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Surviving Little Nightmares 3's Institute: A Complete Guide to Chapter…

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작성자 xtameem@outlook… 작성일 26-06-28 16:49 조회 2 댓글 0

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When I first stepped into Chapter 4 of Little Nightmares 3 back in 2025, I thought I was ready. The Institute had been looming over Low and Alone for the entire game, and finally reaching it felt like crossing into a waking nightmare. Now, a year later, I still consider this finale one of the most harrowing and rewarding sequences in horror gaming. If you’re diving into the Spiral's last stretch, I’ve got your back. This guide walks you through every collectible, every deadly encounter, and that unforgettable final boss fight.


A hand with an eyeball in the middle in Little Nightmares 3


Right from the opening scene, Chapter 4 throws you onto a gloomy shoreline. Before you head into the building, check the far left near the camera. Move past the large staircase and shine your flashlight into a small space to its right. There you’ll find the first ghost, silently drawing a face in the sand. It’s a quiet, deeply unnerving moment that sets the tone for everything that follows.


Alone pointing a light at a ghost drawing in the sand in Little Nightmares 3


Once inside, I made my way past the party hats room into a long hallway. Hugging the camera side, I reached a dead end with a barricaded door on the right and some pushable doors on the left. Pushing through those left doors reveals a tiny office where the first collectible doll sits in the middle of the floor. After that, I returned to pull the plank off the other door and pressed onward.


Doll collectible number one in Little Nightmares 3


Soon you’ll run into a carnivorous plant that won’t let you pass while it’s alive. I learned the hard way that Low needs to shoot it when it opens its jaws. If you’re playing as Alone, you can call Low to do the job. A little patience goes a long way here.


Low shooting a plant in Little Nightmares 3


Key tip: When you reach the large gap, Low must shoot a second plant so Alone can use a pipe to cross. Watch for the plant to open – it won’t happen until Alone starts moving. Once across, head to the back right corner to find the second ghost, this one sketching a sun on the wall.


Alone shining a flashlight on a ghost in front of a sun in Little Nightmares 3


Tricks for tricky enemies


After crawling through a hatch, you’ll enter a medical room with a twitching, blind doctor. The first instinct is to sneak, but he’ll hear you if you head left. I found success by luring him to the right side of the room first, then dashing left while he was distracted.


Low and Alone sneaking past a blind doctor in Little Nightmares 3


Further on, a hallway with a gong appears. Alone must hit it with her wrench to move a giant leg. Crawl into the hole it creates and look for the third ghost kicking its feet by a pile of luggage.


Alone shining her light on a bench in Little Nightmares 3


The special doll and reality shifts


Ah, the special doll. This mechanic is the chapter’s centerpiece. Ride the elevator up and move the cart to reach a window. Inside, climb boxes to enter a vent into Low’s cell. Pull down the compartment to find a doll that, when carried, lets you see the Institute’s past. Closed doors may open, and new paths appear – but its range is limited.


Alone using a cart to reach a window in Little Nightmares 3


To get past the seesaw room, you’ll need to toss the doll through a window and then retrieve it. Frustrating but atmospheric. Immediately after, carry the doll to the far end of the hall, enter the TV room on the right, and you’ll see the second collectible doll. Put the special doll down to pick it up.


Alone throwing a doll through a window in Little Nightmares 3


Batteries and clever pathing


Now you need a battery. With the special doll, cross the broken floor and enter the left door. Place the doll close to the lever so you can pull it, then go further left to reach a second lever that drops a battery. Have Player Two (or the AI) grab it. Exit, drop the doll so the opposite door returns to normal, and toss the battery through the broken window on the right. Crawl back, slot it in, then move the cart to the right wall to reach a lever that opens the next area.


Alone pulling a lever to produce a battery in Little Nightmares 3


The vending machine room holds the third collectible doll on top. Push the cart against the cabinets to climb up and grab it.


Doll collectible number three in Little Nightmares 3


Escaping the hand


A tense sequence follows. When the psychiatrist’s hand shoots down the hall, pull the plank on the right door and immediately hide under the desk. Don’t keep running! After pulling the lever, run through the door and down the hallway into a hole. Alone must hit the glass floor three times with her wrench to drop yourselves into a pile of leaves.


Low and Alone hiding from a hand in Little Nightmares 3


A staircase room holds the fourth ghost – look left near the hat rack before climbing.


Alone standing near a ghost in Little Nightmares 3


Keys and crowds


Upstairs, a locked door blocks you. Go right to find a woman and a plant. Pull the vending machine lever to get a soda can, then toss it near her. The plant will attack her, and you can grab the dropped key.


Alone throwing a can in Little Nightmares 3


Now you need the special doll again. Retrieve it from the earlier lever room – pull the lever so you can carry it through. Use it to cross the gap at the end of the hall. Crawl through a vent and then drop the doll. Sneak through the crowd of people and the single woman’s room to a vent in the back wall.


Low and Alone sneaking past a woman in Little Nightmares 3


Fleeing the psychiatrist


After the outdoor river crossing (wait for the hand’s wave to create a floating cushion), you’ll enter a hallway where the giant psychiatrist monster returns. Run! Low will get a quick time event to shoot the eye, driving it away. Keep moving until you reach a hall with a lever and the fourth doll on the floor.


Alone and Low being chased by a man with glasses in Little Nightmares 3


A bit later, Low holds a lever while Alone enters a room, climbs a shelf, and breaks a wall. The fifth ghost sits on a bench in the back right corner.


Alone shining her light on a bench ghost in Little Nightmares 3


Then take the elevator down. To the right, enter a small hole for the final doll and a key. Cross the wooden plank, use the key on the locked door, and find the sixth ghost by the bed – this unlocks the ‘Institutionalized’ achievement.


Alone standing near a ghost kneeling on the floor in Little Nightmares 3


The final boss in detail


After the last ghost, a cutscene initiates the endgame. Run through twisting halls until you drop into a room with a gong. Here’s the pattern:




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