Warning: This guide spoils the final section of Little Nightmares 2. If you haven’t made it to chapter five yet, inside the transmission tower, then stop reading. If you have, or simply don’t care about spoilers, then continue.
Throughout the entire game, Mono and Six work together to try and make it to the transmission tower. That plan gets interrupted when the Thin Man captures Six and turns her into a disfigured enemy in chapter five. Here is everything you need to know about how to beat Six in Little Nightmares 2.
How to Beat Six (Spoilers) in Little Nightmares 2
This enrages her, starting a chase scene. Run until you reach another area where you have to hit the toy again.
Grab your weapon with R2 and call Six while you’re next to one of the purple portal doors. As soon as you call her, she runs toward you enraged.
Run through the door still dragging your weapon and beeline it for her toy. Swing it against the music box. The next room has four doors.
Run over to the bottom right door then call Six while dragging your weapon. Continue to the top left door and call her again. Attack the music box while she is distracted.
The next area separates you from your axe, so you need to get it back. Six is enraged at the mere sight of you now, so all you have to do is sprint to the top left door and go through it. This lets you grab your ax.
Go through the door on your bottom right to regroup. Call Six and run through the bottom left portal, then run up to the top right.
Before you go in, call Six again. This gives you the opening to be able to hit the music box again.
The final section requires you to call Six one more time so that she covers up your face, allowing you to destroy the box once and for all with two final swings.
That is everything you need to know about how to beat Six in Little Nightmares 2. For more tips, tricks, and FAQ, be sure to check out our official guide wiki for the game.