On this page of our Little Nightmares 2 guide, we've covered The Signal Tower, stage 5, and you'll find information on completing the game here.
As soon as you destroy the music box, a new monster will appear. You have to watch out for him. It's best if you don't stop even for a moment. A huge mass will follow you and absorb you if you get close enough.
Six will run away from you. You don't have to worry about her. She is independent and will definitely be able to escape. You are not able to catch up with her. Just run as fast as you can.
Eventually, you will run into a narrow path that will break after Six crosses it. The girl will reach out to you to help you. Take a run-up and grab her so she can help you.
Six, however, will not be able to hold you. Your character will let go and fall straight into the abyss. You are not able to fix this. It's a plot-defined element.
You will appear in a mass full of eyes. Climb to the top to sit in the chair. This will start the final video and roll the credits, which you cannot skip.
If you collect all the Glitching Remains, a secret ending will appear.
If you want to know more about the Glitching Remains you can obtain during the game, take a look at the pages:
- Glitching Remains - Chapter 1 Wilderness
- Glitching Remains - Chapter 2 School
- Glitching Remains - Chapter 3 Hospital
- Glitching Remains - Chapter 4 The Pale City
Once you complete the game, you'll get a special hat that you can use during subsequent playthroughs of the game.
If you want to learn more about the hats obtainable in this game, check out the following pages:
- Hats - Chapter 1 Wilderness
- Hats - Chapter 2 School
- Hats - Chapter 3 Hospital
- Hats - Chapter 4 The Pale City
- Hats - Chapter 5 Transmission
- Hats - The Nome's Attic DLC