bedroom, we climb up the closet on the left and jump onto the table, where the key we need hangs. Pull left and right to move the key from the hook. If you make too much noise, you can wake up the chef who is sleeping there! Then you will have to hide either under the bed or behind the door on the closet.

After taking the key, we move back into the corridor and go to the elevator, which is located between the bathroom and the bedroom. We pull the lever to open the door and go down on it back to the kitchen. Don’t forget to pick up the key that will fall when you activate the lever, so we take it back. When we go down the elevator, Nom (8/13) will rush along the corridor into the room with food supplies. He will hide in the bank. This can must be broken and hidden under the bottom shelf of the cabinet. When the Cook leaves, you need to take Noma in your arms.

Once in the kitchen, we use the previously worked out method of passage to get to the closed door. In the next location, you need to climb onto the table and climb from it to the hatch above the door, which will lead to another room. In this room, Nome sits under a table on which there is a huge meat grinder. Let's use a lighter to see Noma (9/13).

We climb onto the stool, from it onto the table and pull the lever. A piece of meat will fall into the grinder. Turn the valve on the device to rotate the sausages. With their help, we must get into the hatch on the wall, using it as a bungee. Now we go upstairs on the lift on the left of the room. We need to throw down two pieces of meat. The first one lies near the lift. The second one hangs on a hook. You can get it by climbing up the cabinet and swinging on the hook, jumping onto it, lowering it from the tip. Now we drag them to the release hatch. In this room there is also a hatch to the next room, in which the next statue (6/10). Now we go down on the lift. We pull the lever and turn the valve on the device. Now the length is enough to cross to the other side.

In the next room at the end you can find two boxes stacked on top of each other. We hide in the lower one, because the cook will come down here soon. When he passes to the left of the box, we quietly leave and head to the elevator where he went down. We go in and go upstairs, after which we hide in the hatch on the right on the wall. The cook will follow us. We wait for him to enter the room and follow him. The key we need is right in the center of the room, on his table. We sneak under the tables behind him. We pass through the hole in the wall to a device with a button. We press it to distract the cook from work. We quickly leave this room through the hole and take the key from the table. We also quickly run back to the elevator, which leads down. We open the door and hide in the metal box. When the cook leaves, we climb onto the same box and jump onto the handle of the garbage disposal.

Below you can find another statue (on the left side of the screen among the garbage) (7/10). We climb onto the right wall and go into the tunnel on the right. Walking along it further, you can see that we ended up in a dishwasher. We go back a little and climb out through the hatch in the floor. We head to the right side of the sink, into the room with a lever on the wall. We pull it to launch the tape with hooks. Don't forget to hide under the table, because... The chefs will react to this. Now we reach a table with a large number of plates on the left side of the sink and climb up along them. We are waiting for the right moment to grab the hook.

Having crossed to the other side, we jump off and run away from the cooks. We use tables as cover. We run further and, having climbed onto the metal box, jump onto the hook again, leaving the location.

Living room

Having jumped onto the pipe, we immediately inspect the passage at its base. In the secret room there will be a lantern and Nom (10/13). We run along the pipe and climb the stairs, then along the chain and stairs outside the ship. We walk inside along the beam, watching the snickering guests arriving. We pull out the bottom board from the hatch and go through the pipe. We walk along the wooden planks and climb up, after which we climb through a small hole. We jump over the lamps and squeeze through the gap in the doorway.

We pass by the first guest, but it will no longer be possible to pass by the second so quietly. There will be a bottle at the entrance that is impossible not to catch. The guest will hear the sound and the fun will begin. We go to the front so as not to be crushed by the overturned table and run as fast as we can. At the end of the room we climb through the window and run under the table. By the end, the guest will stop pursuing.

There are two guests waiting for us in this room, having a meal. We climb onto the stool and from it onto the table, quickly climb up the mountain of plates and jump onto the lamp. Having swayed, we jump further.

In the next room we reach the end, along the way we will see Nome overtaking us. He will run through the hole in the wall. We move the stool. In the small cell, as usual, there is a lantern and Nom (11/13). We return to the room with a large table and near the secret passage we climb onto the second stool, from which we get onto the table. Here we need to very carefully run to the left along the table, dodging the paws of guests intending to catch us. Having reached the end, we jump onto the boxes and jump over to the wall.

Having gone upstairs, we use the tray with food to get to a hard surface. We find a stool against the wall in the middle of the room and move deeper into the room to join the guests. They will see us and immediately catch us, we run to the left through the doorway. Using a springboard, we jump onto the lamp to cross the abyss and get rid of our enemies.

In the next location, the guest on the far edge of the table will fall and begin to chase us, we turn back and run, slipping under the obstacle. He won’t be able to overcome it, so we climb onto his back and run again in the direction we need. At the end we use a small opening and climb through the grate into the next room.

There’s no need to think for a long time; we immediately run down the screen and to the left into the bathroom, since the chef will immediately arrive by elevator. You can hide under the sink or in the drawer on the right. When he leaves, we take any object and throw it into the mirror near the sink; it turns out that it is not just a mirror, but also a passage to another room.

There we climb up the grate on the wall and go out through the hatch to the top. We move to the foreground and go through the pipes at the top into the room on the right. We reach the end of the pipe and jump down. We select and break down the boxes statue (8/10). We head to the elevator.

We go up one floor. We are not in a hurry to go to the right, we go through the left opening. In the foreground we see a sleeping guest and Noma near. We carefully sneak up to Nomu and hug him (12/13) . Let's go right. Suddenly the doors from the room will open, and a large number of guests will pour out. We speed up so they don't catch us. We run to the right through the doors, jump onto the ledge, run under the table and go through the opening into the corridor, here we already run to the foreground down the stairs and again to the right. We run to the table and head to the hanging lamp at the end, which will help us get to the other side and get rid of the uninvited guests.

We crawl through the gap in the doorway and go straight. The hood will feel hungry again. We approach Nomu, who hands us food, but this time the snack turns out to be harmless Nom (13/13).

We climb onto the box on the right side of the room and at the end go up the stairs. We don't get out completely. A geisha figure enters the elevator. When she leaves on the elevator, we get out and head left, in the corner we find statue (9/10). Now take any object and use it to throw it at the elevator button. Let's go inside.

Lady's room

We exit the elevator and follow to the right. We go up the stairs to the very top, go into the room on the left. We need to find the key to the locked door below. At the end of the room you will notice a Lady standing near a broken mirror. We move quietly, crouching. In the room on the left we break the blue and white vase. A key will fall out of it. After this, the Lady will disappear, we can calmly move towards the locked door. Upon returning, there will be a broken mirror on the table statue (10/10).

We open it with the received key and go inside. We will find ourselves in a room with many mannequins, at some point the lady will begin to chase us, we quickly slip through the opening and run to the foreground, then to the right again.

Finally we will go out into a large room. We also move to the right until we reach an opening boarded up with boards. We tear off the bottom board and select a small mirror on the table in the room. We return back to the spacious room.

We approach the dark figure of the geisha, after which the room will become terribly dark. Light areas from the spotlight will pop up on the ground. Our task: to be inside this area and wait for the geisha to appear from the darkness. When she appears, we point the mirror in her direction, blinding her with light. After causing damage, we will be thrown back and the mirror will fall. We select it and repeat this procedure a couple more times. Light areas will appear in different places. There are four places in total. On the last one you will have to hold the defense several times.

When she weakens, we approach her and let the hood be fully saturated. The next scene requires us to simply move forward.

Congratulations, the game is completed!

Laundry


Go right and go up the stairs. On the ceiling you will see moving hooks that you can grab. To grab them, run left, jump into the doorway and grab the hook as it passes you. Or, you can run to the right, climb onto the top of the bag, and then grab the grappling hook as he passes you.

Once you grab the hook, use it to go to the far corner and into the next room. When you approach the next room, continue moving forward, as Six is ​​hungry (her hunger will increase from pain). When you reach the trapped rat, pick it up and eat it. Then climb up the laundry drawers on the right and go into the next room.

In the middle of the next room you will see a laundry basket. Climb up onto it and then push the metal top against the trash can to create a bridge to the next trash can on the right. Then move to the floor and look into the hidden space behind the ramp between the laundry drawers. This will take you to a secret passage that leads to the room on the right. Once you enter the room, go to the table and pick up the collectible statue. Throw it on the floor to break it.

Avoid the Chef


After breaking the statue, go up the stairs found on the wall to the right to return to the room with the laundry drawers. There you can continue through the door on the right. Push the basket to the right end of the next room to climb up it and reach the hole leading to the next area.

After which, you will find yourself in a room where a vile cook works. Note that in front of this room there is actually a small hole on the right wall next to the doorway. It is very important that you go through it and not through the door, otherwise the cook will notice you.

Once you walk through the opening, you will notice the chef moving around the room. Once he turns his back, you will need to move from cover to cover until the chef heads into the room on the right. The trick is that you need to knock, close oven doors, and generally make noise to get the chef's attention.

This will allow you to move to the far right side of the room and use the shelves in the background while the cook is busy looking for the source of the noise. You'll find a door to the right, but you'll need a key to open it.

Find the key


Be sure to light the lantern on top of the shelf, then move onto the wooden beam on the left. Try not to be caught by the chef at this point, even if he detects you. Using this knowledge, be sure to use a row of wooden beams to move to the front and then to the left.

You'll soon discover a whole series of cages that you can climb into to reach a hole in the wall near the ceiling. Go through the hole and enter the bathroom. In the bathroom, you must climb onto the toilet and jump onto the shelf to your left to light the next lantern. Continue to the left and go to the bedroom.

Once you're in the bedroom, climb up the shelf on the left and then jump to grab the key needed to open the kitchen door. You need to move left and right to move the key off the hook. Be careful, because if you wake up the chef sleeping in the bedroom, you will need to hide under the bed or go higher to avoid being grabbed.

Once you have the key, go back to the right towards the bathroom. There, go to the background and look for the switch next to the elevator. To activate the elevator, jump up and turn the switch. This will cause you to drop the key, so be sure to pick it up and get into the elevator, which will take you to the lower level. When you reach the floor, go to the left side to see Nome hiding in a brown jar. Pick up the can and throw it to free Nome, then hug him.

Reach the hatch


Once back in the kitchen, follow the same path you took earlier. Then use the key to unlock the door on the right before heading to the right side of the next area. There you need to climb onto the table in the corner and use it to reach the small hole above you. Jump up and crawl into it.

The hole will lead you to another room with a table with a food machine. There is a food elevator in the background, and a hatch that leads through the wall to the right. To reach the hatch, you must first climb onto the table, then jump onto the handle that hangs from the ceiling. This will cause food to fall into the food machine.

Now turn the wheel on the food machine to create a link hanging on the right. Then get on the lift and use it to climb up onto the freezer. There you must move the food from the table to a metal hatch on the ground before heading through a small opening into the next room. Again, before moving forward, be sure to light the lantern, grab the collectible statue, and then break it.

Freezer


After that, return to the elevator and head to the previous room. There you have to pull the handle and turn the wheel on the machine to lower the second piece of meat. Then go back to the freezer, but this time go up the shelves on the left. Then jump over to the hanging hook and use it by swinging left and right to reach the meat hanging from the nearby hook.

Once done, pick up the meat and let it fall to the floor, then pick it up to move it into the metal hatch. Go down the elevator, then repeat the process to make another connection. After making three connections, you can jump over to the hole on the right wall to enter the tunnel leading to the next area. After which, you will find two boxes stacked on the right side of the room. Remember that you can hide in the bottom drawer!

Find the next clue


Wait for the cook to open the left door. After he leaves, enter the room on the left and hide under the table located along the right wall. The key you need to take is on the table in the center of the room. Unfortunately, there will be a cook there who poses a serious danger to you.

To grab the key, use the furniture in the background to sneak behind the chef, then crawl through the hole on the left wall. In the next location, press the button located on the back of the device and quickly go back through the hole, as the cook will come here. Now, take the door key and take the elevator up.

As soon as the elevator stops, run and open the door on the right, then hide in the overturned cart in the back. When the cook enters the room on the right, climb onto the cart and jump to the left to open the door to the tray. Then get back on the cart and jump into the chute to go lower. There you can go to the left of the room to find another collectible statue.

Avoid Chefs


After breaking the statue, climb the right wall and go into the small tunnel on the right. In the room upstairs there are two different places you can go. When you reach the first point, climb out of the tunnel and follow the shelves in the background. When you reach the top of the shelves, go left and jump over to the wooden shelf located under the moving hooks.

Now jump up and grab one of those hooks to head into the room to your left, where you'll land on a shelf. Don't forget to light the lantern. Then go back to the room on the right and go into the tunnel that runs under the floor.

There you must move to the next hole on the right and use the cover to avoid the cooks as you go to the next area. Now climb onto the table and pull the lever on the wall to change the direction of the hooks. After this, quickly hide under the table so as not to get caught by the cook, who will come in response to the noise.

Once the path is clear, return to the left room, and go to the left side and up the shelves where you will reach hooks. Use them to head to the next area to the right of the room where you pulled the lever. Then go down before you reach the cook. Be very careful here as all the chefs are looking for you.

Here you need to run as quickly as possible and slide under the table. Continue running to the right, then use the crate to reach the table and jump up to the hook before the cook can catch you. Finally, return to the hook in the next area on the right.