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The world of Little Nightmares, Little Nightmares II, and Little Nightmares III, as well as the mobile side story Very Little Nightmares and podcast The Sounds of Nightmares, has a large cast of friendlies and disquieting horrors from across the Nowhere.

This page lists the denizens of the story with as much information as can be gathered, meaning its contents are inevitably subject to change as the franchise expands.


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Little Nightmares

Protagonists

    Six 

Six

https://static.tvtropes.org/pmwiki/pub/images/six.png

A mysterious little girl in a yellow raincoat and the protagonist of the first game, Six wakes up deep in the belly of the Maw and must use all her wits and courage to find her way out and some foods to satisfy her hungers.

She appears in the second game as an ally to Mono, following him everywhere he goes.


  • Action Survivor: While she doesn't physically fight against the enemies she encounters (at least in the Maw), Six is capable of daring and cunning feats to survive such encounters.
  • Ambiguously Evil: Six's morality is unclear, to say the least. In the first game, her first questionable action comes when she decides to eat a Nome, despite having been offered a sausage by it and that she's been acting friendly to all the previous Nomes she met. The second game muddles her morality even further, where she ends up dropping Mono and leaving him for dead for unexplained reasons after saving his life multiple times over the course of the game.
  • Ambiguous Innocence: It's hard to tell whether some of Six's actions are due to a childlike innocence or psychopathic behavior, mostly due to the setting she's in:
    • In the school chapter of the second game, Six is kidnapped and tortured by the Bullies. When Mono and Six later encounter a Bully with their back turned, Six sneaks up on him, chokes him, and smashes his head against the floor. On one hand, it's played as unsettling. On the other hand, Mono has been smashing Bully heads right and left while trying to save Six, and her wanting revenge is honestly quite understanable at this point.
    • In the following chapter, after Mono has been separated from Six for a little bit, he comes back to find her amusing herself by snapping the fingers off a mannequin hand. Once again, it's played as rather unsettling. But then, Mono has just crushed a sentient hand (and may have even gotten the "And Stay Dead!" achivement if he kept smashing it even after it stopped moving).
    • Shortly thereafter, Six sits down to warm her hands at the grate of the incinerator... while the Doctor is being burned alive inside. Perhaps she's mocking his death; perhaps she's just cold and jaded enough to ignore the tortured screams of a monster as he dies a well-deserved death.
  • Ambiguous Situation:
    • It's rather unclear why she eats the Nome that offers her a sausage, or if she is even in control of herself when she eats him. Her moral standing after the end of the first game is also unclear for now.
    • It's anyone's guess why she betrays Mono at the end of Little Nightmares II. Until that point, she's been surprisingly loyal towards him, given her loner attitude in the first game, and he in turn has saved her from the monsters in the Pale City several times and freed her from a horrible And I Must Scream-situation only moments prior. The Stinger only adds more ambiguity as Six is shown coming out of a TV while what is presumably Shadow Six materializes and glitches in front of her, before glancing at a poster of the Maw as Six's stomach begins growling.
  • Anti-Hero: She doesn't seem to care about the other children trapped in the Maw, only intent on saving herself. Her morality only becomes grayer as the game progresses and she first devours a defenseless Nome and later absorbs the Lady's mysterious dark powers.
  • Badass in Distress: She unfortunately gets captured a few times in Little Nightmares II, which leads to Mono having to go and save her.
  • Barefoot Captives: As seen in the picture above. Six never wears shoes during the game, even after passing through a room filled with them.
  • Beauty Equals Goodness: She's a petite human child, as opposed to the Maw's monstrous, evil inhabitants. However, by the end of the game it's very arguable whether or not Six can be considered "good" anymore.
  • Because You Were Nice to Me: Six initially is afraid of Mono due to his entrance, but after she realizes he's trying to help her, she then decides to follow him and return the favor. She even is the one to offer Mono a hand when he needs to jump over gaps. When Mono does unseal the Thin Man she will try for an extended time to get Mono to grab her hand and to run away with her. She only runs once the monster directly enters the room, finally snapping Mono out of it. Even her glitching remains act helpful toward Mono and guide him towards the Signal Tower and her monster form is completely unwilling to harm Mono until he attacks her music box.
  • Big Eater: She devours a piece of bread large enough to be an entire meal by itself, then later does the same with a piece of meat. She later consumes a live rat, which in comparison to her is about the size of a large dog. Much later, she devours a Nome, who is slightly smaller than Six herself; and then, at the end, she takes a big chunk out of the Lady's neck.
  • Caged Bird Metaphor: The achievement text for escaping the Prison compares her to a canary flying from its cage.
  • Cannibalism Superpower: At the end of the first game, after Six kills and eats the Lady who runs the Maw, she obtains dark powers very similar to the Lady's. She uses these to essentially suck the life out of the patrons as she calmly exits the Maw. Then again it's unclear if this counts as cannibalism, as there's nothing that confirms Six, the Lady, or the Guests belong to the same species.
  • Canon Character All Along:
    • In Very Little Nightmares, the little girl escaping in tandem with the game's protagonist is suggested to be Six in the end.
    • In Little Nightmares II, she doesn't aquire her iconic yellow raincoat (confirming her Identity) until 2/5ths of the way through the game.
  • Character Development:
    • Starts off the first game as an (apparently) innocent, determined little girl, desperate to get out of the Maw. Then she devours an injured rat for food, and only becomes more ruthless from there.
    • Her actions in the second game casts doubt on whether she was ever innocent at all, suggesting that what seemed like a descent into moral ambiguity in the first game was just the inevitable result of watching her for long enough.
  • Children Are Innocent: Despite her situation, Six often makes time to enjoy herself. In the video of the demo, she jumps on the Chefs' bed for a moment, and in a trailer, she saves a Nome trapped in a jar before befriending it. The games themselves include many similar opportunities to explore and mess around, especially in the playroom in the Prison and the playground outside the School.
  • Creepy Child: Being sickeningly slim and pale with barely any portion of her face visible, Six is already unsettling in appearance. It gets worse when her third hunger attack kicks in, and she eats a still living rat to satiate it. This aspect of her personality is exaggerated in the second game, where she regularly amuses herself in ways Mono visibly finds disturbing (such as snapping the fingers off a mannequin hand).
  • Decoy Protagonist: Six was thought to be the protagonist in Very Little Nightmares, but turns out the Girl in the Yellow Coat was the true protagonist of the game, and Six had a smaller role than her.
  • Determinator: She overcomes starvation, monsters, and traps in order to find a way of escape from the Maw, and just seems to refuse to die. Prior to her captivity in the Maw, she's managed to overcome the Nest as well, and with the help of Mono, has also prevailed over the Pale City in the prequel.
  • Damsel in Distress: Several times in the second game. One of the prequel comics shows her being captured by the Hunter, and Mono later rescues her from his shack. During their trek through the School, she's temporarily kidnapped and tormented by the Bullies, and she finally ends up getting snagged by the Thin Man in the Pale City, prompting Mono to confront his foe and then venture into the Signal Tower to rescue her.
  • Does Not Like Spam: According to this twitter post, Six doesn't like vegetables (which explains why she doesn't try to eat any of the ones lying about in the Kitchen).
  • Experienced Protagonist: In the first game, she seems to have some experience with what she's doing when trying to escape and in fact has already managed to successfully escape the Nest, if not the Pale City. In Little Nightmares II, she quickly proves to Mono she knows her way around the Hunter's house fairly well and assists him whenever she can.
  • The Faceless: Averted. Despite only a sliver of her face being visible between her hair and her coat, she actually does have a full face design and a full face model in the game. Her figurine from the Six Edition of the game in particular has a full modeled face behind her bangs when examined closely at a low angle.
  • Growling Gut: Her stomach ferociously growls over the course of the first game, and each time results in her being hit with a hunger attack that forces her to eat whatever's close by, eventually going as far as to eat dead rats and living beings. Used again in the prequel, where her stomach gurgles ominously during the secret ending as she contemplates a flyer advertising the Maw.
  • Guile Hero: She's small and easily overpowered in the Maw, but nevertheless survives through her wits.
  • Heroic Mime: In the first game she gasps, grunts, and sometimes hums but never utters a word. Averted in the second game, where she will usually respond to Mono's calls with a quick "Hey!"
  • Hero of Another Story: Is this in Very Little Nightmares, where she is implied to have been the small child escaping by a different route from the Girl in the Yellow Raincoat.
  • He Who Fights Monsters: Six becomes progressively more like the monsters she is running from in the Maw, eating defenseless creatures much smaller than her. At the very end, she absorbs the Lady's sinister powers after killing her, and slowly turns toward the player much like the Lady did in Six's nightmare at the beginning.
  • Horror Hunger: In the first game Six is periodically beset with sudden attacks of debilitating hunger which prevent her from continuing until she eats something. Later in the game, these develop more clearly into this trope, possibly as a side-effect of being in the Maw for too long.
  • Iconic Outfit: Her Raincoat of Horror.
  • Iconic Attribute Adoption Moment: In Very Little Nightmares, a different character wearing a similar raincoat is enough to make us think she's Six, and in Little Nightmares II it's not until Six acquires her coat that we know for sure it's her.
  • In the Hood: She's rarely seen without her raincoat hood covering her face in the first Little Nightmares. In the Very Little Nightmares and Little Nightmares II, she can be seen without the hood blocking her face.
  • Kid Hero: She's apparently nine years old.
  • Lack of Empathy: She often seems not to consider the suffering of others much and barely reacts to the awful events occurring around her. When she and Mono burn the Doctor alive, all she does is sit down and warm herself in front of the fire. Later in the Pale City, she and Mono encounter a newly dead Viewer and she kicks him to make sure he's dead.
  • Leitmotif: She occasionally hums the melody which forms the basis of the games' main theme, and it also serves as her theme song. Little Nightmares II shows that she likely heard the tune from her music box.
  • Light Is Good: The one item Six carries with her throughout the first game is a lighter, which helps her see in the Maw's darkest recesses.
  • Little Miss Badass: She is just a young girl but she managed to kill The Lady, and possibly the Doctor and the Janitor who are thrice her size.
  • Mysterious Past: In the tie-in comic book it's implied that she's seen and experienced things before being imprisoned in the Maw that she refuses to talk about and that she is at risk of forgetting. Very Little Nightmares indicates that she's at least survived the Nest before being captured by the Ferryman, and Little Nightmares II confirms that she's also made it through the Pale City.
  • Monstrous Humanoid: At the end of Little Nightmares II she is revealed to have been transformed into a massive, monstrous version of herself as the Final Boss.
  • Non-Action Guy: Played straight during Little Nightmares II. Despite her aggression toward enemies in the first game, LNII Six is hardly helpful in a straight-up fight, usually attempting to find alternative exits or solutions while Mono tries to fight off the assailants as best he can. Since LNII is a prequel, her retaliation in the first game could be considered Character Development — something she learned from traveling with Mono.
  • Nothing but Skin and Bones: Her legs leave no doubt about this. The horrible hunger attacks that knock her to the ground in pain also make that very clear.
  • O.O.C. Is Serious Business: Six is generally a stoic little girl who doesn't seem fazed at anything she sees in the Maw. In Little Nightmares II, the only time she seems genuinely terrified is when the Thin Man starts chasing after her and Mono.
  • Pet the Dog:
    • Six can actually hug some of the stationary Nomes, and they seem to like it, briefly following her around. Some of her interactions with Mono also come across like this, such as the many times she saves him from a fall and her attempts to pull him out of televisions whenever he gets drawn in.
    • She's also very helpful to the Girl in the Raincoat, notably choosing to assist her even after the latter accidentally locks her out of a room when both are seeking shelter from The Pretender.
  • Picky Eater: According to a tweet from the developers, Six is apparently not very fond of vegetables. This is likely the reason why she doesn't eat any of the food in the Kitchen.
  • Pintsized Powerhouse: Downplayed. She's definitely stronger than her appearance implies, able to manipulate objects bigger than or just as big as her to solve puzzles.
  • Player Character: She's the character you control in the main story of the first game.
  • Promoted to Playable: Inverted. She is the Player Character in the first game but then returns as an AI-controlled deuteragonist in the follow-up.
  • Protagonist Journey to Villain: Possibly. Early in the first game, Six appears to be an innocent child but as the game progresses, she starts committing more and more... morally questionable acts. These include severing the Janitor's arms, eating a trapped rat, eating a friendly Nome, eating the Lady, and finally killing all of the Guests as she walks through the dining hall leading to the Maw's exit. In the prequel, Little Nightmares II, she also initially seems innocent but there are again several moments in the game (brutally smashing the head of one of the bullies, entertaining herself by snapping the fingers on a mannequin hand, casually warming herself on the fire in which the Doctor is burning alive and ultimately letting Mono fall to his doom). As the series is intentionally intended to be ambiguous, whether Six is a child that became a monster or a monster we foolishly saw as a child is entirely up to the gamer.
  • Protagonist Without a Past: We learn virtually nothing about who Six is or what she's doing in the Maw. We don't even know how she ended up in the Nest and what happened after she escaped, nor do we know how she ended up in the Wilderness at the beginning of the second game.
  • Raincoat of Horror: Classic example. It serves as a Splash of Color, hides her face, and serves her well at the start of the game, which takes place in the damp Prison area. Little Nightmares II shows the moment she first finds it, after shivering through the heavy rain of the Pale City.
  • Revenge: If you try to torture or kill her, she will get her revenge on you one way or another. Ask the Janitor, the Lady, the Guests and one of the bullies.
  • Screw This, I'm Outta Here: In the second game, once Mono breaks open the door where she was imprisoned and reaches out to Six, she obviously makes a break for it. Subverted once Mono does unleash the Thin Man on them where she will try for a very long time to get him to grab her hand and to run away with her. She only runs once the monster directly enters the room, finally snapping Mono out of it. In the ending, she drops Mono while the latter is clinging to the edge of a crumbling bridge, having either written him off as a goner so she can save herself before the rest of the bridge breaks down or she did it for more... nefarious reasons.
  • Security Blanket: In Little Nightmares II she plays a music box that seems to keep her calm at the beginning when Mono first meets her. In her nightmare form, she's calm so long as she has the music box near her. Once Mono starts to destroy it, it sends Six into a rage and causes her to lash out at her former friend and also keep the music box close to her when she can. It's possible that, by destroying this music box, it leads Six to betray Mono at the end of the story and leave him in the Tower while she escapes through an active portal.
  • She's Back: In Little Nightmares II, she immediately dons a yellow raincoat when Mono and her stumble upon it shortly before entering the Hospital while her theme plays in the background.
  • Silent Snarker: She comes across as this during the finale of the hospital. After trapping the doctor in a crematorium and burning him alive Six responds by warming her hands with the said crematorium, seemingly mocking his death.
  • Start of Darkness: With Little Nightmares II being a prequel to the original game and the secret ending hints at Six's growling stomach that while she may have abandoned Mono, he certainly avoided the fates of those she meets in the Maw.
  • Stronger Than They Look: Despite being a little girl who hasn't had much to eat, she's able to push some things that are larger than herself around, although it takes some time. In the sequel, she frequently has to catch Mono as the other occasionally slips on something or almost falls over a ledge and she grabs him by the arm and manages to lift him to safety. She's also the one who offers to give Mono a boost when he needs to get someplace they both can't reach.
  • Suddenly Voiced: Not that Six doesn't make sounds, but in the sequel, she quietly talks to Mono after they first meet, which is a contrast to her only grunting in the first game.
  • Supporting Protagonist: She becomes this for Mono in Little Nightmares II.
  • Taking Up the Mantle: At the end of Very Little Nightmares, the girl in the raincoat falls to her death in the water below the cliff, and after a few seconds her empty coat resurfaces. After the credits, the young girl who has been helping her (presumably Six) can be seen climbing down the cliff as if to retrieve it.
  • Token Evil Teammate: Of the playable characters, the Runaway Kid, the Girl in the Yellow Raincoat, and Mono are all shown to be relatively normal kids trying to survive in a hostile world, and will frequently show compassion to the other kids they meet. Six, on the other hand, is a Creepy Child who seems more dedicated to her own survival than anyone else's, and does a lot of morally dubious things for the sake of no one but herself.
  • Took a Level in Kindness: She acts much more like a young girl in Little Nightmares II, showing fear and curiosity, grabbing Mono on her own when he falls in the hospital, drags him out of the TV multiple times, and when she fails to do it in time in the fourth chapter she desperately tries to get him to hold her hand and to run away with her. Even her Monster form at the very end is at first completely docile and unwilling to harm Mono until he attacks her music box.
  • Troubled Fetal Position: Justifiably, she tends to wake up this way.
  • Troubling Unchildlike Behavior: Played up even more in Little Nightmares II. As she waits for Mono to return with the knob switch in the Hospital section, Mono comes back her sitting next to a mannequin arm, nonchalantly bending the fingers until there's an audible crack and pop sound. When she leaves it, most of the fingers are bent at odd angles. There's also her revenge against one Bully after Mono rescues her. She angrily pounces on it and snaps its neck like it was a twig. And how does she react to the Doctor's death of being burned alive in a crematory oven? Why, sit down and warm herself in front of the fire of course!
  • Unflinching Walk: At the end of Little Nightmares after defeating and eating the Lady Six calmly gets on an elevator and walks into a group of guests gorging on food. As they reach out towards her as another meal, dark energy saps their life force and kills them, all while Six quietly strolls through the Maw towards the exit and barely giving the guests a glance.
  • Ungrateful Bitch:
    • When a friendly Nome offers her food, she devours him.
    • By Little Nightmares II's conclusion, Six ultimately betrays Mono even after everything the latter had gone through to save her.
  • Villain Protagonist: Eating the Nome was bad enough, but her betrayal in the second game confirmed it
  • Woobie, Destroyer of Worlds: A possible interpretation, as she was once an innocent girl. Her situation - or perhaps the influence of the Thin Man and the Signal Tower - may have pushed her to become destructive.
  • You Are Worth Hell: She's the deuteragonist of Little Nightmares II and is one of the main reasons Mono goes through the nightmare that is the Pale City to protect her. Too bad at the end, Six doesn't repay his kindness and instead abandons him in the Signal Tower where he stays and becomes the original Thin Man.

    The Runaway Kid 

The Runaway Kid

https://static.tvtropes.org/pmwiki/pub/images/runaway_kid_ln.png
A boy in a blue shirt and an ankle shackle who is making an escape attempt at the same time—though in the opposite direction—as Six.

He is the protagonist of Secrets of the Maw.


Monsters of the Maw

    General 
Tropes applying to more than one of the Maw's antagonists.
  • Animal Motifs: The Twin Chefs and the Guests have the obvious Messy Pig and Gluttonous Pig themes with the noises and eating habits.
  • Body Horror: For the more humanoid creatures, who sport strange proportions and skin that's peeling off and generally look very uncanny.
  • Everyone Calls Them Barkeep: They have No Names Given besides their job titles.
  • Evil Is Bigger: Every adversary Six faces monstrously outsizes her, even relatively smaller enemies like the early-game leeches.
  • Laser-Guided Karma: Not counting minor threats or the Twin Chefs, every villain that Six and the Runaway Kid meet suffers for their actions in some way.
  • Monstrous Humanoid: They all look somewhat human in one way or another, but each is very clearly not.
  • Mysterious Past: Virtually nothing about who they are, where they came from, or why they look the way they do is addressed. The game focuses more on their roles in the Maw for the most part.
  • Our Monsters Are Weird: All of them are bizarrely horrifying in some shape or form.
  • Villainous Glutton: With the exceptions of the Lady and the Janitor all of these creatures focus on gorging themselves in some way.
  • Villains Out Shopping: As freakish as they are, most are doing some relatively mundane things when Six encounters them, such as the Janitor sorting through his various knick-knacks and the Chefs cooking, cleaning dishes, and serving Guests.
  • Would Hurt a Child: The Maw's staff and guests are utterly depraved monsters who imprison and slaughter children to feed their selfish indulgences.

    The Leeches 

The Leeches

https://static.tvtropes.org/pmwiki/pub/images/04_leech_2.png
Strange black parasites that hang around the wetter, less populated parts of the Maw. They attack in groups to suck the blood out of their victims.

They serve as the main antagonist of the Prison.


  • Animalistic Abomination: Their basic behavior is like that of a regular leech, but they also have feet and look like gooey blob monsters made of tar.
  • Armless Biped: Shown to be so in their promotional art, but averted in the game proper. They hang upside-down with these legs which seem to be vestigial as they opt to use their sucker mouths to drag themselves along the ground.
  • Came Back Strong: They're a threat yet again in the DLC, and this time there's a whole lot more, to the point where one screen shows an absolute ton of them oozing out of a porthole.
  • Ceiling Cling: When idle, they hang upside down from the pipes, curled up until they detect prey and then unfurling to drop down and give chase.
  • Not-So-Harmless Villain: While they were always a threat, they were pretty easy to avoid on land. Unfortunately for the Runaway Kid and an unnamed escapee, they are a lot faster in shallow waters.
  • Starter Villain: The first threat that actively pursues Six, the Leeches are fairly slow and easily outmaneuvered. Then one of the last rooms in the Prison is nothing more than a long room utterly infested with them as what passes for that stage's Boss Battle. The Runaway Kid also encounters them as his first enemies in the Depths.
  • Zerg Rush: They can swarm and devour a child en masse if there are enough of them around.

    The Eyes 

The Eyes

Strange traps encountered in the Prison level of the Maw, as well as in the Nest, that take the form of stone eyes watching over areas with a spotlight in their irises. They petrify any living being they set their sights upon.
  • Eye Motifs: The most obvious example in the Maw.
  • Mascot Mook: More like a mascot trap, as they are literally modeled after the eyeball logo seen everywhere in the games.
  • Power Incontinence: Averted, as it seems they can choose what they want petrified (they don't turn the Janitor to stone).
  • Taken for Granite: They turn you into stone if you get caught in them.
  • Weaksauce Weakness: They are easily distracted by moving objects for one. For another, the stealth using the shadows of objects can be foregone almost entirely if one hugs the walls they are built into.

    The Janitor 

The Janitor

https://static.tvtropes.org/pmwiki/pub/images/05_janitor_2_1024x648.png
The Janitor is a long-armed creature in a coat and hat that apparently collects the things left forgotten in between the rooms of the Maw, as well as catching pests and sending them to the Chefs for processing, and has his own room filled with figures and high shelves. The Janitor catches Six after she succumbs to her hunger and eats the bait from one of his cages, leading to him stalking her throughout his territory.

He is the main antagonist of the Lair, and reappears in Secrets of the Maw as the main antagonist of the Hideaway.


  • Arc Villain: He stalks Six throughout the Lair and the Runaway Kid throughout the Hideaway.
  • Asshole Victim: Six ends up cutting his arms off, depriving him of his method of catching children.
  • Beast in the Maze: Functions like one in certain areas, such as the library within the Lair.
  • Body Horror: The Janitor's head skin is peeling downward and it is scrunched to the point that it covers his eyes and renders him blind (why he doesn't simply fasten it up with an elastic band or something is anyone's guess). It exposes the grey cranium underneath (either his real head or his skull), covered unsuccessfully by his hat. Not to mention his long arms. The second game suggests it's a mask rather than his own skin, as the Doctor has a wall of skin masks and one has the Janitor's distinct ears and lower jaw.
  • Bloodless Carnage: Despite having his arms cut off, there is no blood to be seen.
  • Collector of the Strange: He has a room filled with a variety of knickknacks, including figurines of differing shapes and heights and various Cymbal-Banging Monkey toys. Other rooms are filled with tall clocks, books, etc.
  • Creepily Long Arms: They're long enough to allow him to climb acrobatically through the Maw (particularly out of more broken down rooms with holes in them), have extra joints in the forearms to make them more creepily dextrous, and the arms visually communicate that running away isn't a viable strategy in close quarters.
  • Crusty Caretaker: He's creepy and filthy and clearly lacking people skills, and never seems to leave the underbelly of the Maw.
  • Everyone Calls Him "Barkeep": Examination of the nametag on his character model indicates that his name is Roger, but this is never used in game, nor is it ever visible to the player.
  • Evil Cripple: His skin pressing down around the grey inner part of his face covers his eyes, rendering him at least partially blind. As a result, he has to clamber about, relying on touch, hearing, and smell to locate what he wants. If he's somehow still alive after his final encounter with Six, he'll be living without his arms as well.
  • Evil Old Folks: He seems to be around the same age as the Granny.
  • Fate Worse than Death: If he doesn't bleed out from losing his arms, he'll likely never be able to do things he used them for ever again, destroying both his pastime of collecting, and eliminating his only method of getting around the Lair.
  • The Jailer: One of his roles in the Maw. His main job is to care for and keep tabs on the children within the Prison while he sets up traps knowing that rats and kids alike will be either drawn in by their hunger, or petrified and added to his collection. The creatures he catches he then wraps up and sends to the kitchen via hooks for preparation.
  • Laser-Guided Karma: An absolutely epic example. His Lair is very unkept, disorganized and messy, and he, the Super-Persistent Predator that he is, chases Six to either add to his collection, keep locked up, or kill; he's ultimately defeated because his rooms are so disorganized, by a child he was meant to imprison. AND, because of his persistence in trying to catch Six, he ultimately loses the ability to do his job, travel, or collect anything.
  • Mascot Mook: Uniquely, he was one before his actual design was even finalized. The long arms were constantly shown feeling for and grabbing Six in all the trailers.
  • Monstrous Humanoid: He has a head, a pair of arms, and a pair of legs like a normal human! It's just that their proportions make it very clear that he is not human.
  • No Name Given: Possibly the only villain to avert this, as his nametag reads "Roger."
  • Nightmare Hands: The Janitors hands snake around the map hunting Six to grab and pull her back.
  • The Nose Knows: He can't see Six, but he can still smell her if she's near. It's probably that he can even track her scent in all the level, as he makes those sniffing sounds. He also got a sharp hearing.
  • Nothing Is Scarier: Prevalent in his earliest appearances when viewers didn't know what was on the other end of his arms.
  • Punch-Clock Villain: It seems capturing children really is just a job for him, as he has many other hobbies around the Maw he seems to prefer doing.
  • Sense-Impaired Monster: Do to the fact that his skin is cover his eyes, he is essentially blind. However, he makes up for it by having extraordinary hearing and sense of smell.
  • Sensory Overload: Since he's blind and relies on a honed sense of hearing, a room full of grandfather clocks that go off at the same time causes him to suffer this. This is also the only thing giving Six a safe window to hit a button and open a door without him hearing.
  • Super-Persistent Predator: He continues stalking Six until she cuts his arms off.
  • Symbolic Mutilation: The final time the Janitor chases Six, he corners her into a room but can only fit his arms through the gap of the door, which is being held up by a cage. Six deliberately pulls apart the cage and severs the very arms he uses to capture children as the door comes down.
  • Tom the Dark Lord: Assuming Roger is his real name, it sounds rather mundane.
  • Top-Heavy Guy: Downplayed. His legs are tiny and his head is large, but his upper body isn't very muscular.
  • Uncertain Doom: We never see him again after Six cuts his arms off.
  • Villain of Another Story: In Secrets of the Maw, he appears as a villain briefly, simultaneously as his main role in Six's story.
  • Villains Out Shopping: While sneaking around the Maw, you can discover a room full of things he's collected, most of which seem to be dolls (though there are also spinning tops and... spoons? He touches one of the spoons in what might be a reference to Salad Fingers). In Secrets of the Maw, you can discover a workshop with similar figurines around it, hinting that he probably makes the dolls.
  • Warm-Up Boss: He is the first true monster encountered, and the first one to be truly fought.
  • Would Hurt a Child: One of his roles on the Maw is capturing kids so he can send them to the Twin Chefs for preparation.

    The Shoe Burrower 

The Shoe Burrower

A mysterious monster encountered in the Lair. This creature remains unseen, but digs its way through the sea of discarded shoes and luggage, billowing smoke or dust as it goes to drag Six under.
  • The Cameo: Appears briefly through the eye-mirror in Secrets of the Maw.
  • Karma Houdini: One of the few monsters to not face any comeuppance at the end.
  • No Name Given: It's yet to be given an actual name; the one here is a title based on what it does.
  • Nothing Is Scarier: Even more so than the other monsters here. One can't even see the thing and it has no proper name yet. All we know is where it lives, and that it drags Six beneath the shoe pit to kill her privately.
  • It's Quiet… Too Quiet: It doesn't even make a sound.
  • Wormsign: The tell tale signs that it is on its way are the jostling of shoes and some form of dust or exhaust shifting around its form.

    The Twin Chefs 

The Twin Chefs

https://static.tvtropes.org/pmwiki/pub/images/03_twinchef.png
A pair of strange, saggy-looking chefs, wearing masks and endlessly preparing food in their Kitchen. The Nomes and Six are considered vermin or even potential ingredients for their meals.

They are the main antagonist of the Kitchen.


  • Angry Fist-Shake: Reduced to this when Six escapes the kitchen.
  • Arc Villain: Of the Kitchen level.
  • Ax-Crazy: Both are described as loving violence and the feeling for meat, which fits their chefs persona.
  • Big Bad Duumvirate: While not the main antagonists of the game, they qualify as this for the Kitchen chapter, and there is two of them.
  • Bunny-Ears Lawyer: They may be sad, shambling monsters, but the Kitchen they work in is mostly pristine, they care about keeping the dishes sanitary, and their food is described as being always made to the best of their impressive abilities.
  • Chubby Chef: They are both monstrously fat (though not as fat as the Guests).
  • Creepy Twins: The first chef looks tired or sad with black hair, while the second chef has a wider face with redder hair. That's all the differences they have, and their living quarters emphasize an uncomfortable element to their twin relationship, including touching side-by-side toilets.
  • Evil Chef: Complete with the uniform.
  • Fat Bastard: Both of them are as overweight as they are villainous.
  • Good Smoking, Evil Smoking: On your way to the third area, you can spy one of the Chefs nipping out for a smoke.
  • Karma Houdini: They are the only villains to not be harmed or killed by the protagonists.
  • Lethal Chef:
    • And not just because they hunt Six down. One of them has been shown pushing a struggling Six into the fish he's been preparing—keep in mind that both chefs consider Six to be vermin.
    • In a more literal example, not only are they cooking and serving up children from the deeper reaches of the Maw, it's hinted that Guests have a habit of disappearing and reappearing on other Guests' plates, and some of the meat you see is way too big to have come from any of the kids.
  • Malevolent Masked Men: They are wearing masks that could easily be mistaken for their real faces, it's unknown why.
  • Monstrous Humanoid: They certainly have the basic shapes of humans, but they make pig-like or elephant like squeals that don't actually sound like human voices. Each can also lift the saggy skin of his face (which are in fact skin masks) in order to eat.
  • The Sociopath: They have shown no apparent remorse or concern about the fact that they are turning children into meals and possibly murdering their guests to turn the latter into more meals. The former may be excused since they probably don't belong to the same species as the children, but there's really no excuse for the latter. However, due to their faces being masks, having different faces/physiology, as well as the fact they are far more intelligent; it is possible they are not the same species as the guests either.
  • Wake-Up Call Boss: The Leeches are fairly easy to avoid despite having the advantage of numbers due to their slow speed, while the Janitor is blind, which makes it fairly easy to distract or misdirect him. The Twin Chefs, however, not only have better eyesight, which allows them to be much more persistent in hunting Six, but they're deceptively quick despite their frame, which means they require the player to be much more careful around them.
  • Would Hurt a Child: They will cook Six if they manage to seize her. They either throw her into an oven, drop her in a pot of soup, stuff her into a fish or drop her into a meat grinder.

    The Guests 

The Guests

https://static.tvtropes.org/pmwiki/pub/images/guest_3.png
The Guests who board the Maw to feed. They're all fat, disgusting, lazy and possibly the elites of the world outside the Maw. They mostly sit at their table, being busy eating, but if Six enters their field of view, she may end up on their menu.

They are the main antagonists of the Guest Area.


  • Arc Villain: Of the Guest Area.
  • Aristocrats Are Evil: As the Hidden Depths entry points out, everything else about them aside, they are all dressed very well, and supplementary material describes them as the Elites.
  • Asshole Victim: Guests are apparently more than infrequently used to feed other Guests, at least one falls to their death while trying to get to Six, and Six slaughters them all with her newfound power after she consumes the Lady. Seeing as they're happy to sate their appetites with the flesh of children, there's no sympathy to be had for them.
  • Ax-Crazy: These people crave living meat so badly that the minute they see Six, they will completely ignore the food in front of them just to get her.
  • Bald of Evil: All male guests seen in the game are completely bald. They're also all man-eaters who have zero qualms eating Six (who's a child).
  • Balloon Belly: All of the patrons are so large that they can barely walk and when they spot Six all they can do is crawl after her on the ground. The only reason one of them can't pursue Six further is because he's too fat to fit through a door.
  • Big Eater: The patrons eat anything served to them, and will chase after Six if they spot her, trying to cram her into their mouths.
  • Fat Bastard: The lot of them. All they do is eat and purge over and over, obsessed with rudely indulging themselves even at Six's horrific expense. Due to this, the greater majority of them don't even notice Six ripping their souls out until it's too late due to focusing on eating.
  • Fat Slob: They are loud, mannerless, gross and fat.
  • Hidden Depths: Most advertising refers to them as the Elites, and they are all dressed in fancy outfits despite their disgusting nature. So in some way, it's implied they have found great success outside the Maw.
  • I'm a Humanitarian: It's implied on the website that the Guests who enter the Maw are eventually used as meat for the next meal, so at least some of the meat they're eating is from past guests, not to mention the children from the Prison. When given the opportunity, they will always choose to eat Six rather than whatever other food is available.
  • Jabba Table Manners: Instead of eating like civilized beings, they simply hunch down over their tables and shovel food into their mouths with their hands like animals.
  • Laser-Guided Karma: After terrorizing Six in the later parts of the game and eating people as part of their greedy indulgences, Six kills many of them with some newly acquired powers as she finally escapes.
    • In the podcast the one that drowns Jester at the Bathhouse tries to grab Noone while she is trying to climb a shelf with the Bathhouse cleaning supplies which were shown to be strongly caustic, one of the containers falls of and breaks on his face burning him badly.
  • Malevolent Masked Men: They enter the Maw wearing Noh-like masks, which they only seem to take off to eat.
  • Monstrous Humanoid: They resemble grossly obese humans. It's a physical wonder that they are able to stand and walk at all.
  • No Name Given: Their audio files list their names as "Harry", "Maggan", "Piggy" and "Paddan" note , but their voices are indistinguishable from each other, so it's unclear which Guest has which name.
  • Oh, Crap!: During the ending, some of them notice Six tearing out the souls of their fellows as she walks by and try to get away. Unfortunately for them, their incredible girth makes it so they can't.
  • Post-Final Boss: After Six defeats The Lady and gains her powers, they're the last threat she faces before finally reaching the top of the Maw. Using the word "threat" lightly though considering how Six will automatically kill them if they're within range.
  • Scrubbing Off the Trauma: The podcast reveals that the Guests that live long enough to leave the Maw go to a Bathhouse to get over their eating habits, scrubbing themselves with potently caustic cleaning chemicals and perfumes as penance, unfortunately they still see the presence of children as upsetting so they'll dowse them in the cleaning supplies and drown them anyway.
  • Underground Monkey: Creatures very much like them show up in the Circus area in the Little Nightmares 3 trailer and at both the Bathhouse and the Circus in the podcast (Which may be the same circus as above).
  • Villainous Glutton: The most glaring example among the villains. They're seen gorging themselves with mountains of food which may well contain the flesh of past guests, as well as children.
  • Would Hurt a Child: The first thing they do upon seeing Six is to chase her down with the not-so-subtle intent to eat her.

    The Granny 

The Granny

https://static.tvtropes.org/pmwiki/pub/images/granny_ln.png
A strange old woman that lurks in the flooded depths of the Maw and pursues the Runaway Kid relentlessly, dragging him down below if he is unable to escape her.

She is main antagonist of the Depths, encountered in Secrets of the Maw.


  • Arc Villainess: She stalks and tries to kill the Runaway Kid throughout her domain.
  • Ax-Crazy: Especially once she starts breaking down.
  • Bald of Evil: Downplayed. She only has a few grey strand of hair on both sides of her head, likely due to sending most of her time underwater. She also tries to kill the Runaway Kid.
  • Butt-Monkey: Seems to be treated as this by the rest of the Maw, if the facts that she's said to be "abandoned" and that she's fed the heads and tails of fishes—parts usually thrown away as garbage—are any indication.
  • Delicious Distraction: The Runaway Kid can distract her by throwing fish parts in the water, which she will chase and consume.
  • Evil Old Folks: She looks elderly and is even known as the Granny, and she is directly antagonistic to anybody in her domain.
  • High-Voltage Death: The Granny meets her end when the Runaway Kid manages to supply power to a television and pushes it into the water while it's on, electrocuting her.
  • Loners Are Freaks: She is an outcast among the inhabitants of the Maw, no one dare going into her territory.
  • Madwoman in the Attic: There's a sense that even the rest of the Maw doesn't want her. The paratext mentions her having been banished to the Depths for an unstated reason.
  • Monstrous Humanoid: She looks more human than most of the other denizens of the Maw. Other than having long arms (somewhat similar to the Janitor's) and her ability to breathe underwater, she just looks pretty much like a balding old woman.
  • Nightmare Face: The glimpses of it we see make it clear that while she may look human, there can be no doubt there's something horribly off. The character model mined from the files, as well as her concept art, reveals the level of subtle distortion.
  • Nothing Is Scarier: Beyond her hands and a few air bubbles, she is virtually unseen throughout the first half of her level.
  • Super Not-Drowning Skills: She appears to be able to stay underwater for an indefinite amount of time.
  • Tortured Monster: She's said to have been "abandoned to decay" by the rest of the Maw, which may partly explain why she's so aggressive towards anyone who trespasses in her territory.
  • Turns Red: She gets much more aggressive near the end of her area, tearing it apart in an attempt to get you into the water.
  • Villainous Breakdown: A downplayed example. At first, she simply tries to catch the Runaway Kid and jostles the objects beneath him to make him fall off. However, by the end of level, she has become much more aggressive and annoyed. She now actively hunts you down and will destroy every platform you stand on for too long.
  • Was Once a Man: According to the official description of the Depths, the Granny was "abandoned to decay and rage" and slowly turned into the horrid creature we see now.

    The Shadow Children 

The Shadow Children

Mysterious shadow figures that appear after the lights go out in the final chapter of the Runaway Kid's story. They seem to be some extension of the Lady's powers seeing as they carry her abilities and wear similar masks to hers.

They are secondary antagonists in the Residence from Secrets of the Maw.


  • Demonic Possession: They kill the boy by seeming to "dive into" his body, which lifts up off the ground.
  • Enfant Terrible: They're the approximate size and shape of human children and giggle and run about like them too, but they try to kill the Runaway Kid.
  • Faceless Goons: They are identical and all wear masks like the Lady's, obscuring any features they may or may not have.
  • Foreshadowing: One of them can be seen ducking behind a shelf in the second-floor library long before they make their full appearance.
  • Living Shadow: They appear to morph out of the shadows and continue to chase you until you shine your flashlight on them.
  • Mind over Matter: If they catch the Runaway Kid, they can lift him up telekinetically.
  • No Body Left Behind: When you manage to kill them, their bodies vanish and their masks crumble as they hit the floor.
  • Weakened by the Light: If you shine a light on them, their movements slow and eventually they'll crumble away.
  • Weaponized Offspring: Behave like this to the Lady.
  • White Mask of Doom: The white masks they wear look similar to the Lady's.

    The Lady 

The Lady

https://static.tvtropes.org/pmwiki/pub/images/the_lady.png
Click here to see her unmasked reflection

The mysterious, graceful proprietress of the Maw, who "casts a hypnotic spell that keeps the engine running." Dressed in a mask and kimono, she surveys the guests from her room and haunts Six's dreams. She seems very afraid of mirrors, as all but one present in her residence are broken.

She is the main antagonist of the Lady's Quarters and of the game overall. She also returns in Secrets of the Maw.


  • Ambiguous Situation: At the end of the Residence DLC chapter, the Runaway Kid sees her staring at a mirror, and her reflection is of a flabby old crone. Since her actual face is never shown to the camera to verify the reflection is real, it's unclear whether the Lady is genuinely secretly hideous and wears her mask to hide it, or if, perhaps, her reflection is a Dorian Gray-esque situation where it reflects the age and ugliness the Lady has artificially staved off, and that she is deprived the ability to enjoy her artificial beauty to the point of not trusting her looks without the mask. Her in-game model has a normal pretty face under the mask, further muddying the truth.
  • Aristocrats Are Evil: She's called the Lady and seems to be in charge of the Maw.
  • Asshole Victim: Six devours her when she is weak and defenseless, but considering all the atrocities she's committed, there are no tears shed.
  • Asskicking Leads to Leadership: The Lady is in charge of the Maw presumably because of her lethal elemental powers.
  • Badass Bookworm: Judging by the (almost literal) mountains of books lying around her residence, she's an avid reader and more than capable of killing anyone who crosses her. Given Word of God says she learned all of her strange magic during her time on the Maw, it seems her hobby has been paying its dividends.
  • Big Bad: She apparently runs the Maw, making her the cause of all the horrors Six encounters in the first game.
  • Casting a Shadow: When chasing Six, she can morph from the shadows with only her mask visible, and the Shadow Children appear to be an extension of her magic.
  • Dark Is Evil: Her dark powers aside, she has a spooky, ghostly vibe, and her quarters are dark and more like a classic horror setting than the rest of the game. She is also responsible for all of the horrors going on in the game.
  • Dramatic Unmask: Near the end of The Residence, the boy stumbles upon her looking in a mirror without her omnipresent mask, revealing that her reflection is as ugly and flabby as every other non-child resident of the Maw.
  • The Dreaded: If Six's nightmare at the start and the hidden shrine dedicated to her are any indications, she seems to inspire great fear in others.
  • Evil Is Not Well-Lit: Lives in near darkness, presumably because her powers are hostile to electric lights, as seen when Six walks them out of the Maw.
  • Evil Matriarch: Could be considered one to the Maw and its employees and guests.
  • Face Death with Dignity: Finally bested, the Lady lies on the floor as a hungry Six approaches her — how does she react? By pulling back her right arm, the only thing between her and Six, and presenting her neck to her executioner. She doesn't even try to push Six away when the girl's teeth sink into her throat. Whether this is her way of seeking atonement or just yet another display of her insanity, the fact still remains that she calmly submits to the rule of her world.
  • Face-Revealing Turn: The game begins with her doing this in what is apparently Six's nightmare.
  • Final Boss: She's the last enemy Six encounters in the game and the only enemy Six ever fights directly instead of evading.
  • Genre Savvy: The trailers to Little Nightmares II reveal that the world outside the Maw is full of really, really, extremely not good, terribly bad shit. No wonder this woman decides to isolate herself at the bottom of the ocean for most of the year!
  • Greater-Scope Villain: Could be considered this of the first game's comic book series, as the Ferryman is kidnapping children to bring over to the Maw.
  • Hypocrite: Turns out the world outside is indeed insane, but she not only hired monsters from outside to work for her, she also has children captured, killed, and devoured by the very same monsters she invites on her ship. We also learn through the comics that children are victimized all throughout the Little Nightmares world, making her just like all the other monsters who prey on innocent kids.
  • It's All About Me: She seems to only care about her own wants and desires. While her wanting to escape the madness of the world outside the Maw is entirely understandable, she ultimately proves to be no better than the monsters she wanted to get away from. From hiring said monsters to work for her, or feeding them children she has captured and taken to the Maw, she only cares about her order; the Lady keeps herself within the Maw because it is the only place where she is in total control.
  • Knight Templar: The website states that she believes the world outside is going insane, and that the Maw is her domain of order. While Little Nightmares II proves her to be correct, she's gone to some pretty horribly wretched lengths to maintain her control over the Maw, including child abduction and second-degree murder.
    The Lady: Nothing can be allowed to interfere. The guests must eat. The Maw must survive.
  • Lack of Empathy: She'll do anything to keep the Maw running, like feeding innocent children to her guests.
  • Lady of Black Magic: Not only can she turn into shadows and levitate her victims; she can transform them too, as seen when she turns the Runaway Kid into a Nome in Secrets of the Maw.
  • Lean and Mean: In stark contrast to both her Chefs and the Guests, the Lady is lean and graceful.
  • Malevolent Masked Woman: She wears a creepy white mask and is the main antagonist of the first game.
  • Mind over Matter: Downplayed. She is able to pick up objects without laying a finger on them, though it seems to work only within a short distance.
  • The Mirror Shows Your True Self: This is heavily implied to be the reason she destroyed all the mirrors in her room. Despite her model showing a normal pretty face, when the Runaway Kid sees her reflection she looks hideous.
  • Monstrous Humanoid: She's the most human-looking character, next to the children. However, she runs the Maw and is framed as The Dreaded, and that's not even digging into her strange abilities.
  • Nightmare Face: There's a reason she wears a mask to hide her face, and why she has destroyed as many of the mirrors as she could in the Maw, as her reflection is quite ugly. When the Runaway Kid sees, she screams in rage and chases him down before turning him into a Nome.
  • Nothing Is Scarier: Invokes this much more heavily than the other monsters of the Maw: The encounters with her in both the base game and the DLC are beset with the crushingly oppressive sense that the Lady is very much aware that Six/The Runaway Kid is traipsing through her domain, and while her quarters are filled with mannequins in her image and dark spots for her to hide amongst, she won't pop out until you least expect it...
  • Not So Stoic: For the most part she is quiet, calm and collected, barely making a sound through the main game and the DLC. But she screams in rage when the Runaway Kid sees the grotesquely ugly reflection in her mirror.
  • Rage Against the Reflection: Both her quarters and her actual place of residence are littered with broken mirrors because when she's seen standing by her mirror, the reflection seen is grotesquely ugly.
  • Sadist: When The Runaway Kid accidentally sees her true face, she toys with him a bit before turning him into a Nome for revenge.
  • Sinister Silhouettes: The Lady is first seen silhouetted from behind while watching her Guests enter the Maw.
  • The Sociopath: Having children killed and devoured by her guests is no problem for her; it's just another part of running the Maw.
  • The Stoic: She's easily the most reserved among the villains. All the others grin (the Janitor and the Guests), squeal in surprise (mostly the Twin Chefs), or otherwise express emotions (e.g., the Granny having a breakdown). In contrast, the Lady remains gracefully stoic throughout most of her appearance. The only instance where she has shown emotion is when Six flashes a mirror at her, where she screams in pain, and when the Runaway Kid stumbles upon her reflection, where she screams in fright. She doesn't even make a sound when Six devours her.
  • Vague Age: Between the mask and her apparent Life Drinker powers, it's impossible to tell how old she really is.
  • Vain Sorceress: The Lady is depicted as obsessed with her physical appearance, wearing a white mask to hide her real face (her reflection in the mirror is shown to be decrepit and ugly) and smashing the mirrors around her. She is first seen brushing her long hair and is eventually defeated by showing her herself in the last remaining mirror.
  • Vampiric Draining: She kills people by draining their Life Energy. It's implied by her obsession with remaining beautiful that she's some sort of Life Drinker.
  • Villain Teleportation: Her Black Magic allows her to teleport seemingly whenever she wants, which allows her to catch both Six and the Runaway Kid off-guard.
  • Weaponized Offspring: Implied with the shadow children in the DLC, which wear masks like hers and seem to be extensions of her powers.
  • White Mask of Doom: As if we needed more hints that she isn't a nice person, she wears a serene-looking white mask. Once unmasked, her reflection shows a woman just as ugly as every other monster in the Maw.
  • Wicked Witch: She is a powerful woman who wields black magic to kill or transform intruders.
  • Would Hurt a Child: Imprisons children and allows them to be cannibalized. She also turns the Runaway Kid into a Nome, and has likely done that to any child she catches escaping.
  • Why Isn't It Attacking?: A running theme in her encounters, in stark contrast to the rest of the game:
    • In the base game, she audibly starts when she hears Six break the vase containing the key to her wardrobe, but instead of coming to investigate, Six discovers that she's simply vanished, only lunging out to attack Six from behind when she enters the darkness of the wardrobe.
    • In Secrets Of The Maw, it seems glaringly obvious that she's noticed the Runaway Kid hitching a ride on her elevator, but he awakens at the start of the last chapter no worse for the wear, and she instead seemingly decides to leave him at the mercy of the Shadow Children - that is, until he has the misfortune to see her unmasked face...
  • Yamato Nadeshiko: Her appearance seems to be inspired from traditional Japanese Geishas, and she carries the grace and high class typically associated with the Japanese concept—though her reflection implies that she's ugly underneath her mask.

Children

    The Escapee 

The Escapee

An unnamed female child that the Runaway Kid begins to follow as she attempts her escape in the Depths. Later on, the Runaway Kid uses her flashlight to progress.
  • Action Girl: She was clearly prepared to escape the Maw, equipping herself with a flashlight and a Bedsheet Ladder, which is more than some of the other kids have done.
  • Eaten Alive: It's heavily implied that she was eaten by a leech when the Runaway Kid stumbles across her flashlight.
  • Never Found the Body: She disappears suddenly while in the Depths, leaving only her flashlight. It's heavily implied she was killed by leeches, or... during the second DLC, if you aim your flashlight at a certain Nome, the shadow it casts looks suspiciously like the girl.
  • No Name Given: Nobody is named in-game, but the Unnamed Escapee doesn't have a name, nickname, or title mentioned in any game-related materials.
  • Small Role, Big Impact: Without her Bedsheet Ladder, Six would never have made it into the Prison.
  • Uncertain Doom: It looks like she was almost certainly killed, but we aren't shown for sure.

    The Child Prisoners 

The Child Prisoners

https://static.tvtropes.org/pmwiki/pub/images/child_prisoners.jpg
The many children trapped inside the Prison. They endure miserable living conditions and a grisly fate, motivating some of them to attempt escape.
  • Good Samaritan: One of the prisoners helps Six when he sees her struggling to stand out of hunger, throwing her his food in a place where it seems scarce.
  • Troubled Fetal Position: Unless directly interacting with Six most of them adopt this pose, reflecting their terrible situation.
  • Uncertain Doom: They're only ever seen during the first level of each story. There's no indication of what happens to them after Six cuts the arms off their caretaker. Or after Six eats the Lady.
  • What Happened to the Mouse?: They are never seen again after entering the Kitchen.

Others

    The Nomes 

The Nomes

https://static.tvtropes.org/pmwiki/pub/images/02_nome_1.png
Strange little oddities clad in white with their faces obscured by conical hoods that resemble mushroom caps.

They are treated as vermin in the Maw and the Nest, and naturally are skittish around other creatures. Some of them attempt to befriend the game's protagonists anyway, with mixed results.


  • A Day In The Lime Light: "The Hideaway" gives them major focus, using them as main level mechanics as well as hinting that at least some of them were once human children.
  • Ambiguous Gender: They all look the same, with no visible differences between males and females if they have sexes at all. One Nome in the Nest is implied to be a female as it is wearing a red bow on its mushroom cap while checking itself in a mirror.
  • The Cameo: A single Nome appears during "Nome's Attic" in Little Nightmares II.
  • Creepy Good: They look slightly ghastly, like tattered dolls, but they're also the closest things the children have to allies or friends in the Maw.
  • Cuddle Bug: If you manage to hug one, a warm, tinkling little sound plays, and the Nome will follow you around like a little puppy as long as it can.
  • Driven to Suicide: One seemingly attempts suicide by following the boy up on the coal elevator. You can save it by jumping onto its cart and carrying it off in time, but if you don't it will just let itself get dumped into the inferno of the higher furnace.
  • Forced Transformation: Their shadows near the end of the Hideaway chapter imply that the Runaway Kid isn't the only human child to have been transformed into a Nome. Most of the Nomes we meet seem to have adjusted, rather sadly, to their situation.
  • Hidden Depths: They operate the Maw's engine, as revealed in The Hideaway.
  • Punny Name: "Nome" is a play on "nom nom nom", an onomatopoeia for eating, and "gnome", citing their pointy hoods and the fact that they're little people who live either underground or in secluded places.
  • Nice Guy: A whole race of them it seems. They are literally the only things shown to be docile and friendly in all of their appearances in promotional materials. However, this trait does end up getting one of them eaten by Six after offering her food.
  • Morality Pet: For Six, as she gives them hugs to comfort both them and herself when she picks them up. After killing one for who knows what reason, they become angry toward or afraid of her, and there are no Nomes in the final level whatsoever until the very ending when Six leaves the Maw.
  • No Good Deed Goes Unpunished: They are often killed for being nice to other creatures. One offers its food to Six upon seeing how hungry she is. She ends up eating the poor thing alive.
  • The Shadow Knows: In the second DLC, a handful of Nomes are shown with the shadows of children, suggesting that at least some of the Nomes in the Maw are transformed children.
  • Throw the Dog a Bone: In Secrets of the Maw, they help the Runaway Kid after he makes it clear that he's friendly. ...And that's it! Nothing bad happens to any of them this time!
  • Too Dumb to Live: Apparently, in spite of their own skittish nature, the Nomes try to make friends with the other inhabitants... in a place where everything aside from them and Six is out for their skin and even that doesn't last. As a result, they often don't live long.
  • Troubled Fetal Position: They're sometimes found huddled in dim areas this way ...much like the children of the Maw.
  • Wainscot Society: In both the Maw and the Nest, many of the secret rooms show that the Nomes have built up their own little way of life within the structure's walls. They can often be seen painting, swimming, and even engaged in some form of worship.
  • Was Once a Man: Hints in Secrets of the Maw imply that at least a handful of the Nomes are former children transformed by the Lady, with the Runaway Boy also meeting this fate.

    Shadow Six 

Shadow Six

A mysterious entity resembling Six, but black and shadowy in coloration. Appears briefly whenever Six eats something.
  • Ambiguous Situation: Just what is she? Aside from appearing whenever Six eats something in the first game, she also appears in the second game when the Thin Man takes her captive and after she leaves Mono in the Signal Tower. Is she the manifestation of the inner evil within Six, or is she actually what's left of Six's humanity that was separated from her body? And does such a separation explain why Six becomes afflicted with hunger after that point, as if Six must fill the void Shadow Six left?
  • Creation Story: Little Nightmares II shows how Shadow Six came to be: it's a Glitching Remain, left behind in Six's place after the Thin Man pulls Six into the Transmission with him. Unlike other Glitching Remains, this one has enough initiative to guide Mono to where Six has been taken. It appears again in the secret ending, apparently to lead Six to the Maw so she can satisfy her newfound hunger.
  • Dramatic High Perching: Always watches from a vantage point of some sort.
  • Easter Egg: In the first game, she hangs in the corner of your vision when Six is eating. In order to get a look at her, you need to pan the camera in the right direction.
  • Enemy Within: If you subscribe to the theory that Six ultimately turns evil, this might be a representation of that.
  • Evil Counterpart: Seemingly this to Six, due to her sinister color palette. Possibly subverted by the second game, in which it is revealed that Shadow Six was born after the Thin Man kidnapped Six, and she even may be the actual good counterpart to the now morally ambigous Six.
  • Living Shadow: Appears to be this.
  • Nothing Is Scarier: Does not talk or move, just stands there looming. It's entirely possible for players to miss it completely.
  • Palette Swap: Is just Six with a black coloration.
  • Sinister Silhouettes: This black and shadowy figure only shows up when Six is indulging her hunger and eating living creatures especially.
  • The Stinger: The secret ending shows Shadow Six pointing to what looks like an advertisement for the Maw and disappears, just as Six's stomach begins to rumble.
  • The Voiceless: Shadow Six doesn't speak or make any noise, unlike her flesh counterpart.

Very Little Nightmares

Protagonist

    The Girl in the Yellow Raincoat 

The Girl in the Yellow Raincoat

https://static.tvtropes.org/pmwiki/pub/images/girlyellowraincoatprofile.png
The protagonist of Very Little Nightmares. When her hot air balloon crashes into the roof of a seaside mansion called the Nest, she has to use her wits and advantageous size to escape.
  • Action Girl: Braves the Nest in order to escape and is clever enough to solve the puzzles to get out.
  • Braids of Action: As she falls to her death, it's revealed that she wears a braid underneath her hood. It's also what eventually tips the players off about the fact that this girl is not Six - turns out the Girl in the Yellow Raincoat had brown hair and a braid, while Six has always been known to have short black hair.
  • Decoy Protagonist: Played with. You're led to believe she's Six from the main game; turns out she isn't.
  • The Hero Dies: Dies at the end of the game, which is seemingly how Six gets to wear her iconic raincoat.
  • Iconic Outfit: She was the original owner of the yellow raincoat before Six inherits it after her death.
  • My Greatest Failure: Not from her, but her death is implied to be this for Six, which probably contributes to her callousness towards other children who are also trying to survive.
  • Mysterious Past: Very little is known about the girl's past, besides the fact that she accidentally crashed at the Nest in a hot-air balloon.
  • No Body Left Behind: After the Pretender pushes her off the cliff and the two fall into the sea below, only her coat floats back to the surface. It's heavily implied that she's disintegrated by the Pretender's power - when the Girl in the Yellow Raincoat falls into the sea, she has her back downwards. This means it is hard for her raincoat to come off and float back up, unless the Pretender manages to grab her as they both die, in which case the Girl in the Yellow Raincoat would have been disintegrated.
  • Noodle Incident: We never do learn why this girl was in a hot air balloon or why it crashed.
  • No Name Given: She's only referred to as "the Girl in the Yellow Raincoat".
  • Player Character: You control her movements throughout Very Little Nightmares.
  • Protagonist Without a Past: Like Six and the Runaway Kid, we know nothing about her backstory or where she came from before her hot-air balloon crashed at the Nest.
  • Raincoat of Horror: The same one Six wears, it's implied.
  • The Reveal: As she falls to her death, the players are shown that she's not actually Six since she has a braid and brown hair.

Monsters of the Nest

    The Craftsman 

The Craftsman

https://static.tvtropes.org/pmwiki/pub/images/img_20190929_100600_4.jpg
A long-limbed creature living in the lower levels of the Nest, the Craftsman's job is to turn children into dolls for the Pretender to play with.
  • Agony of the Feet: Feet are not supposed to bend that way.
  • Bald of Evil: He's mostly bald but does have some long white hair around the sides of his head, but he also uses dead kids to make dolls.
  • Body Horror: Look at his ankles. Apparently, he has his ankles bent backward. Just looking at those ankles is painful.
  • Creepily Long Arms: And legs, hence the wheelchair.
  • Everyone Calls Him "Barkeep": No Name Given in the game proper; the materials refer to him only with his job title.
  • Evil Cripple: A passing glance makes it seem as though the Craftsman is wheelchair-bound. In actuality, he's just so tall and gangly that he needs to sit in a position where his knees go above his head.
  • Evil Old Folks: Like the Janitor and the Granny, he is somewhat elderly but won't hesitate to kill children.
  • Know When to Fold 'Em: Leaves the whole child-catching situation alone after failing to grab the girl in the raincoat on a high shelf, returning instead to his job.
  • Lean and Mean: Very lanky and very nasty.
  • Malevolent Masked Man: He wears a surgical mask. Makes sense considering what he makes dolls out of.
  • Monstrous Humanoid: He has the basic shape of a human being, but definitely doesn't have human-like limb proportions.
  • Red Eyes, Take Warning: Wears red goggles at all times, giving this impression.
  • Suspiciously Similar Substitute: Of the Janitor, they're both long armed old men who act as the game's Warm-Up Boss. This was even used in the teaser trailer used to announce Very Little Nightmares to trick some fans into thinking the mostly off-screen monster was the Janitor.
  • Taxidermy Is Creepy: We know he's evil because he preserves skins. Never mind that they're human skins.
  • Warm-Up Boss: The first antagonist in The Nest but it doesn't take much effort to evade him before he gives up and stops being a threat as you venture further away from his domain.
  • Wheelchair Antics: His limbs are at least as long as his torso so he needs to crouch down on his Wheelchair and push himself around for mobility.

    The Rubbish Burrower 

The Rubbish Burrower

A monster that pursues the girl in the yellow raincoat through the Nest's garbage dump. Much like the Shoe Burrower, this monster goes unseen and digs just underneath a layer of garbage to move around.

    The Butler 

The Butler

https://static.tvtropes.org/pmwiki/pub/images/img_20190929_100535.jpg
The Nest's Butler, a telekinetic creature with his arms shackled behind his back. He takes care of the more mundane tasks required to keep the Nest functional.
  • Bald of Evil: Say for a few combed-over black hairs, he's completely bald, but he seems fine with kids being turned into dolls.
  • Battle Butler: A butler with telekinetic powers. As shown in the garden chase scene (where he telekinetically topples various objects to block the protagonist's path), he is fully capable of utilizing this ability during combat.
  • Body Horror: There is no way a human being could have their spine bent like this without said spine snapping in half.
  • Climax Boss: He chases the girl in the raincoat for the final time, throwing various objects in her path to stop her. It is unknown what happens to him after the girl escapes, but he likely just gives up.
  • Crusty Caretaker: His job. In fact, many puzzles related to him require the player to distract him with chores. Funnily enough, though, he seems to be neglecting the actual state of the Nest (or at least the underground areas), as there are many unattended and structurally terrible parts of the mansion.
  • Dragon-in-Chief: The Pretender is plenty dangerous with her Touch of Death but the Butler's powers allow him to kill the girl in a raincoat on sight.
  • Everyone Calls Him "Barkeep": If he has a real name, it's never mentioned.
  • Evil Old Folks: He has little hair and visible signs of aging on his skin, and he is apparently fine with children being turned into dolls for the purpose of entertaining his young mistress.
  • The Jeeves: More horrifying than usual but yes.
  • Mind over Matter: He can levitate and lift objects without touching them as part of his chores or for crushing the protagonist when he needs to.
  • Monstrous Humanoid: He has the basic human shape but also has a 100% not-human spine, and that's also considering his strange abilities.
  • Mundane Utility: Frequently uses his powers of telekinesis for banal household chores like laundry.
  • Perpetual Smiler: Hard to tell most of the time, due to his face always being pointed at the ground. But from certain angles, it can be seen that he always has a calm grin on his face.
  • Power Floats: He floats around for the entirety of the game.
  • Villains Out Shopping: Throughout much of the game, he is seen doing relatively mundane chores, such as washing and ironing clothes.
  • Wake-Up Call Boss: Previous antagonists are dealt with in a fairly simple manner. Avoiding The Butler is much more of a trial due to his telekinesis allowing him to take down the protagonist as soon as he spots her, meaning a lot more care and planning must be used to avoid his sight entirely.
  • With My Hands Tied: Considering his powers, he most certainly can. Also when you look closely at his arms, they are literally locked together.

    The Pretender 

The Pretender

https://static.tvtropes.org/pmwiki/pub/images/img_20190929_100445_6.jpg
The ruler of the Nest, a creepy, spoiled little girl who has children turned into dolls for her to play with.
  • Antagonist in Mourning: On the bench by the cliff, she appears to be mourning her disobedient doll after dismembering it.
  • Big Bad: As the ruler of the Nest, in charge of its denizens, she is this for Very Little Nightmares.
  • Creepy Child: She turns other children into dolls and while chasing the protagonist down a cliff she climbs on all fours with her head downward.
  • Disney Villain Death: She meets her demise by falling off the cliff with the girl in the yellow raincoat.
  • Eyes Out of Sight: Her eyes are never seen, as they are always covered by her hair.
  • Foil: To the Lady. Both are noble, powerful owners of large fancy places that are less taken care of and more decrepit the deeper in you go. However, while the Lady is graceful and stoic, prefers to be isolated, and attacks without lifting a finger, the Pretender is highly emotional, loud, craves company, and actually has to touch her target for her powers to work.
  • I Just Want to Have Friends: One interpretation of her obsession with the dolls is that she is extremely lonely and just wants to have friends. On the other hand, she might play only with dolls because she can't control real living children to her satisfaction.
  • Living Doll Collector: They were alive before being turned into dolls at least.
  • Lonely Doll Girl: Her only other company besides the Craftsman and the Butler are the dolls.
  • Lonely Rich Kid: It seems she was so lonely that she started commissioning skin dolls to treat like actual children.
  • Make Me Wanna Shout: When she catches sight of the player on the cliff, she utters an ear-splitting scream that stuns the girl for a moment.
  • Monstrous Humanoid: While she looks more "normal" than the Craftsman or the Butler, the fact that she climbs on all fours with her head downward... doesn't seem all that human.
  • Mummies at the Dinner Table: Spends her time having tea and dinner parties with her dolls, and considering what they're made of...
  • No Body Left Behind: She can apparently make people disappear entirely just by touching them.
  • Not Quite Dead: That falling rock didn't quite finish her off.
  • Of Corpse He's Alive: Disturbingly inverted, as the Pretender seems to actually believe the dolls are still alive. At one point you have to knock one of the dolls out of its chair to climb a table, and a while later you see the Pretender chewing out the same doll, presumably for leaving its place. Later still you find her crying after the same doll has fallen to pieces (perhaps as punishment)—then she notices you and presumably realizes you had to have knocked the doll off of the chair.
  • Pastimes Prove Personality: The Pretender's main (possibly only) hobby is playing house with her hundred-plus dead child dolls. She also tries to kill you.
  • Shrine to Self: Has a massive statue of herself being worshipped by children in the main foyer, as well as dozens of portraits of herself on the walls.
  • The Speechless: She is never heard to speak, but in one scene she is visible (just not audible) berating one of her dolls.
  • Spoiled Brat: Gives off this impression, in command of an immense mansion with servants waiting on her hand-and-foot while catering to her delusions.
  • Vague Age: While she appears childlike, the decrepit state of her mansion and its employees (as well as the sheer number of skin-dolls she's amassed) seem to suggest they've been living like this for quite some time.
  • Voice of the Legion: Her voice when she screams has a very noticeable reverb effect.
  • Wham Shot: In the main hall, there's a portrait of her with her parents, and right next to it, hung on the wall, is a picture of her father's feet dangling in the air over a chair.

Little Nightmares II

Protagonist

    Mono 

Mono

https://static.tvtropes.org/pmwiki/pub/images/cutout_2_mono_copy_619x1024.png
A boy who wears a paper bag on his head, and a coat on his shoulders, Mono is the Protagonist of Little Nightmares II, where he is exploring the Pale City with unknown motive at first, but his friendly and caring nature will makes him a new friend, Six, whom he will try to defend at all cost.
  • Action Survivor: Compared to his predecessors, he's capable of going toe-to-toe against most enemies his size, taking advantage of anything to use as a weapon.
  • Ambiguously Human: While there is no clear line drawn on whether anyone is "human" in this setting, he has various unexplained abilities similar to that of the Thin Man, including the ability to absorb the glitching remains, tuning The Transmission just by touching a TV screen, traveling through TVs and Reality Warper abilities, banishing the Thin Man with nothing more than willpower and moving the TV-station closer to his location not to mention straightening out the bending buildings around him. The fact that the Thin Man could possibly be none other than Mono's future self only adds to the ambiguity.
  • Ambiguous Situation: Does the Signal Tower turn him into the next Thin Man at the end of the game, or does he become the original Thin Man, stuck in a Stable Time Loop? The Tower's warped nature and Mono's powers over the Transmission suggests either interpretation could be possible, but nothing has been confirmed.
  • And Then John Was a Zombie: After being betrayed by Six and falling into the squirming abyss, Mono slowly begins to grow up into the next Thin Man — or, considering the powers he shared with him and the time-warping nature of the Black Tower, perhaps the original Thin Man.
  • Axe Before Entering: How he meets Six. He smashes into the room she's hiding in with an ax, leading the poor girl to be scared out of her wits, and shoving him aside to run away which leads to their initial misunderstanding. It's only due to Six hitting a dead-end in an area that the misunderstanding is resolved.
  • Badass Longcoat: He wears a dusty, olive-tan coat that reaches his knees, and is the most physically capable of the protagonists, being able to pick up objects like hammers, pipes and even soup ladels to attack enemies and destroy obstacles.
  • Badass Normal: His answer to a gang of Bullies attempting to attack him? Smash their heads open with a metal soup ladle as an Improvised Weapon.
  • Big Brother Instinct: When he comes across Six, his first reaction is to gently reach out to the little girl and offer her his hand. And later on, when Six gets kidnapped by the Thin Man, he does absolutely everything he can to get her back. Too bad in the end when it truly mattered, Six ultimately betrays him and leaves him in the Signal Tower while she uses the TV portal to escape.
  • The Big Guy: Compared to the other protagonists, he's the tallest and the most physically capable, being able to directly fight back against the monsters in his way. The official Twitter refers to him as uncommonly single-minded and rarely giving up when he sets himself to a task.
  • Blending-In Stealth Gameplay: During the school segment, Mono has to wear the broken head of a Bully to pass by the others undetected.
  • Book Ends: The game begins by showing the players a door down a warped hallway that Mono can never seem to get to throughout most of the game. By the end Mono after being abandoned by Six sits in the chair behind the door, slowly turning into the Thin Man and the door closes to reveal the same hallway at the start of the game.
  • Brains and Brawn: Is the brawn to Six's brain, but downplayed as he's just as capable of using his head.
  • Brown Bag Mask: His defining aspect of attire, alongside his Badass Longcoat.
  • Combat Pragmatist: Mono uses whatever tools are in his surroundings to bash his targets or hidden objects with, like a ladle or a hammer. Justified since he's quite small compared to the numerous enemies being gigantic, along with having to survive on his own.
  • Contrasting Sequel Main Character: Well... Prequel in this case. Mono, in contrast to Six, The Runaway Kid, and The Girl in the Yellow Raincoat, doesn't seem to have a defining, striking color to him at first. He's also the (relatively) tallest main character yet, willing to work and explore with someone else on his journey, and directly takes the fight to some of the monsters attempting to harass him. Also, unlike most of the other kids, he actually speaks and shares minimal dialogue with Six. He can also wear hats that show most of his face and at one point, has his entire head exposed, revealing his hair doesn't cover his face, making him the first protagonist whose face can be clearly seen at one point.
  • Curiosity Is a Crapshoot: He's always trying to get to the door at the end of the corridor that he saw in his dreams and when he uses the television set, with Six being the one to stop him most of the time and pull him out. If he hadn't been such a Determinator to see what lay beyond that door he wouldn't have unleashed the Thin Man who in turn captures Six. However, he gets an even worse fate when after saving Six, she ends up leaving him to die in the Signal Tower, which slowly warps him into becoming the Thin Man, who sits behind the door waiting for his younger form to find him again and repeat the cycle of betrayal.
  • Decomposite Character: According to early concepts from the artbook, Mono and the Runaway Kid were initially meant to be the same character.
  • Determinator: He'll stop at absolutely nothing to get through the Pale City and bring down the Signal Tower. The official Twitter account even notes just how single-minded he can be in his pursuits. Best exemplified by the climax of his fight with the Thin Man - battered, barely able to walk, and finally cornered after his escape attempt ends in a train crash, Mono still refuses to just give up, removing his hat and pushing his powers to their limits to fight the Thin Man directly.
  • Disaster Scavengers: He takes anything that isn't nailed down to either use as a weapon or to help him clear traps.
  • Dramatic Unmask: When he meets the Thin Man again, Mono discards his paper bag mask (or whatever the player had him wearing) as he takes on the Thin Man and beats him. This may well be the reason Six betrayed him, as this let her see his face after meeting the Thin Man and she may have recognized, after seeing both, that they were one and the same.
  • Et Tu, Brute?: He is ultimately betrayed by Six.
  • Evil Costume Switch: Depicted more clearly in concept art but still present in the ending of the game. As he ages and grows taller with the passing time spent stuck in the room with the chair, he changes out of his dirty longcoat and into a cleaner natty suit just like the one worn by the Thin Man. Eventually, he finally wears that same fedora when he reaches the same age as the Thin Man.
  • Face–Heel Turn: It is revealed in the end that he's literally been running from himself. And for those who've finished the game knows what that means. But in case you haven't, no spoilers.
  • Fatal Flaw:
    • Selflessness. Several times throughout the game, he's shown to prioritize another's safety and well-being over his own, going out of his way to free Six from the Hunter's house and then save her from the Bullies and Thin Man when they capture her. He doesn't have to do this and could have easily moved on without her, but he does it anyway because that's the kind of person he is. It ends up coming back to bite him in the ass big time, as despite him going through absolute hell to rescue Six from the signal tower, she ultimately betrays him by letting him fall to his apparent death, as we already knew from the first game that, unlike Mono, Six doesn't care for the other children, and focuses only on her own survival. If Mono had simply left her behind, he almost certainly would've avoided his eventual fate.
    • He is constantly drawn to the television sets and what lurks behind them. Six does manage to pull him back again and again but in the fourth chapter she is too late and he unleashes the Thin Man from the TV. He ignores all her attempts to get him to run away and he only recovers once she tries to run by herself.
  • Farmer and the Viper: If you go with the reading that Six is a psychopath, then Mono caring and helping out only ends up dooming him.
  • Fate Worse than Death: Being abandoned by Six to the otherworldly dimension and slowly being turned into the Thin Man over what's likely a Year Inside An Hour Outside compared to what Six does to most other people definitely isn't a pleasant fate for Mono.
  • Guys Smash, Girls Shoot: While Six doesn't exactly shoot anything, Mono can be seen wielding various weapons that he uses to smash his enemies.
  • Heartbeat Soundtrack: Whenever Mono is in an intense situation especially when hiding, the player can hear his heart beating until the danger leaves or stops.
  • Infinite Flashlight: During the hospital section, he carries around a flashlight that's never in need of changing batteries.
  • The Klutz: Despite being able to navigate his surroundings fairly well, he sometimes slips on something or almost falls off a ledge, causing Six to have to go and rescue him.
  • Know When to Fold 'Em: While he's capable of defending himself if given a weapon, that's only for things relatively his size. For much larger monsters with strange and threatening abilities, such as The Teacher and her stretchy neck, or ones with weapons he can't risk getting hit by, such as The Hunter and his shotgun, all he can do is run.
  • Make Me Wanna Shout: Downplayed. During the final confrontation with Six on the Signal Tower, his calls seem to have become much more powerful as they echo inside the room and aggravate her to try attacking him, leaving her music box weak point vulnerable. By the time you've reached the final part of the encounter, calling out to her loudly causes her to recoil and drop her music box in order to shield her ears.
  • The Many Deaths of You: Just like Six, be prepared to see the many times Mono will die in the game.
  • Meaningful Name: As shown above under Contrasting Sequel Main Character, Mono unlike the other main characters wears monotone colors, and the official Twitter notes that he is incredibly single-minded when focused on a goal. Mono can also mean "alone," "single," or "one," not unlike Six. It could also be short for Monophobia, which is the fear of being isolated, lonely, or alone.
  • Mentor Archetype: Mono seems to play this role towards Six since he's the character the players can control and he gives Six instructions. Also given their situation, he does appear to have more experience surviving in his environment than Six currently does.
  • Mysterious Past: Much like the other protagonists in the series - it's not clear how he ended up in the Wilderness, or just quite how he has the power he does over the televisions of the City. The TV behind him at the start might imply that he came from somewhere else before landing in the Wilderness, but that's about all that can be inferred.
    • Even comic 6 which tells a tale about what happened to him earlier does not reveal his origins or how he ended up in the Wilderness.
  • Nice Guy: Takes Six ditching him in stride and goes out of his way to save her when she's repeatedly captured.
  • No Good Deed Goes Unpunished: Mono braves the horrors of the Pale City and the Signal Tower in order to save Six from the Thin Man. She rewards him by dropping him off a ledge and leaving him for dead.
  • No Social Skills: What does he do when finding Six behind a locked wooden door? Take an axe and break it down first, instead of trying to get her attention before that. Unsurprisingly, she freaks out and immediately runs past him when he's trying to gently offer his hand, and wearing a paper bag over his head doesn't really help the situation considering for all that Six knew, Mono could be another monster. All of this is justified, however, as according to the official website, he's been taking refuge outside the city and has probably been alone for a while.
  • Occult Blue Eyes: Examination of the models used when he is aging into The Thin Man shows that his eyes have turned bluenote  (or possibly green)note  and he is most certainly powerful thanks to his strange abilities.
  • Player Character: The player assumes control of him in Little Nightmares II as he and Six survive against the horrors in the Pale City.
  • Super-Strength: Despite his small size (which is common for non-monsters in this series), he's able to pick up objects that would be much heavier to use as weapons, such as hammers.
  • Take My Hand!: He tends to fall over edges a lot, but thankfully Six is around to catch him. This becomes tragically averted two times: He does not take Six's hand as she tries to get him to escape after he unleashed the Thin Man on them and at the very end when Six ultimately betrays Mono by loosing her grip and dropping him.
  • Television Portal: Mono has the ability to teleport through television sets, which is very convenient given where he is located. He also shares this ability with the Thin Man.
  • Unscrupulous Hero: Downplayed. He won't go out of his way to hurt others, but he also has no scruples killing and/or severely crippling the monsters that come after him and Six. At one point in the game he unplugs a life support just to distract the Doctor. But the game does allow him to spare his enemy on two occasions. He does not have to smash the Bully with the dunce cap, and there is actually no need to incinerate the Doctor when provided the chance. However, the game considers this the crueler option, giving you a trophy/achievement for not burning the Doctor, stating that "it's crueler to leave them alive". Given that he's now trapped in the incinerator with no visible way to escape, it definitely seems so.

Monsters of the Pale City

    General 
Tropes applying to the residents of the Pale City as a whole.
  • Evil Is Bigger: Like the monstrosities of the Maw, the villains in the Pale City all tower over Six and Mono.
  • Humanoid Abomination: The Hunter, Teacher, Viewers and the Thin Man all look human to a degree, but as Little Nightmares antagonists, it's quite clear that there's something wrong with them.
  • No Name Given: Like the antagonists from the previous games, none of the Pale City's inhabitants are given any actual names, instead being referred to with a title that describes them.
  • Would Hurt a Child: In this series, it's pretty much a given.

    The Hunter 

The Hunter

https://static.tvtropes.org/pmwiki/pub/images/11f99dac_08a4_415b_bb73_068a798f7c90.png
A mysterious hunter living isolated in the wood, with only his hunting trophies for company, upon meeting Mono and Six, he brings out his gun with the intent to add them to his collection.

He is the primary antagonist of the Wilderness chapter.


  • Arc Villain: Of the first chapter, the Wilderness.
  • Asshole Victim: He fires at Mono and Six with a shotgun and chases them across the Wilderness until the two kids find another of his firearms and responds in kind, killing him.
  • Ax-Crazy: Even by the standard of this series, the Hunter is shown to butcher his own kind just as much as any children, perhaps even more so.
  • Bloodier and Gorier: While his kills are off-screen, his forest has some of the most violent imagery the series has to offer, with rotting corpses littering the place.
  • Boss-Arena Idiocy: He could pretty easily get the children by firing one barrel to destroy their cover and the next to kill them, or failing that just not shooting until he actually sees them. Instead he always fires off both barrels of his side-by-side in their general direction the moment it’s loaded, giving them time to run while he prepares another volley.
  • Death by Irony: The Hunter ends up shot, and presumably killed, by the two children he had been hunting (using a shotgun identical to his, no less).
  • Determinator: He simply will not give up hunting the children, pursuing them endlessly throughout the woods.
  • Gory Discretion Shot: We don't get to see what he looks like after being shot in the chest.
  • Hunter of His Own Kind: A very non-heroic example. He kills what are presumably members of whatever humanoid species he belongs to and it only makes him creepier.
  • Hunting the Most Dangerous Game: If the various humanoid corpses found within his shack are any indication. He also won't hesitate to outright shoot at Mono and Six if he notices them.
  • Imperial Stormtrooper Marksmanship Academy: Subverted in a way. He is a terrible shot at multiple points as he chases Six and Mono. Justified to an extent, since only one of his eyes is uncovered (assuming he has more than one), there are numerous obstacles in the way and he utilizes sound. This is subverted in the fact that if Mono has no cover or doesn't hide once the Hunter takes aim again, he will die every time.
  • Karmic Death: The Hunter's relentlessness in his pursuit of Mono and Six becomes his undoing when said-pursuit leads Mono and Six into a shed where the two find a gun and shoot the Hunter.
  • Light Is Not Good: Carries a lantern around with it outside its home, using it to search for Mono and Six.
  • Logical Weakness: After he fires his shotgun, he needs to pause and reload his gun, giving the kids ample time to hide and run.
  • Loners Are Freaks: Though by the standard of this game nearly everyone is a freak, the Hunter could be considered this way among his own kind judging by the way he is hostile and reclusive.
  • Mundanger: Unlike the horrific, supernaturally-twisted entities of the other antagonists and their obscure, unknowable plots, the Hunter is seemingly just a stocky serial killer with a shotgun. All TVs on his estate are well away from his actual house (and he has no objection to shooting them) so it's likely he's unaffected by the Transmission.
  • Nothing Is Scarier: Seems to be tearing... something open on its workbench as flies buzz around it. As of yet, there's nothing to indicate what he's even doing, which just serves to make him more concerning.
  • Plot-Irrelevant Villain: Aside from some TVs littering a few spots, The Hunter doesn't seem to have a connection to the Pale City and what's happening there, preferring to live across a large expanse of water in isolation. He has no special powers or association with the supernatural, and he also kills indiscriminately. His role is mostly to set up the situation in meeting Six and working together to escape the dangers the kids' world presents.
  • Pretty Little Headshots: Getting blasted point blanc by a shotgun bigger than he is should probably leave a lot less of Mono than it does.
  • Sackhead Slasher: He wears a sack over his head giving him an incredibly unnerving appearance as he hunts down Six and Mono.
  • Serial Killer: Making it even more disturbing is that his body count doesn't involve many children (though considering he was holding Six captive, it's safe to assume he still slaughtered plenty of children like everyone else). Most of his victims are large, meaning he's been slaughtering his own kind for who knows how long.
  • Shotguns Are Just Better: His weapon is a double-barreled shotgun, which he uses with frightening skill to hunt down Mono and Six. Ironically, Mono and Six use one to shoot him in the chest.
  • Shout-Out: His appearance and behaviour may be one to Jason Voorhees from Friday the 13th Part 2. Both live in a shack in the woods, both wear a sack over their heads with a single eyehole to see through and both are homicidal psychopaths who kill anyone that trespasses on their land.
    • He also strongly resembles The Elephant Man, with his one-eyed sack hood, cap and labored breathing.
  • The Sociopath: Unlike the Twin Chefs, there is no implication here. He is slaughtering his own kind for no clear-cut reason.
  • The Spook: Just as much an enigma as everything else. No reason is given for his murderous ways.
  • Starter Villain: He's the first major threat that Six and Mono face in the second game.
  • Taxidermy Is Creepy: Is said to be "collecting new trophies" for his shack on the official website, and several (seemingly) human corpses that have been stuffed can be found inside. He also appears to have stuffing poking through tears in his clothing, hinting that he himself might be partially taxidermized.
  • Trap Master: Is adept at rigging traps camouflaged by leaves that will capture or kill Mono if he isn't careful. Disabling his traps is the key to surviving the Wilderness stage.

    The Teacher 

The Teacher

https://static.tvtropes.org/pmwiki/pub/images/teacher_ln2.png
The teacher of the Pale City. She is feared by her students and does not tolerate misbehaving children or noises, or mess... Mono will have to avoid her altogether if he does not want to face her wrath. Or her anything, really.

She is the primary antagonist of the School chapter.


  • Arc Villainess: Of the second chapter, the School.
  • Berserk Button: She's significantly more aggressive when Mono and Six interrupt her piano playing.
  • Body Horror: It is unbelievably nauseating to see her stretch her neck out, to say the least.
  • Early-Bird Cameo: A picture of her appears in the Lady’s Quarters in The Residence from Secrets of the Maw in the first game.
  • Evil Old Folks: Has a lot of visible wrinkles and sunken eyes that display the outline of her sockets. In addition, she looks like she might have cataracts.
  • Evil Teacher: Most assuredly. She is entirely antagonistic to Mono and Six and intimidating enough to the Bullies students that they're completely docile in her presence. She's even implied to be inflicting corporal punishment on one with her ruler, though her target is offscreen.
  • Exorcist Head: She can turn her head all the way around when looking for Mono if he makes a sound after she stops playing her piano or in the science lab.
  • Frozen Face: The Teacher's facial expression is completely still until her final pursuit of Mono and Six, where she begins chomping and nashing her teeth as her head winds its way through the ducts.
  • Hell Is That Noise: The slow droning smack of her ruler against her palm, which underscores the entirety of the first trailer for Little Nightmares II. And then there are the sounds that she makes. Saying they are unpleasant would be an understatement as they vary from croaky groans to raspy shrieks.
  • Hidden Depths: Shown to be decent enough at the piano when she's not working. She is also seen either writing down what might be sheet music (implying that she's an aspiring composer) or notes on the sheet music itself as a teaching aide.
  • Karma Houdini: Much like the Twin Chefs, she isn't given any sort of comeuppance by the time Mono and Six escape her.
    • Possibly averted in that she is minding her own business before Mono and Six break into her school and Six seems to have been kidnapped by the Bullies without any involvement from her. Not to mention that unlike other threats, she does not actively hunt for Six and Mono (only going after them if she just happens to see them) and immediately drops the chase once the two leave school premises.
  • Large and in Charge: Towers over her students as well as Six and Mono. She can also set her students on the latter.
  • Long Neck: She's able to elongate her neck to insane and horrifying lengths, making it more difficult for Six and Mono to evade her.
  • Monstrous Humanoid: Looks normal enough until her neck extends the length of a city block.
  • Sadist Teacher: The Teacher seems to have a stringent dedication to her lesson plan and is harsh to students who don't measure up. She's even described as such in the Little Nightmares II Gamescom recap.
  • Slasher Smile: Her skin looks like it has been stretched across her face, giving her a sinister smirk when her mouth is closed, and a much more crazed looking smile when it's open (such as in the advertisement for the game on the Twitter account).
  • Youkai: She borrows the primary gimmick of the Rokurokubi, a demon with an extremely long neck that she can manipulate freely.

    The Bullies 

The Bullies

https://static.tvtropes.org/pmwiki/pub/images/bully_ln2.png
What appears to be children with doll heads. They seem to be under The Teacher's control as students of a sort, and when not seated in her classroom, are tenaciously going after Mono and Six.

They are secondary antagonists in the School chapter.


  • Asshole Victim: After Mono rescues Six from a couple of Bullies, they come across another one, drawing on the ground. Six immediately runs over to him, jumps on his back and snaps his neck. It probably wasn't him, specifically, who took part in her capture, but since he is one of the Bullies he most likely would have attacked Mono and Six anyway if he'd noticed them.
  • Bad People Abuse Animals: Some of them can be seen mutilating frog-corpses.
  • The Bully: True to their name. Whenever they spot Mono, they will start to taunt him, then jump him and beat him to death once he comes close.
  • Creepy Child: With some Creepy Doll mixed in for good measure.
  • Creepy Children Singing: When you need to sneak through the halls disguised as one, they sing to the tune of the TV song from the first game (the one used to distract the Janitor).
  • Creepy Doll: They're animated dolls that look like children.
  • Creepy Long Arms: It's subtle since they're the same height as Mono, but their arms and legs are much more gangly than they have a right to be.
  • Deadly Prank: They boobytrap the school with these, such as rigging buckets loaded with books or lamps to swing down after stepping on a rigged floorboard.
  • Dirty Coward: They're excessively cruel to anyone their size or smaller, but behave like demure good little students whenever the Teacher is around.
  • Dunce Cap: One boy writing lines on a board and on the floor he is chained to is seen wearing a dunce cap similar to the mushroom caps worn by the Nomes.
  • For the Evulz: Their description on the official website explicitly states that they have no reason for their bullying, not even a Freudian Excuse. They're cruel to you simply because they want to be.
  • Genre Savvy: One of their traps has the floor-board after the slightly propped-up one rigged, so that the trap will only activate if you jump over it like you presumably did with every previous one.
  • I Shall Taunt You: Some Bullies may take a moment to taunt Mono as he comes by. This leaves him an opportunity to crush their heads with whatever item he has on hand.
  • Karmic Death: If timed right, they can be struck and killed by their own swinging bucket traps.
  • Kids Are Cruel: Yes, yes they are. They've rigged the entire school with Deadly Pranks and sadistically torment Six, Mono and even each other for fun.
  • Logical Weakness: Their doll heads seem to be pretty fragile, as you would expect from being made of porcelain. An overhead swing will break them easily, seemingly killing them instantly.
  • O.O.C. Is Serious Business: The only time they're not absolute nightmares, is when they're in the teacher's presence, sitting in proper posture and flinching every time she hits her ruler onto their desk.
  • Video Game Caring Potential: You can spare the one wearing a dunce cap by just taking the pipe and using it to smash the door and moving on to the next room without laying a hand on the kid. You can also try and creep by the Bully who's drawing on the floor after you've rescued Six... because Six will end up killing it herself out of revenge.
  • Villains Out Shopping: Some of them are shown to engage in normal, harmless activities like eating lunch in the cafeteria or playing jump-rope. There are also some that clearly don't like what the others are doing as they can be seen crouching beneath the tables curled into a ball.
  • Writing Lines: That same kid wearing the dunce cap is seen enduring this punishment, but instead of writing lines, he's drawing the eye symbol over and over again.

    The Food Lady 

The Food Lady

https://static.tvtropes.org/pmwiki/pub/images/cook_3.jpg
The lunch lady who works at the school's cafeteria. Her body can be found under a pile meat.
  • Evil Chef: She was probably one when she was alive.
  • Fat Bitch: She is quite large like the twin chefs and if the concept art is in any indication, she is definitely dangerous when alive.
  • Posthumous Character: She is dead from the beginning as nothing is known about her other than her body being buried in a pile of meat in the school's cafeteria.
  • The Unfought: She is already dead from the start but it could be implied that someone had defeated her before.

    The Doctor 

The Doctor

https://static.tvtropes.org/pmwiki/pub/images/little_nightmares_ii_doctor_copy.png
Responsible for all the horrors seen in the Hospital, the Doctor is a monstrous figure who can be seen crawling on the ceiling, taking care of his patients, until he decides to make Mono and Six his next ones.

He is the primary antagonist of the Hospital chapter.


  • Acrofatic: He looks like a freakishly-nightmarish overly large caterpillar but can move surprisingly fast.
  • Animal Motifs: The way he crawl around the ceiling is reminiscent of a slug or a caterpillar.
  • Arc Villain: Of the third chapter, the Hospital.
  • Bald of Evil: While not completely bald, he's balding on the top of the head and chases Mono and Six throughout the hospital.
  • Fat Bastard: He's morbidly obese to the point of looking like a caterpillar, and is a Mad Doctor.
  • Gonk: Even compared to the other monsters. He looks freakishly obese, has hideous teeth, and is balding.
  • Humanoid Abomination: As if the hospital area wasn't already terrifying enough with the mannequins. As Mono and Six exits the elevator, they come across this creature crawling the ceiling, and slithering down to show his rows of sharp teeth as he notices the children.
  • Karmic Death: He is killed in the same oven he used to presumably cremate his victims.
  • Kill It with Fire: He's dispatched when Mono traps him in a crematorium and literally burns him alive.
  • Mad Doctor: Apparently. His hospital contains some... rather unsettling scenes, such as a room that seems to be used to hypnotize/torture patients for whatever purposes, not to mention all the mannequins with body parts stitched onto them. All these suggest that he was doing something far more nefarious to his patients than treating them, and it's even implied he creates the patients he treats.
  • Murder by Cremation: His fate should you decide to burn him alive instead of leaving him trapped in the crematorium oven.
  • The Perfectionist: If his description on the website is anything to go by.
  • Pet the Dog: Despite how monstrous he is, he seems really worried when Mono cuts the life support of one of his patients.
  • Scary Teeth: As the demo ends, a small image of him reveals his gums pulled up and showing his teeth.
  • Vader Breath: He has a deep, raspy breath that only makes him creepier.
  • Wall Crawl: He's introduced crawling on the ceiling and this is how he navigates the hospital.

    The Patients 

The Patients

https://static.tvtropes.org/pmwiki/pub/images/little_nightmares_ii_patient.png
Whatever is left of the Patients doesn't look very alive, and when it is alive, it can only move in complete darkness. Mono will have to use his flashlight to stop the moving ones from attacking him.

They are secondary antagonists in the Hospital chapter.


  • Allergic to Routine: To the point of letting The Doctor experiment on them. Also suggested after their final room, where the hands that stick through the boarded exit are still moving. Toss a ball to them, and they'll catch it and throw it back repeatedly as if playing a game.
  • An Arm and a Leg: A lot of them are incomplete, missing their limbs, head, or even their entire lower body, with several having prosthetics mixed with their mannequin limbs. Not that it stops them.
  • Be Careful What You Wish For: According to the website they asked The Doctor to perform surgeries on them because they were incredibly bored and thought his surgeries would alleviate that.
  • Can't Move While Being Watched: Zigzagged. You have to look at them to shine your flashlight on them, but it's the light that locks them in place, not Mono's gaze. They'll still chase him if he's looking at them in the dark.
  • Evil Is Not Well-Lit: They only move when there's an absence of light. When the light goes out, they move, very quickly, making it necessary for Mono to either run from them at full speed or carefully walk past while pointing his flashlight at them all the time.
  • Murderous Mannequin: While parts of them are flesh, it's not enough to avoid the impression that they're plastic figures. All of them have some kind of facelessness, and all of them that awaken are set on hurting you.
  • Weakened by the Light: Light completely freezes them into inanimate dummies.

    The Hands 

The Hands

https://static.tvtropes.org/pmwiki/pub/images/livinghands_ln2.png
These hands once belonged to bodies. Some of them will reanimate on their own upon Mono entering the morgue and will chase him without stopping until killed.

They are tertiary antagonists in the Hospital chapter.


  • An Arm and a Leg: Well, hand, but it still applies, The Doctor seems to be trying to attach them to the mannequins. They really don't need them though...
    • Interestingly it seems to be flesh and blood. It looks like it fell off of a mannequin.
  • Double Tap: It's unnecessary, but Mono can continue smashing them even after they're dead just to make sure. The first time the player does this they will earn the "...And Stay Dead!" achievement acknowledging that some players might instinctively do this.
  • Duel Boss: It chases Mono until he is in a position to fight back, from which it's a back and forth of the two avoiding each other's attacks and trying to strike.
  • Exactly What It Says on the Tin: And in the process of being attached to a mannequin in the hospital. This appendage awakens when Mono arrives in the same room. It relentlessly pursues the boy as he tries to find a power source for the elevator. Later on, two of them appear at the same time, apparently being stored for later attachment.
  • Fingore: It just won't give up, so the only thing for Mono to do is find a weapon to smash it with. It still takes quite a beating before it curls up like an insect and dies.
  • It Can Think: The most disturbing thing about it is how smart it seems to be despite just being a hand. It actively dodges attacks made on it and at one point climbs a grate to get at Mono. Failing that, it opts to track him while in the vents until it can actually get him in an area where it can try again effectively.
  • Lightning Bruiser: Scuttles quick like a spider across the floor and can kill you in one attack like most other enemies. The only saving grace is that it has to pause to rear up before it tries to pounce which is when you can hit it. It still takes a while to actually subdue since it can take a beating.
  • Logical Weakness: Smashing the center of anyone's hand is particularly damaging since the ligaments and most critical bones for articulation are located there. Thus the main part of the Hand's "body" is also its big weak spot.
    • Since it's just a hand, places such as desks that are high off the ground are difficult-to-impossible for them to get up to, giving you some breathing room.
  • Shout-Out: Their game file is named after the larval form of the Alien.
  • Super-Persistent Predator: Why it hates Mono is unknown as it can't eat, but it clearly wants the boy dead, pursuing through vents until it can exit and chase directly again. Even when there are two of them they completely ignore Six in favor of doubling down on attacking the boy.

    The Viewers 

The Viewers

https://static.tvtropes.org/pmwiki/pub/images/viewers_ln2.png
The normal residents of the city, a bunch of similar-looking people all dazed by the hypnotic transmission on the televisions. Their most notable feature are the messes where faces should be. They will attack Mono if he draws near.

They are secondary antagonists in the Pale City chapter.


  • Berserk Button: Turning off a TV that they're watching will cause them to become angry and chase Mono until they either kill him or become distracted by another TV. When Mono accidentally destroys a TV that was being watched by an entire crowd of them, his only option is to run like crazy as they all begin to chase him with homicidal intent.
  • The Blank: They're badly distorted, having holes or scrunches where their faces should be.
  • Brainwashed and Crazy: They mindlessly stare into the televisions or just into space, and will violently attack Mono and Six if they draw near.
  • Establishing Character Moment: One of the first Viewers that Mono and Six encounter crashes down before them from the floor above, bolts into the room ahead, and smashes his head straight into an active television, seemingly killing him. It quickly establishes just how obsessed the populace is with the Transmission, and how they will disregard everything up to and including their own safety just for a taste of it.
  • Fearless Fool: If the TV they're standing in front of is turned off, they will actively look for a new one, even if they fall to their doom trying to get to it. If they see you (however this is accomplished without eyes), they will immediately attack you even if deadly loose wiring is in their way. Some are even seen throwing themselves off of rooftops staring at the TV station.
  • The Generic Guy: It's hard to tell them apart beyond Tertiary Sexual Characteristics.
  • High-Voltage Death: Two of them are killed via stepping in electrified water.
  • Self-Disposing Villain: They are so entranced by the Transmission to the point where they will disregard their own safety if it means being able to reach another television, which can end up causing their deaths.

    The Thin Man 

The Thin Man

https://static.tvtropes.org/pmwiki/pub/images/d9c8963d_8520_4a23_b46e_370f4fb8e341.png
A tall, thin man who seems to be in control of the Transmission Tower, and appears on many of the city's televisions. He seems to hold interest in Six and wants Mono probably dead.

He is the primary antagonist of the Pale City chapter, and perhaps of the game overall.


  • All for Nothing: His pursuit of Six and Mono. By the end of the game, it's revealed that the Thin Man was a future version of Mono, abandoned by Six in the Tower. He may have been trying to protect his past self from Six's betrayal, but since Mono doesn't know that, the cycle continues of Mono saving Six only to be left at the end.
  • Ambiguous Situation: Was the Thin Man a future version of Mono by way of a Stable Time Loop, or is this a Kill and Replace situation, Mono's powers resulting in the Signal Tower turning him into a new Thin Man? Did the Thin Man kidnap Six as preventive revenge for leaving him for dead, or was he after both of them under the whims of the Signal Tower and Six just happens to be the one he catches first?
  • Badass in a Nice Suit: A mysterious phantom dressed in a natty suit and hat whose very presence distorts reality around him.
  • Bald of Evil: This Character model sheet reveals that he's actually bald underneath his hat. He also has no issue with brainwashing others and kidnapping children.
  • Big Bad: The main antagonist of Little Nightmares II, as the one seemingly responsible for the transmission that "chokes the air waves." Unless one subscribes to the theory that the Black Tower is manipulating him rather than the other way around.
  • Climax Boss: The game builds up to an encounter with him from the start. He's the one sitting behind the door in Mono's recurring TV-based visions, and appears to be the one behind the evil transmission distorting The Pale City. Him kidnapping Six - who had been a valuable ally and companion up to that point - further establishes him as a personal threat who drives Mono to tap into powers the player didn't even know he had. While Mono has a very dramatic confrontation with him that pushes both of them to their limits, the game continues on past his defeat as Mono enters the Signal Tower to rescue Six.
  • Contrasting Sequel Antagonist: He is much of what the Lady was not. The Lady hid herself away from the world on the Maw while the Thin Man lives in the heart of the Pale City. The Lady wore fancy kimonos while the Thin Man wears a simple suit and tie. The Lady had a grotesque, nightmarish face while the Thin Man... well, doesn't.
  • Dark Is Evil: Wears dark clothing and a hat that casts a shadow over his face most of the time.
  • The Dragon: It seems that he is only a product of the Transmission Tower who is actually sentient and the real mastermind behind everything.
  • Dragon-in-Chief: If the above is true, then he is surely a more memorable threat than the Transmission Tower, whom use him as a vessel.
  • Early-Bird Cameo: He appears in a picture within the Lady's Quarters in the first game in the Residence, and briefly appeared on a television screen during The Stinger at the end of said chapter.
  • Evil Old Folks: What little can be seen of his face reveals signs of aging. Datamining videos show his face in full, revealing several wrinkles and lines that place the Thin Man somewhere within the elderly range, possibly around 60-70 years old.
  • Evil Overlooker: Appears behind Mono and Six, towering over them in the promo art.
  • Expy: The name's a giveaway, isn't it? Being a tall skinny figure in a dark suit with a shadowed face who pursues children for unclear but sinister reasons, he's pretty much just the Slenderman with a fedora, minus the tentacles.
  • Fedora of Asskicking: He wears a nice fedora. It is unlocked as a hat for Mono after beating the game.
  • Humanoid Abomination: The Thin Man only looks human but much like the Lady, he is so much more. Only instead of being an Evil Sorcerer like the Lady, he's this mysterious phantom whose very presence bends and distorts reality. And then there's his possible connection to Mono...
  • It's Personal with the Dragon: Assuming he is a future version of Mono, he may be trying to save him, whereas the Tower does not have any special regards for the boy.
  • Large and in Charge: While the Viewers watching television are proportioned properly for the furniture and architecture around them, The Thin Man is significantly taller, having to lean over when walking through doorways.
  • Lean and Mean: He's inhumanly tall and lanky, and certainly a very dangerous threat.
  • Meaningful Name: He's a very thin man.
  • Mind over Matter: Downplayed. Much like the Lady, the Thin Man's able to pick up objects without actually touching them. In fact, it's how he snatched Six away from her hiding spot. It does however only seem to work within a relatively short distance and is reminiscent of frame lags in video games, which considering his connection to TV, is a given.
  • My Future Self and Me: Heavily implied to be the case with Mono and him as seen in the second game's ending.
  • Neck Lift: Subjects Mono to this if he catches him.
  • Non-Standard Character Design: Like the Lady before him, he lacks the oversized head and cartoony proportions that most of the other antagonists in the series have, but unlike the Lady (whose face is never directly seen but casts an ugly reflection) he's explicitly shown to have the face of a normal human. He also has grey-colored skin, which none of the previous antagonists share.
  • Ominous Visual Glitch: The Thin Man's presence causes the environment to glitch with blue static like a TV screen; even his body constantly glitches and distorts, as if he's out of sync with reality. His glitchy appearance also allows him to move through objects as shown when he chases Mono on the train and simply phases through the door rather than open it. It's especially noticeable when he faces off against Mono, whose powers cause him to bend in downright unnatural ways.
  • Ominous Walk: Chases Mono and Six at nothing above a slow and methodical stroll. Given everything in his proximity also moves slower, his lack of urgency is to be expected.
  • Reality Warper: The Thin Man gives the Lady and the Butler a run for their money when it comes to supernatural power. His very presence seems to slow down time, and it's implied the bending, twisted nature of the Pale City is also due to his influence.
  • The Reveal: He may be a future version of Mono.
  • Revenge: Maybe. He may have kidnapped Six to the Signal Tower to punish her for leaving him for dead as a child, by forcing her to suffer what he suffered. However, this is only a possibility.
  • Self-Inflicted Hell: If the Stable Time Loop is true, then the Thin Man's fate is entirely his own fault. His decision to kidnap Six in the first place creates the opportunity for her to betray his past self in the Signal Tower.
  • Set Right What Once Went Wrong: Implied. His motivation seems to be to prevent his own creation by scaring off Mono and capturing Six so her betrayal of Mono to the Tower, the event that turns him into the Thin Man, will never take place. Unfortunately, they do not know his intentions and Mono is always strong and heroic enough to defeat the Thin Man and go after Six.
  • Sharp-Dressed Man: He wears a nice suit and a fedora.
  • Slasher Smile: Depicted in multiple pieces of concept art as having one though it's averted in-game. Looking closer at his character model shows him to be more of a Perpetual Frowner.
  • The Spook: Played with at first. Unlike other villains, he doesn't have any clear occupations or given motives. He just exist and hunt Mono down. Subverted in that the ending reveal that he could possibly be Mono stuck in a loop.
  • The Stoic: Even more so than the Lady, whose calm façade occasionally gave way to shrieks of pain or anger - The Thin Man never makes a sound while pursuing Mono and Six, even as Mono uses his powers to finally erase him.
  • Tall Is Intimidating: His height is presented as very frighteneing, and it's the only quality about him that makes his appearance monsterous.
  • Television Portal: He seems to have the ability to travel through the televisions placed all around the game, which is similar to the ability Mono has. This is because he is Mono's future self.
  • They Look Just Like Everyone Else!: Downplayed, but if you can get past his great height, grey skin, and unnerving powers and mannerisms, he's just about the most normal-looking antagonist in the entire series and is the only one with a proven normal face. Not that it does much to diminish the horror once he sets his sights on Mono and Six though.
  • Time Master: Going hand-in-hand with his Reality Warper powers, The Thin Man is capable of manipulating time. His presence alone slows down everything and everyone in the environment around him. He's also capable of speeding up time, making it look like he's moving at Super-Speed or teleporting.
  • Villains Out Shopping: Averted. Unlike the other monsters who have clear occupations, the Thin Man is never seen doing anything that may hint any humanity in him. The only time he is not seen chasing Mono, he is simply sitting on a chair.
  • The Voiceless: In contrast to other bosses in the game, who all vocalize through Voice Grunting, the Thin Man never utters a sound. Even during his boss fight, while he's beaten back by Mono's powers, he never makes a single grunt of pain.
  • Walking Spoiler: It becomes difficult to talk about the Thin Man when in the end it's revealed that Mono is the Thin Man, likely going through a never ending cycle of his younger self killing him to protect Six, only to be abandoned in the end and becoming the Thin Man and trying to prevent another cycle.

    The Nightmare Monster (Unmarked Spoilers

Monster Six

https://static.tvtropes.org/pmwiki/pub/images/nightmare_six.png
A monster hiding at the top of the tower and the true last boss of the game. It's actually Six, who has been corrupted by the Signal Tower's influence.
  • And Then John Was a Zombie: After making appearances in multiple games where she has to encounter several grotesque yet humanoid monsters, she's become such a creature herself. Fortunately for her, it's a reversible change.
  • Ax-Crazy: Monster Six is initially non hostile towards Mono, however after he pushes her Berserk Button, she loses her mind and tries to brutally kill him.
  • Being Tortured Makes You Evil: A possible explanation for her existence. After being captured by the Thin Man and presumably finding out his identity, she decides to kill Mono. Also of note is that the boss fight is a reenactment of their first meeting, with Mono needing to use an axe to break down doors and the music box acting as her weak point. Alternatively, her behavior is all due to the Tower warping her.
  • Berserk Button: Trying to damage her music box. After Mono tries just that, his voice becomes another one for her.
  • Body Horror: The state of all of her limbs aside from her right leg is frankly unpleasant. They have the appearance of being badly broken and bent out of shape with her exposed left leg in particular looking so painfully twisted that she has to walk on her left ankle. Her arms being fully functional suggests that they may have just become multi-jointed after her transformation though they're still very freaky-looking. To a lesser extent, her hunched over and somewhat contorted back also looks rather uncomfortable to say the least.
  • Creepily Long Arms: They're longer than her already very large monstrous body.
  • Evil Is Bigger: She's not exactly all that evil... relatively speaking but she's still very dangerous to Mono once she freaks out. Probably because she's just about the largest monster in the series with only her hunched over posture keeping her head from touching the ceilings of most rooms.
  • The Faceless: Even moreso than before since the way her hood covers her head combined with her much longer hair completely obscures her face.
  • Final Boss: She ends up being this for the second game, being fought after the Thin Man.
  • Irony: In the first game Six cuts off the Janitor's arms. Her monster form has similar proportions and movements except her arms are multijointed, almost as if they were broken. She also seems to navigate mostly by sound, as Mono needs to shout at her to lure her away from the music box.
  • Non-Malicious Monster: She's actually fairly docile when Mono finds her, seemingly content to just sit there and listen to her music box and following Mono peacefully when he calls out to her. If he calls out to her three times, she'll stop covering her music box with her hands and set it down for Mono to approach without complaint. She barely even reacts if he tries to strike her with a nearby hammer. However when Mono attempts to smash her music box she freaks out and starts to chase him through the Signal Tower.
  • Raincoat of Horror: If it wasn't before, it certainly is now.
  • Rogue Protagonist: After the last game, it isn't really a surprise. Downplayed, though, as the true ending implies that the game is a prequel.
  • Screaming Warrior: Screams and roars at Mono while trying to crush him. Unnervingly she still sounds like a young girl.
  • Soul Jar: Her music box.
  • Stringy-Haired Ghost Girl: Her hair growing out so long gives her the general appearance of one.
  • Tragic Monster: A seemingly normal little girl captured by a nightmarish entity and transformed into a huge, grotesque monster herself. Perhaps less sympathetic than most examples if you remember her actions in the previous game. Even more unsympathetic when you consider what Six does to Mono not long after he restores her back to her normal form - unless one believes that said entity played a role in her corruption.
  • Weaksauce Weakness: Mono calling out to her makes her recoil backward from the music box before charging and flailing in the direction Mono's voice came from.

    Spoiler Character (Unmarked Spoilers

The Signal Tower

https://static.tvtropes.org/pmwiki/pub/images/little_nightmares_2_signal_tower_e1613126609536.png
The Signal Tower, which is at first glance a structure emitting the sinister signals that warped the Pale City. Turned out it's actually made of flesh and has eyes.
  • Advancing Boss of Doom: After restoring Nightmare Six to normal, the last obstacle of the game is this thing's true form, which must be outrun before it consumes Mono and Six.
  • Big Bad: Maybe? Currently, very little is known about the Signal Tower. But judging from the fact that the Eye Symbol - which looks disturbingly similar to the tower's eyes - is prevalent in the Pale City and beyond, it seems the Signal Tower has quite a bit of influence over this nightmarish world and is likely at least partly responsible for all the terrible things going on. It may even possibly serve as The Man Behind the Man to the Thin Man.
  • Big Brother Is Watching: Definitely invokes this. The Eye Symbol, which as mentioned looks suspiciously like the tower's eyes, is everywhere in the game's nightmarish world. And judging from the fact that the tower's eyes gaze at Mono as he travels through the world inside televisions, it's likely that the tower is at least somewhat aware of what's going on outside its main body and in fact uses it as a form of surveillance.
  • The Corrupter: Implied to be this for the entirety of the Pale City, and possibly for the rest of the outside world.
  • Eldritch Abomination: Unlike typical antagonists in this series, the Signal Tower goes all the way into this. It looks nothing like a human or any known animal. In fact, it at first looks like a structure made of concrete and steel. It isn't until Mono helps Six return to human form that the Signal Tower begins to reveal its true form - a building-size mass of flesh, with eyes everywhere.
  • Eldritch Location: Oh, big time... on top of being some type of living biomass, the inside of the Tower is no better even when not in its true form. When Mono enters, he finds this eerie realm where space and time seem to be distorted. Doorways warp throughout and the upper levels are bathed in the same light as the beacon on top. Add to that, objects randomly floating in zero gravity. In other words, it makes the Maw and the Nest look normal by comparison.
  • Evil Is Bigger: It's a living building with malevolent intentions, of course it would be this! In fact, they would be the biggest evil in the entire series both figuratively and literally!
  • Evil Is Visceral: Offers what is probably the most visceral sight in the series. Other antagonists at least bear some resemblance to humans, while the Signal Tower just turns out to be a giant blob of pulsating flesh.
  • Evil Overlooker: Throughout his adventure in the Pale City, Mono can see the Signal Tower's shadow looming ominously over the cityscape.
  • Eyes Do Not Belong There: No. It does not look natural when a building-size blob of flesh has eyes on its insides.
  • Genius Loci: There's strong indication that the Signal Tower has a will of its own - as it reveals its true form, the tower's flesh closes in on Mono and Six while its various eyes follow the duo's every movement. Later after Six released Mono and he gets swallowed by the void, the tower guides Mono onto a chair as it returns to its "steel and concrete" form.
  • Greater-Scope Villain: Possibly. Given how much influence it seems to have over not just the Pale City, but also the rest of the world, not to mention the fact that it is only encountered after both the Thin Man and Nightmare Six are beaten, implications are that it may have had a hand in the former's corruption rather than the other way around, as well as the latter's. Additionally, if it does indeed have control over the rest of the world, then it can be assumed that it serves this role for the entire series.
  • Large and in Charge: Well, the Thin Man and the Viewers are definitely under the control of the Signal Tower. The latter is literally the size of a building.
  • Light Is Not Good: The Signal Tower emits light from its top. It is also definitely not a benevolent force.
  • The Man Behind the Man: It may or may not serve this role for every antagonistic mutated being that has ever been encountered.
  • Mind Rape: Apparently able to inflict this on other creatures via televisions. Best indicated by the behavior of the Viewers - the Viewers all spend their time staring into the tower's signals and have more or less turned into mindless shells under the tower's control.
  • Sapient House: It's not just a building, it is alive and can think.
  • The Unfought: There is no fighting it. There is only a mad dash to escape it, which Mono fails to do, not helped by Six dropping him for unknown reasons.

Others

    Glitching Remains 

Glitching Remains

https://static.tvtropes.org/pmwiki/pub/images/glitchingremains.png
Mysterious glitching shadowy children that can be briefly seen in a few places, before vanishing.Finding them all is a secondary objective of Little Nightmares II.
  • Ambiguous Situation: It is unknown what they are supposed to be, whether the souls of the children that remain after they are captured by the Thin Man, or some form of harmful manifestation of the signal from the tower. Either way, they pose no threat at all, simply standing still in various locations for Mono to collect them.
  • Living Shadow: One of the Remains will actually help Mono find the child it belongs to; the Remain is shown emerging directly from that child's cast shadow after the two are reunited. This is Six's "shadow" from the first game, who could be glimpsed whenever Six ate something. It's probable that all Remains are the shadows of missing children.

Little Nightmares III

Protagonists

    Low 

Low

https://static.tvtropes.org/pmwiki/pub/images/low_7.png
A boy in a plague doctor costume, he's looking for a way to a safe place where there aren't any monsters.
  • Contrasting Sequel Main Character: Up until the last chapter of II, Mono always wears a paper bag or some other "helmet" to hide his face. Low's mask only hides the upper portion. Furthermore, while Mono could defend himself with any makeshift weapon lying around, he fought close-quarters. Low uses a bow and arrow to fight at a distance.
  • Dreadlock Warrior: He has dreadlocks and he's an archer.
  • Hope Springs Eternal: He's determined to find a safe place in the world.
  • Parasol Parachute: He and Alone use umbrellas to fly using updrafts.
  • Plague Doctor: He wears a plague doctor mask.

    Alone 

Alone

https://static.tvtropes.org/pmwiki/pub/images/alone_8.png
A girl in a face concealing flying helmet, she's interested in finding out how the world and its creatures actually work.

Monsters of the Spiral

     The Monster Baby 

The Monster Baby

https://static.tvtropes.org/pmwiki/pub/images/monsterbaby.png
A colossal doll roaming around the Necropolis.
  • Arc Villainess: Of the Necropolis.
  • Ambiguously Evil: According to the developers, she is "not really a bad person" and causes harm out of clumsiness and curiosity.
  • Background Boss: The only Little Nightmares enemy like this, as gameplay shows Low and Alone sneaking their way through the Necropolis as she hovers in the background smashing holes in buildings they're hiding in and trying to turn them to stone with her Eye Beams.
  • Children Are Innocent: If she can be considered a child, that is, since she doesn't cause destruction intentionally but instead just wants to play.
  • Civilization Destroyer: She is the reason why the Necropolis is devoid of life.
  • Creepy Doll: Her surface is cracked, one of her eyes is permanently half-closed, and her hair is in patches.
  • Evil Is Bigger: Most monsters in the franchise were already big, but this thing is the biggest monster we've seen yet.note 
  • Obliviously Evil: She does not recognize the destruction she causes.
  • Taken for Granite: As if her sheer size wasn't bad enough, her eye works like the Security Eyes in the Maw, though she can apparently turn the effect on and off.

    The Beetles 

The Beetles

The only other hostile life in the Necropolis.

Characters from comics

    The Campfire Children 
https://static.tvtropes.org/pmwiki/pub/images/bonfire.png
A group of children huddled around a small campfire in the "Little Nightmares" comic series that Six encounters after escaping the chefs. They ask her how she got there and what she has seen, but she doesn't reply, they try to help her remember by recounting their own stories of how they came to the Maw.
  • Campfire Character Exploration: The children tell their stories around the campfire.
  • The Faceless: We don't get a single glimpse of what the hunchbacked kid looks like underneath her large robes aside from her bright blue eyes. Considering how she underwent a transformation after accidentally looking into a broken enchanted mirror, it likely isn't pretty.
  • Fire of Comfort: The children are huddled around the campfire together because the light helps keep away the leeches. To a degree.
    *After one of them is taken away by a leech*
    Green hooded Child: Sometimes the light doesn't help at all.
  • Hero of Another Story: They are the protagonists of the stories they tell, all of which happened sometime before the game.
  • Security Cling: When they go back to the campfire after scattering because of the leech attack, one of them can be seen holding onto the hunchbacked one's robe while cowering behind her.
  • Sole Survivor: The child who tells the events of "The Tale of the North Wind" recounts how he and his sister were the only ones to survive the North Wind's attack on their village. The North Wind later revealed to him that it had killed his sister long ago, meaning he was the only survivor and had been for some time. This promptly makes him ask the question, who has he been with this whole time? He turns around to see his "sister" transform into the Ferryman.
  • Trauma Button: When Six brings a music box to entertain the group, the hunchbacked kid freaks out, and smashes it against a wall when she sees the mirror in it. This is due to a past encounter with a Monstrous Humanoid that attacked her and her friends through mirrors, and what happened to her as a result.
  • We Hardly Knew Ye: Almost immediately after Six joins them around the fire, one of them is snatched up by a leech from out of the shadows. (And undoubtedly eaten off-panel in the darkness not long after).

    The Ferryman 
https://static.tvtropes.org/pmwiki/pub/images/ferryman.jpg
The main villain of the Little Nightmares comic series, a monster with a most unusual face. While the Maw is submerged he goes to the outside world in a large trenchcoat and collects children to bring to the Maw, and in particular, is responsible for capturing Six.


  • Arc Villain: Of the comics, in a sense; the three-book series focuses on the stories the other captured children tell of how he brought them to the Maw, and how and why he captured Six herself. He's also the main villain in the podcast.
  • Deal with the Devil: He is said to lure children to the Maw with 'fat promises' that all come to naught. He is shown approaching two such children in the comics who have, prior to his meeting them, come to be visited by desperation and disaster.
  • Humanoid Abomination: Jury is out on what exactly he is. Whatever the case one thing is certain, he isn't human.
  • Monstrous Humanoid: Has a relatively normal (if bulky and big-handed) body, but the face is flabby and stretched, his skin is a greyish-green color, and he appears to have a nose so big and bulbous it reaches down to his chest, with not much else to his face.
  • No Name Given: His name here is just based on his role as the ferryman.
  • The Speechless: He only communicates with gestures in the comic, even though there is more dialogue there than in the game. Although he does speak while impersonating one captured boy's sister in the boy's backstory.
  • Voice of the Legion: In the Podcast he talks with a deep male voice with a hint of a female voice echoing in the background.
  • Voluntary Shapeshifting: The first comic has one of the children sharing a story of how the Ferryman impersonated his dead sister to keep him from giving up to the North Wind, in a ploy to have him willingly come to the Maw.

    The Hanged Man 
A monster from the second issue of the Little Nightmares Comic that lives, or perhaps travels by, a set of mirrors in an old abandoned house. When four children enter the house and use the mirrors to change their appearance to more ideal versions of themselves, he starts capturing the children and pulling them into the mirrors. Six passes under what is likely his body in the early part of the Maw during the game proper.
  • Combat Tentacles: Hairlike tendrils come out of his collar where his head should be, which he uses to catch the children.
  • Early-Bird Cameo: It only impacts the plot in the comic, but it's possible that Six passes under him in the first part of the game, and there is a painting or two of him on the Maw.
  • Monstrous Humanoid: He looks like a normal person all except for, possibly, being gigantic compared to Six and having no head, instead a disembodied brain or tentacles coming out of his collar.
  • Mirror Monster: His modus operandi in the comic.

    The North Wind 
A mysterious entity hiding in a cloud of red mist who chases a refugee boy and his sister into a barn.
  • Eldritch Abomination: Just like with the Ferryman, It's near impossible to tell just what the North Wind really is. At first it seems to be the wind itself but from the look of things in the comic it not only has a body but is probably made up of the crows that surround the barn.
  • The Reveal: The North Wind wants the boy but not his sister. Why? Because it already has her, and it has the body to prove it.

Characters from the "Little Nightmares Comics'' digital comics.

    The Toddler 
https://static.tvtropes.org/pmwiki/pub/images/toddler.png
A toddler living in the forest.
  • The Baby of the Bunch: He's definitely the youngest child protagonist ever seen if his diaper is anything to go by.
  • Badass Adorable: A small toddler who has been surviving in the wilderness for who knows how long.
  • Bindle Stick: His only means of carrying things.
  • Blindfolded Vision: He wears a blindfold with a feather tucked in it.
  • Dragged by the Collar: The Thin Man grabs him and pulls him through the TV.
  • Uncertain Doom: It is unknown what happened to him and what the Thin Man is planning with him but at the very least, he's gone.
  • Wild Child: How long has he been in the forest? Long enough that the only articles of clothing he has are a diaper and a feathered bandana hiding his eyes.

    The Girl With Pigtails 
https://static.tvtropes.org/pmwiki/pub/images/nosebleed_girl.png
A pigtailed girl trapped in the hospital.
  • All for Nothing: She tries to dig her way out but she only manages to dig back to her cell. If it wasn't bad enough, the Doctor can be seen stalking her at the end of the comic.
  • Canon Character All Along: Implied. A room can be found in the hospital that is identical to the one she was trapped in. It has one of the glitching remains in it, implying she didn't survive the Doctor.
  • Deadly Nosebleed: Though it is never revealed if she is sick or dying, she is suffering from a nosebleed for the entirety of the time we see her.
  • Determinator: She is very determined to escape the hospital.
  • Girlish Pigtails: Her most recognizable physical characteristic. To the point she's referred to as "the Girl with Pigtails".
  • Uncertain Doom: The last shot of her involves the girl sneaking out of the hospital while the Doctor silently crawls behind her.

    The Fat Kid 
https://static.tvtropes.org/pmwiki/pub/images/fat_boy.png
A fat boy who is trapped in the school.
  • Acrofatic: He's overweight but also tough enough to survive on his own, and in fact ends up killing quite a few of the Bullies that were pursuing him.
  • Action Survivor: How he got lost inside the school is unknown but he is shown to be quite resourceful in saving his life. Until the Teacher catches him.
  • Cowardly Lion: He's very clearly terrified of the Bullies, but nonetheless fights back against and manages to destroy a fair amount of them with nothing but a lollipop.
  • Improvised Weapon: His lollipop is used as a bludgeoning weapon against the Bullies.
  • Uncertain Doom: The Teacher corners him in the last panel of the comic as his story abruptly ends.

    The Ghost 
https://static.tvtropes.org/pmwiki/pub/images/ghost_23.png
A small child wearing a bed sheet who lives in a house in the Pale City.
  • Ambiguous Situation: Were they about to drop the rat out the window? Were they going to jump with it? Or were they merely trying to escape with it?
  • Ambiguous Gender: There's no indication what their gender is under the bed sheet.
  • Bait-and-Switch: Upon reading the comic for the first time and seeing that it's drawn from the perspective of someone looking through a mask's eye-holes, you might be tempted to think Mono is the protagonist this time around. He's not. Like in almost all the prior comics, the protagonist is a completely new character who wears a sheet over their body.
  • Bedsheet Ghost: They're wearing a white sheet with two eye-holes, evoking this image.
  • First-Person Perspective: The comic's events are shown from their view until the last panel, which reveals their appearance.
  • Uncertain Doom: The comic ends with them getting caught by the two Viewers whose house they're staying in, just as they attempt to escape out the window.

Characters from the "The Sounds of Nightmares" Podcast

    Noone 
A little girl at a sanitarium due to having nightmares.
  • Another Man's Terror: Unknown to her, she is going through the same things as Cici, a girl Otto knew who was having nightmares similar to hers, which is why he's so interested in her case.
  • Bullying the Disabled: She was sick with a serious disease and was bullied at school.
  • Given Name Reveal: Episode 6 has The Ferryman tell us her real name: Ruth.
  • Meaningful Name: Her nickname comes from the bullies at her school calling her "No One" to mock her.
  • The Nicknamer: She nicknames the Ferryman as "The Candleman" because she doesn't know about his job of ferrying children to the Maw and describes him based on his appearance, though she does notice some kind of nautical theme to him.
  • Plagued by Nightmares: She seems to travel to The Nowhere in her sleep.
  • Soap Opera Disease: She was sick with some kind of waterborne illness before making an Unexplained Recovery but suffered from nightmares as a side effect.

    Otto 
Noone's therapist.
  • All Therapists Are Muggles: He seems to think that Noone's dreams are just that and doesn't believe the things that happen in them are real, though he does study phenomena like shared dreams due to someone he cared about having dreams like Noone before.
  • Ambiguously Related: His reaction to Noone telling him about the yellow raincoat in the Mannequins shop makes it clear Cici used to have one like that. Of course, we know that at least two separate girls wore one like that so far, so we don't know whether his sister is the girl who died killing The Pretender or Six.
  • Arbitrary Skepticism: Otto studies shared dreams but he's convinced the Ferryman is some human with the ability to share dreams with others, not a Humanoid Abomination from a nightmare dimension.
  • Character Catchphrase: He ends each session with Noone by giving her some candy and saying "Sweets for my sweet." He stops using it after the second episode after his sanity and relationship with Noone worsen, but uses it again in a more ominous tone when he decides to resume his research with Ethan.
  • Growing Up Sucks: The Ferryman tells him he can't follow Noone because he's "too long in the tooth". But if he keeps up with his obsession with reuniting with Cici, he will go to the Nowhere, but as one of the monstrous adults.
  • My Greatest Second Chance: He's investigating Noone to find out what happened to Cici.
  • Replacement Goldfish: The ending of the first episode implies Otto cared about someone called Cici who had the same condition as Noone, which causes him to develop an unhealthy obsession with Noone as a result.
  • Sanity Slippage: By the third episode he starts to realise that whatever is happening to Noone doesn't have a rational explanation, and his obsession with the Ferryman, presumably connected to what happened to Cici, worsens.

    The Workers 
Shadowy, childlike creatures that live in the walls of a clocktower/prison known as the Stone Giant and maintain its mechanisms.
  • Absurdly Dedicated Worker: They're more interested in maintaining the mechanisms than catching intruders, during a chase Noones dress is caught in some gears making them stop. While she rips the piece off and runs away the Workers stop to remove it so the gears keep turning.
  • Composite Character: Physically they look like the Shadow Children from the Residence but they act more like the Nomes in the Boiler Room. Noone notes that some of them seem to be more passive and interested maintaining the gears than attacking her. When one of the former briefly catches her it actually seems confused as to what to do next before being scared off.
  • Foil: To the nomes on the Maw, as they also run the inner workings of the complex they reside in but the workers are much more violent.
  • Mouse World: They live in the prison walls and are much smaller than regular monsters.
  • Paranoia Fuel: Noone notes she finds them scarier than the Warden because there could be thousands of them hiding behind the walls of any room.
  • Weakened by the Light: Much like the Shadow Children they can't stand bright lights, when one catches Noone another child she was with unobstructs a beam of light coming from a crack in the wall chasing the worker off.

    The Warden 
A female monster with the ability to control the chains coming out of her dress and is in charge of the Stone Giant.
  • Chain Pain: She has chain tentacles coming out from under her dress which she uses to capture another child.
  • Collector of the Strange: She has a small workshop full of scrapheap torture machines that she keeps for her own enjoyment as much as she keeps for torturing her prisoners.
  • Evil Old Folks: Noone describes her as long both young and old and her skin being pulled taught back across her face, so much so that she can barely part her lips to reveal her sharp, black teeth. She is also a cruel even towards the other residents of her domain.
  • Nightmare Face: Her face is old and wrinkled but she uses her restraints to peel it back to give it a younger, smoother appearance.
  • Wrench Wench: Noone sees her building restraints and torture devices in a workshop and notes she seems to enjoy her work.

    Jester 
A child Noone meets in the Bathhouse.
  • Brick Joke: Due to his memory problems his jokes come out this way, as it takes some time for him to remember the punchlines.
  • Cannot Tell a Joke: He claims to be usually good at telling jokes, but his time in the Nowhere is messing with his memory and he suddenly forgets the punchline to a joke just before he's about to say it.
  • Deadly Bath: He ends up drowned at the Bathhouse by one of the bathers after they use him as a loofa.
  • Kill the Cutie: Jester is probably the most friendly and kind-hearted kid in the franchise and meets his end in the raw fat folds of the bathhouse's biggest patron.

    The Bathers 
A group of fat and wealthy monsters who come to a remote bathhouse to indulge in their obsession with cleaning themselves.
  • Death by Irony: The biggest bather is melted by a bottle of extremely strong detergent he accidentally pulls down on himself while trying to catch Noone.
  • Fat Bastard: They all have a lot of meat on their bones, and all they care about is cleaning it.
  • Gonk: Even by this franchise's standards. They are already disgusting given their similarities to the Guests but with the addition of numerous warts, scabs and open sores.
  • Madness Mantra: The biggest bather is first seen chanting "Divide the grime from the divine" and all the bathers start chanting "Cleanse her" when they see Noone.
  • Malevolent Masked Men: They all wear wooden masks on their way to the bathhouse.
  • Suspiciously Similar Substitute: Of the Guests, being basically identical with the biggest differences being that they're obsessed with bathing instead of eating and the fact they're covered in sores and scabs from violently scrubbing their bodies as a result of said obsession.

    The Mall PA Announcers 
A group of voices heard over a PA system in a mall Noone visits in her dreams, though their true nature turns out to be something else entirely.

    Rusty 
A kid performing at a circus in the Nowhere who asks Noone to help him escape.
  • Circus Brat: He works as an acrobat in the circus and wishes to escape.
  • Didn't Think This Through: He and Noone agree that she acts as a lookout and gives a signal, but they don't consider that the crowds cheering might be too loud to hear it over.
  • What Happened to the Mouse?: We don't actually find out if he got captured by the dummy in the end because Noone is too panicked to finish the story.

    The Man In The Purple Suit and the "Dummy" 
The apparent owner of the Circus preventing Rusty from escaping; he carries a ventriloquist dummy with him.
  • Bad Boss: They're implied to be the owners of the Circus and the ones forcing Rusty and the other teens to perform.
  • Demonic Dummy: Played With. It's left unclear whether the Dummy is an object remotely controlled by the Man, a living doll or a smaller resident who pretends to be a doll as part of the act and as a guide to his eyeless companion. The final episode confirms that he moves under his own power at the very least.
  • The Dividual: It is hard to tell whether the man and the dummy are separate creatures or whether one of them is alive and the other is a dummy controlled by the former, and if so which one.
  • Eyeless Face: The Man In The Purple Suit doesn't have eyes.
  • Monster Mouth: The dummy's mouth is unnaturally wide.
  • Noodle Incident: When Noone last saw the dummy he was coming after Rusty, the next time she sees him he's in the Mannequins shop, possibly to be repaired, pinned to the table with scissors and missing an arm.
  • Vader Breath: He breathes heavily while sitting next to Noone in the audience.
  • Ventriloquism: He carries a Demonic Dummy that can apparently move separately from him.

    The Sewer Children 
A group of children that look down some grates into a large sewer system as part of a gruesome celebration.
  • Foil: To the Balloon-Headed Man, the kids celebrate the flooding of the sewers whilst the man lives his whole life in fear of it.
  • Kids Are Cruel: They're children who make a sick game of the sewer system being periodically flooded, watching people drown, stealing trinkets belonging to the people who get washed away or to The Balloon-Headed Man when they float into reach and sometimes catching smaller creatures like Nomes that get caught in the current with the intent to hurt them.
  • Madness Mantra: "Snatch a gift, snatch a gift, before they're all sent adrift."

    The Balloon-Headed Man 
A creature resembling a man in a hazmat suit that lives in the sewers and collects things that end up down there.
  • Body Horror: Under his protective suit he's skeletally thin with a bent spine and an elongated head that looks like a water balloon or a sack put over his shoulder.
  • Collector of the Strange: He collects things that end up in the sewers, from junk to jewelery.
  • Gonk: His seclusion in the Sewers has resulted in him being even more physically vile than most other humanoid residents, being and emaciated hunchback with a swollen pulsing head that sags over his shoulder and having milky white eyes due spending all his time underground.
  • Foil: Noone notes that he and the Sewer Children are this to each other, the children enjoy seeing people getting washed away by the flood and snatch the valuables that float to the surface, The Man in the Sewers is afraid of the flood hiding in his watertight maintenance/treasure room when it happens and collects things that people drop from above.
  • The Little Detecto: He carries some kind of buzzing, squeaking device that lets him find things he can collect and track Noone's movements when she tries to get away from him.
  • Super-Persistent Predator: He isn't a fast runner but his scanner lets him know where Noone is, she tries to lose him in the maze of sewer tunnels only for him to catch up eventually.
  • Was Once a Man: Noone thinks he might have been one and there's a childs propeller cap on a chair in his lair that might have been his.

    The Mannequin 
A creature from the Nowhere that crafts clothes for its residents.
  • Continuity Cavalcade: Her shop has several callbacks including the purple suit from episode four, Six and Mono's outfits, and The Hunter's mask.
  • Murderous Mannequin: Played With. She's certainly a moving mannequin, but Noone doesn't want to find out whether she's murderous.
  • So Beautiful, It's a Curse: Noone notes that she's a little too beautiful to look normal, looking fake and off-putting instead.

    Ethan 
Another of Otto's patients who has trouble with sleep walking.

Alternative Title(s): Little Nightmares II, Little Nightmares III, Very Little Nightmares

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