This Little Nightmares 2 Bosses Guide will show you how to defeat the bosses in the game. In total, there are 4 main bosses, special to each chapter of the game. As each chapter is in a special location, like the school and hospital, you get to meet quite the interesting and creepy bosses that you have to escape.
This guide will show you how to complete the bosses section in each of the chapters. Depending on the chapter, you might encounter a boss more than once as you progress in the chapter.
Little Nightmares 2 Bosses Guide
Below we have detailed how to defeat bosses and complete each chapter of Little Nightmares 2.
Boss #1 – The Hunter
The Hunter is the first boss you encounter in the first chapter of the game called The Wilderness. This menacing looking boss carries a shotgun and a lamp that he uses to locate you. Your objective in this encounter with The Hunter is to stay away from his sight.
When he first starts chasing you outside the house, use the wooden crates to evade his shots. Each shot will destroy the crates and your cover, so move each time your cover is blown, and onto the next wooden crate. Eventually, you will drop down a ledge and into a small alcove. Hide inside and let The Hunter walk ahead. Now you can sneak behind him in the tall blades of the grass and proceed slowly with the boss.
When you are caught, use the wooden crates again and then finally climb up the wooden wall to enter the building. Keep running on the roof floor until you come out and drop down in the swamp below. You can use the swamp to your advantage by diving underwater for a few seconds by holding your breath. Continue this straight path until you reach another building, close the door and fire the shotgun to kill The Hunter
Boss #2 – The Teacher
This boss is quite creepy as the Teacher can extend her head like a snake to the source of noise that you make. Your task here is to get the elevator key, which is in the room to the right of the classroom where The Teacher is teaching the class. When you enter the classroom, sneak past by hiding behind the students, while moving only when the Teacher starts writing on the board.
Entering the room, you will find the key on top of the shelf. This shelf will fall and make a loud noise, making the teacher come at you. You should immediately take the key and hide inside one of the cabinet drawers on the ground. Let the Teacher extend her neck and investigate the sound.
Now sneak past the vent and into the main classroom again. This time the Teacher will be walking around each student. You should always stay away from her sight, walk towards her desk and hide behind it. Wait until she walks to the right side of the classroom, and then dart towards the elevator. The Teacher will spot you here, so don’t stop for anything but the elevator to go up.
In the library section of the School, keep running ahead when the Teacher spots you after some books are knocked over. Use the spiral bookshelf to jump across, and hide behind a stack of books until the Teacher walks to the room on the right.
In the music room where the Teacher plays the piano, drag the small cabinet from the right and always stop when she stops playing the music. Use the small cabinet shelf to climb up the stack of books and onto the platform above the teacher. Now all you have to do is run and don’t stop in the vent until you escape the school.
Boss #3 – The Doctor
This boss is found in The Hospital chapter of the game, who is another creepy boss that you will have to face. At first, you need to stay out of the boss’ sight by using boxes and hiding under the beds. The boss will be busy with tasks of his own but will follow the main path where you are supposed to go, making it difficult for you to progress.
The best thing to do in the first encounter is to be patient, let the Doctor do his thing, and wait for an opening when he goes away. In the morgue section, you will need to find a fuse to open the caged area leading to the furnace. However, the fuse will be in one of the mortuary cabinets close to where the Doctor will be working. The only way to move the Doctor is by going in the patient room on the left and switching the lever off, cutting the life support of the patient. This will prompt the Doctor to come aid the patient, leaving the morgue area unoccupied.
When you have the fuse, run towards the switch and open the caged door. From this point begins the chasing sequence, which means you have to stop for nothing. Keep running until you enter the furnace as the Doctor keeps chasing you. Crawl inside, and then under it to come out behind. Now close the door of the furnace, fire it up, and The Doctor will be roasted to death.
Boss #4 – The Thin Man
The Thin Man comes out from the TV and slowly chases you around in this chapter. Keep running away from him, and hide under the bed inside one of the rooms. The Thin Man will then capture Six. In the next section, you will find a TV where Six will be trapped inside. When you try to free them from inside, the Thin Man will capture them again, come out of the TV and start chasing you again.
Use the wooden wall on the right to climb up to the next area. Continue forward, keeping away from the sight of the boss as he will occasionally look for you under holes. In the next corridor, use the stool to climb up through the hole, get outside and slide down to the train section. Once inside the train, a chasing sequence will begin, where you will have to jump onto the next carriage of the train and pull the lever to allow the carriage to slide down.
In the next section, when you come up outside from the manhole. The Thin Man will come towards you, but you should use your powers to stop finally defeat him out in the streets.
Final Boss – Six
The final boss is the large version of Six who was previously captured by The Thin Man boss in the previous chapter of the game. In the first part, take the hammer and smash it on the music box. This will begin a small chase sequence where Six comes after you. Hide under the table until Six goes away in the next room.
Follow after six in the dark gloomy corridor and use the axe to break the door. Six will be again with the music box, but you should continue ahead to lure Six, and then use the door to go to the music box again to smash it.
In the next section, scream and lure Six while using the portals to find an opening again to smash the music box. Continue this process and keep smashing the music box in the following sequences until Six is weakened. This will free Six, and start another chasing sequence where you both have to escape the area collapsing.
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