Chapter 1 Little Nightmares Walkthrough

The Prison is the opening chapter of Little Nightmares, where players control Six as she tries to escape. It’s possible to unlock a secret achievement in this first chapter, and observant players can also begin working towards achievements that will be completed later in the game. Here’s a full guide to help you through the first chapter of Little Nightmares.

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 crawl through the vents until you reach a tall staircase. Once you’re near the top, look for a statue in the corner. Pick it up and throw it to break it.

Carefully crawl through the entrance and walk up to the bed. To earn the “Highly Sprung Achievement,” jump on the bed at least six times.

Climb through the window and pull the chair under the tall legs by the door. Use the chair to reach the doorknob and open the door.

Go to the other side and open a fridge to reveal a Nome.

Guide it through the small hole on the right and then light the second lantern. After that, walk closely alongside the Nome to begin earning 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.

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.

In the next room, the floor will give way under Six, but this is intentional – don’t worry! Avoid the leeches by running in a zigzag pattern and jumping, then push the plank at the very end of the path.

Jump to the other platform and light the fourth lantern.

Carefully climb the ladder and cross the plank – a fall could be fatal. Once you reach the top, pull the lever to open the door.

Release it and quickly run to the door, then slide through as it will close as you’re running.

Okay, so you have to crawl through this hole, and then quickly climb up a rope someone rigged to reach a window above. The creepy part? You can see the Janitor up there, dragging something… it’s seriously unsettling!

Light the fifth lantern in the left corner of the room before proceeding.

Go into the next room and shut the door behind you. Then, move the box of tissues to where you can use it to pull the lever, which will deactivate the electric bars.

Dash across the playground to safety! Down the hall, a watchful eye can turn Six to stone if it spots her. You can either use items to hide or quickly run around the back, staying out of its view.

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.

Go back into the cages and turn left. You’ll find a disturbing room with dark stains. Break the second statue you see.

Head to the right to find a nursery, then hide under one of the beds. Soon after, a janitor will come in and walk around the room.

Get low and carefully move to the right. Quickly climb onto the cages, then jump to the shelf and crawl through the window.

Once Six escapes the vents, she gets incredibly hungry. Go to the child in the cafeteria and accept the bread they offer to eat.

You’ll cross the bridge, but find your path blocked by an electric fence. To continue, climb onto the cages nearby and reach 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.

Climb the ladders and pull the lever to lift the box. Then, slide the bottom lever to the right until the box touches the platform, and then back to the left.

Jump onto the box and stay there until it moves to the left. Then, climb the chain and jump to the left side.

Open the far-left drawer and the one directly above it. Use these drawers as steps to reach higher ground, then jump to the right. Once you’re over there, pull the lever to shut off all the power.

Walk past the bars and light the ninth lantern. Then, open the Nome’s cage and follow it back to the room you were just in to give it a hug.

Lift the weights through the opening, then jump and grab the rope. Hold on tight – if you let go too soon, Six could fall and get hurt.

The room previously filled with leaky shower heads is now covered in leeches, so be sure to jump around to avoid getting bitten.

Return to the electrified bars and continue until you find another stone eye. To avoid being seen, stick to the shadows created by the objects around you. Finally, follow the shadow of the moving cart to get across to the other side.

The bridge will begin to close the moment Six lands on it. Hurry to the opposite side and jump onto the box to get to the higher area.

To finish the first chapter, The Prison, in Little Nightmares, walk through the gate guarded by two Nomes.

Read More

2026-01-08 13:05