![]() ![]() The two of them kill the Hunter together, for crying out loud a hell of a coming-of-age bonding experience. And that's important step on Mono's journey of self-discovery and maturation. The most fateful rescue is Six, of course. Pulled inexorably toward that dark tower, Mono rescues whoever he can along the way, occasionally doing odd jobs (if you want those achievement trophies, that is). We first meet Mono sitting next to a TV, having (unknowingly to us at first) just traveled through the screen from places unknown. In the end, the two make a heroic run for safety, with Six catching Mono as the tower crumbles behind them. ![]() Mono is even forced to save Six from herself as she's been transformed into a giant, long-armed monstrosity obsessed with a giant music box. When the Tall Man manages to apprehend Six, leaving her glitch behind, Mono does everything he can to rescue her, including subduing the Tall Man himself and storming the maze-like signal tower. This new relationship is often tested - the school bullies kidnap Six, later levels often force them to become separated - and always resolved with the two coming together again as they survive against all odds. ![]() Together, the two little beans face the horrors of the cabin, the school, the hospital, and the Pale City itself, often saving each other along the way and trusting each other enough, despite being relative strangers, to literall hold each other's lives in their hands. Mono happens upon Six in the Hunter's cabin and frees her from a prison where she endlessly plays a music box rather than try to escape her confinement. ![]() For that, we have to focus on the relationship between Mono and Six, the ever-hungry protagonist from the original game. The fact that the Tall Man isn't the main antagonist himself is one of the big revelations in the late game of Little Nightmares II, one which comes after the reveal of Mono's ability to travel through TV screens and even keep the Tall Man at bay, but it's not the biggest. However, that power also hints at a larger connection to the ultimate Big Bad behind the scenes of Little Nightmares II, a thing that lurks in the depths of a looming transmission tower in the distance, a thing that feeds on the energy of those watching said Transmission (to the point that they'd rather commit suicide than be without the glowing screen and its soothing sounds), a thing that uses its henchman known as the Tall Man to harvest souls (leaving glitches behind) and keep the transmission going. This is used to great effect later in the game when you solve a series of puzzles that transport Mono into and out of danger through TV screens suspended throughout the Pale City. It turns out that Mono can actually travel through TV screens like portals. Odd aesthetic? Eye-catching art? Important narrative clue? It's all of the above, and it's something that you appreciate more after finishing the game. And we find Mono sitting beside a powered-down television set. We meet Mono in the middle of a forest clearing on the outskirts of the Pale City, an area inhabited by a deadly Hunter and separated from the perils of that urban decay by a waterway. But another ability is present from the beginning, the player just doesn't know about it. The beginning of Little Nightmares II introduces you to Mono, the player character who has a penchant for wearing oversized hats on his head and boasts the ability to wield heavy objects like hammers, axes, and pipes. ![]()
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