Welcome to the wild world of Little Nightmares II speedrunning—a realm where glitches, perfectly timed jumps, and a good sense of humor blend into something truly chaotic and beautiful. This guide will walk you through some of the wildest skips in the game, as explained by Spiff, a veteran runner with a flair for breaking the rules of this creepy masterpiece.


The Wilderness Skips

We start with the Wilderness, where normally you sneak past the hunter, dodge bullets, wade through swamps, and serve the guy dinner. But not if you’re a speedrunner.

  • Hunter Skip: After going through the dog door, reloading the menu mid-air sends you sky-high. Land to the right for 5 seconds and you’ll hit the beach, skipping the rest of the area. Easy.
  • Ball Skip: A tougher version, you fling yourself even farther to land near a floating bottle—the checkpoint for the other side of the map. You must pause and reload at the exact moment before dying to trigger the checkpoint. Miss the landing? Run over.

Note: These skips are precise and PC-only due to tight input timing.


Library Bookcase Madness

Casually, you’d drag a giant ladder and sneak past the teacher. Not here.

  • Bookcase Skip: By jumping from book stack to book stack and reloading checkpoints at just the right angle, you bypass the need for climbing altogether. No dragging required. You can even attempt the risky vent jump for a quicker start.

The Legendary Butt Skip

Yes, it’s real. During Chapter 3 with the doctor:

  • Bait him into lifting the table.
  • Grab the fuse.
  • Move into a very specific spot where he can’t touch you.

Wait for the sound cue—“the butt”—and reload. Voila. Skip past grieving, sneaking, and even burning the guy alive. Possibly one of the funniest skips, and the community favorite.


Train Chase Skip

This doesn’t save time, but it’s cool:

  • Land on the train window and jump toward the screen.
  • You’ll avoid triggering the Thin Man’s cinematic.

The chase turns into a casual stroll through chaos. Stylish but doesn’t change the in-game timer.


Morg Drop (Patch-Removed)

Back in version 1.0.0, players could:

  • Drop straight onto the doctor during a scripted moment.
  • Solve the puzzle while Six slowly does her thing.

It was a great time-saver but has since been patched. Still, a cool historical skip.


Classroom Showdown

Originally a stealth segment with terrifying school children and a teacher:

  • Speedrunners now confront the chaos head-on.
  • Bait and bash the evil kids using creative angles.
  • Crash through the classroom with brute speed and precision.

Even if patched, alternatives exist that let the spirit of the skip live on.


Cafeteria Carnage – The Raid Boss of Skips

The hardest skip in the run. Sprinting, jumping, bouncing off heads—it’s all here:

  1. Sprint into the trolley.
  2. Jump off at a specific spot.
  3. Time your movement to bounce off a kid’s head.
  4. Land on the bar. Wait.
  5. Trigger two kids to chase you. Jump precisely to despawn one.
  6. Land on a bucket. Navigate past the corner of soft-lock city.
  7. More jumps, more timing, and finally—freedom.

This skip has so many failure points it’s considered a gatekeeper for serious runners.


Mannequin Mayhem – The Easiest Skip

Players hate mannequins. So we skip them:

  1. After escaping the TV in the hospital, wait for the checkpoint (eyeball symbol).
  2. Alt+F4 the game.
  3. Reopen and resume.
  4. Carry the fuse forward.
  5. At the next checkpoint, double-tap the reload trick.

Now you have both fuses and can bypass the entire mannequin section. It’s beginner-friendly and only patched because players stumbled upon it casually.


TV Skip – Pure Platforming Beauty

There’s a final skip to reach a TV across electrified water early:

  • Requires pinpoint jumps.
  • Bypasses using a cart entirely.
  • Not feasible for casual players.

Still, it’s a clean and rewarding maneuver that shows the beauty of speedrunning.


The Bowl – A Symbol of Loyalty

Among all the skips and chaos, one object remains sacred: the bowl. It sits in the background during a cutscene, and Spiff saves it every run. No function. No bonus. Just companionship.

Let the bowl fall? Restart the run.


Final Thoughts

Little Nightmares II is already a tense, strange, and brilliant game—but speedrunning it transforms the experience entirely. Whether you’re breaking it with bugs, or mastering movement mechanics, every skip adds flavor and chaos. Want to try these yourself? Grab a keyboard, prep your save files, and join the madness.

And remember: save the bowl.


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