
All Game Items
Overview
Little Nightmares II is a horror puzzle-platformer with a minimalistic item system. There are no traditional weapons, armor, health items, currencies, or upgrade systems. Instead, the game focuses on a few key tools that Mono can pick up and use for specific puzzles or segments, along with collectibles that unlock achievements and lore. This guide lists every major item grouped by category: Key Equipment, Chapter-Specific Items, Collectibles, and Environmental Objects (which are not inventory items but critical to progression).
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Key Equipment
These items can be carried by Mono and used across multiple chapters or for extended sections.
Flashlight
- Description: A portable flashlight that Mono finds early in the game (Chapter 2: The School). It is the only persistent tool throughout the adventure.
- How to Obtain: In the School chapter, after escaping the janitor, you enter a classroom with a desk. The flashlight is on the desk.
- Use: Turn it on/off by holding the interact button. Needed to illuminate dark areas, reveal hidden paths, and temporarily stun certain enemies (e.g., the Teacher's shadows, the Thin Man's hand).
- When Useful: Essential in nearly every chapter for navigation and puzzle-solving. Especially crucial in the Hospital and Pale City areas where darkness is abundant.
- Synergies: None; it is a standalone tool. No upgrades.
- Description: A small TV remote with a single button. It appears only in the final chapter (Chapter 5: The Signal Tower).
- How to Obtain: Found inside the Signal Tower, after the Thin Man's lair sequence, on a table near a TV.
- Use: Press the button to turn TVs on/off or interact with the distorted transmissions. Required to progress through the final area and to defeat the Thin Man by turning off the TV sets he appears from.
- When Useful: Only in the Signal Tower chapter. Critical for the final boss fight.
- Synergies: Must be used in combination with the environment (TVs).
- Description: A large fire axe with a wooden handle and metal blade.
- How to Obtain: In the School kitchen area, stuck in a chopping block. Mono pulls it out.
- Use: Can be swung to break wooden planks and barriers. Also used to attack the Janitor (stun him briefly) and to break a locked door later.
- When Useful: Only in Chapter 2 (The School). Needed to access the attic and escape the Janitor's pursuit.
- Note: Cannot be taken outside the School chapter; it is discarded after the segment.
- Description: A heavy mallet-like hammer.
- How to Obtain: In a supply closet near the start of the School (after the first encounter with the Janitor). Not mandatory.
- Use: Same as the axe – can break wooden crates and boards. Functions identically to the axe but is found earlier.
- When Useful: Optional; can be used to break a few boxes for collectibles or shortcuts, but the axe is required for story progression.
- Note: If you pick up the hammer, you cannot carry the axe simultaneously. Usually players skip the hammer once the axe is found.
- Description: A small metal key.
- How to Obtain: In Chapter 3 (The Hospital), you must solve a shoe puzzle in a patient room to drop the key from a vent.
- Use: Opens a locked door in the same chapter leading to the next area.
- When Useful: Only in The Hospital chapter.
- Description: A small glass bottle of dark medicine.
- How to Obtain: In the Hospital pharmacy after solving a puzzle with a mannequin and a gurney.
- Use: Give to Six (your companion) when she is sick and coughing. She drinks it and recovers, allowing her to continue following you.
- When Useful: Only in The Hospital chapter, during the sequence where Six collapses.
- Description: A pair of worn shoes.
- How to Obtain: Found in a locker or on a shelf in a patient room (same room as the shoe puzzle).
- Use: Place the shoes on a pressure plate or in a specific slot to trigger a mechanism that drops the hospital key (see above).
- When Useful: Only for that puzzle. Not carried beyond that room.
- Description: A wall-mounted lever that Mono can pull.
- How to Obtain: Not a pick-up; it is a fixed fixture.
- Use: Pull to lower a platform or open a gate.
- Note: Included here because it is a significant environmental object.
- Description: Floating, glowing, distorted childlike figures that emit a static hum. They are the souls of children trapped in the Signal Tower.
- How to Obtain: Hidden in all chapters. Some are in obvious locations, others require solving optional puzzles or exploring hidden areas. No chapter select – must replay entire chapter to collect missed ones.
- Use: Collecting all 45 Glitched Remains unlocks a secret cutscene at the end of the game and the achievement/trophy "Fetching the Light."
- When Useful: For 100% completion and lore understanding. Each collected Remains triggers a brief flashback showing the child's final moments.
- Tips: Listen for static sounds; the Remains are often in shadowy corners or behind destructible objects. Use the flashlight to illuminate them.
- Description: Various headwear that Mono can wear. They are purely cosmetic and change the appearance of Mono's paper bag.
- List of Hats:
- How to Obtain: Found in hidden areas, often behind breakable walls or by solving optional puzzles. Some require the flashlight to reveal.
- Use: Cosmetic only. Worn automatically upon pickup. You can switch between hats in the main menu under "Collectibles" after completing the game (chapter select? Actually no chapter select – but hats unlocked persist across new game? Only collectibles are tracked. You can equip them from the menu once found).
- When Useful: Purely for fun and achievements. No gameplay effect.
- Use: Push or pull to reach higher ledges, block doors, or weigh down switches.
- Use: Push to move heavy objects or to ride across gaps (e.g., in the Pale City streets).
- Use: Pull or turn to activate machinery, open gates, or raise platforms.
- Use: Interact with (using the remote in the final chapter) to turn off or on. In earlier chapters, they are just environmental hazards (the Thin Man can emerge from them).
- Use: Open, close, lock, or unlock. Some require keys or levers.
- Use: Can be thrown to distract enemies (e.g., the Janitor, the Teacher's shadow). Found in the School and Hospital.
- Note: Not an inventory item; Mono can pick up and hold a bone for a short time, then toss it.
- Description: A small mechanical music box that plays a tune. It belongs to Six in the final chapter.
- Use: In the Signal Tower, Mono must pick up the music box and carry it to Six to calm her. It is a key story element.
- How to Obtain: Found in a dream-like room after the Thin Man fight.
- Note: This is a carried item for that segment only.
- No Inventory Management: Mono can only hold one item at a time (except the flashlight, which is always on his person). You cannot store items.
- No Upgrades: The flashlight never runs out of battery or upgrades. The axe/hammer are the only "weapons" but are limited to one chapter.
- Collectibles Are Missable: Because there is no chapter select, you must replay the entire game to get missed Glitched Remains or Hats. Use a guide for your first playthrough if aiming for 100%.
- Cosmetic Hats Do Not Affect Gameplay: They are purely for the player's enjoyment.
Remote Controller
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Chapter-Specific Items
These are single-use key items found in specific chapters, used to solve puzzles or open paths.
Axe (The School)
Hammer (The School – optional)
Key (The Hospital)
Medicine Bottle (The Hospital)
Shoes (The Hospital – puzzle item)
Lever (The Hospital – not an inventory item)
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Collectibles
Collectibles are hidden throughout the game and tracked in the main menu. They affect achievements/trophies and reveal lore. There are two types: Glitched Remains and Hats.
Glitched Remains (45 total)
Hats (14 total)
- Cone Hat (School - playground slide)
- Top Hat (School - library)
- Party Hat (School - after defeating the Janitor)
- Rain Hat (Hospital - locker room)
- Chef Hat (Hospital - kitchen)
- Crown (Pale City - behind a TV)
- Traffic Cone (Pale City - construction area)
- Paper Boat (Pale City - at the docks)
- Tinfoil Hat (Signal Tower - final chapter)
- and others (see guide for exact locations).
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Environmental Objects (Not Inventory)
These are items found in the world that Mono can interact with but cannot carry. They are crucial for puzzles.
Boxes / Crates
Carts / Dollies
Lever / Cranks
TVs
Doors
Bones / Body Parts
Music Box
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Important Notes
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Summary Table
| Category | Item | Purpose | Chapter | Persistent? |
|---|---|---|---|---|
| Key Equipment | Flashlight | Lighting, stunning | School onward | Yes |
| Key Equipment | Remote Controller | Turn TVs on/off | Signal Tower | No |
| Chapter-Specific | Axe | Break barriers, stun Janitor | School | No |
| Chapter-Specific | Hammer | Optional breaking | School | No |
| Chapter-Specific | Key | Open locked door | Hospital | No |
| Chapter-Specific | Medicine Bottle | Heal Six | Hospital | No |
| Chapter-Specific | Shoes | Puzzle solving | Hospital | No |
| Chapter-Specific | Music Box | Calm Six | Signal Tower | No |
| Collectibles | Glitched Remains | Lore, secret ending, achievement | All | Yes (tracked) |
| Collectibles | Hats | Cosmetic | All | Yes (tracked) |