recursal/Fanatic-Fandom huggingface dataset:
Weimar

**Weimar** was a knight responsible for the defense of King's City.

## Background

Weimar was a knight serving Timothy Wimbledon. He does not approve some of Timothy's policies, but is loyal nonetheless.

## Chronology

During ministers' meeting Weimar asked king Timothy Wimbledon to suspend witch hunt due to the fact subordinates of Langley, man in charge of witch hunting, were taking innocent common girls and women to dungeons where they were interrogated, raped or tortured. He wasn't satisfied with guilty men's punishments and sarcastically remarked that Langley's men must be better than Judgement Army if they managed to find more witches than the Church forces few years before. He was presumably killed during Roland's attack on the capital. There is no explicit mention of his death, but because he didn't appear again it's safe to assume that he died.

## Equipment

* Armor
* Saber
* Shield
Zero/Relationships

## **Church**

As one of the Purified, Zero professes absolute loyalty towards the Church and its endeavors. However, this doesn't necessarily translate into absolute obedience to all of its members of the upper echelon.

### O’Brien

Zero has the utmost respect for O'Brien, having been trained as a pure witch to unfailingly obey both him and his predecessors. O'Brien himself groomed Zero to be one of his two potential heirs along with Mayne, purposely sending Zero to consume the King of Wolfheart and the Queen of Clearwater to re-enforce in her the ambition required of a leader, and purposefully ordering his personal guards to serve whoever won the battle of the souls between her and Mayne.

### Isabella

Isabella was the confidant of zero while she was a pure witch. But when she ascended to Pope, she distanced herself from Isabella, since she believed that Isabella saw her as a lunatic, due to the influence of the relic of the gods.

### Mayne

Later she has a battle of dominance with Mayne to determine who the new Pope of the church after O'Brien will be, and wins. She then conceals this fact, acting officially as Mayne's representative.

## **Enemies**

### Garcia Wimbledon

In the Wolfsheart Kingdom, she has a battle of dominance with Garcia and consumes her. However, Garcia's ambitious nature affects Zero and she was unconcious for a moment.

### Roland Wimbledon

As he poses the greatest threat to her goals and interests, Zero is both intrigued by Roland and desires his demise. She attempts to have a battle of dominance with Roland to consume him. Trying to devour Roland led to her own demise instead. As the battle progressed, her lack of scientific prowess of the various concepts of physics was her undoing. A remnant of Zero continues to exist as a roommate of Roland in the dream world, which was created by memories of both Zero and Roland. Zero's memories created all the living beings in the dream world, including herself.

Zero seems to be pretty close to Roland in the Dream World, as far as abandoning her own family to stay with Roland and often gets annoyed when Roland doesn't give her any attention, especially after the arrival of Taquila Witches.
Wolf-like hybrid

**Wolf-like hybrid** Is One of the Demonic Hybrids mouths of the Devil.

## Appearance

It has four eyes, a larger body than a normal demonic wolf and wings.

In to manhau it has bigger body than a normal demonic wolf and two heads.

## Power and Abilities

It has fast reaction speed, it can also jump and fly a short distance over its obstacles with its wings.
Technological development/Weapons

* Small scale = killing 1 at a time, Big scale = mainly cannons

## Stuff Without Images

### ***Sniper Rifle***

In this table there will be all of the achievements of human military to the date. Grouped by levels, which for now is highly based on my personal judgment.

The basic separation principle are a weapon's prowess and how technological it is. For example, a flintlock and a 5-round rifle. It's obvious what's more supreme.

To give a rough comparison:

I level = XVII-XVIII centuries

II level = from XIX century to WW1

III level = From WW1 to WW2

*Contains major spoilers info from the web novel. Be careful!*
Wild land

Between Longsong Stronghold and Border Town was a large area of wild land, which still needed to be cleared for cultivation. On one side was the impassable mountain range, while on the other side was the Chishui River, long and narrow like a corridor. As an outpost for the stronghold, if they assumed responsibility of the defensive line, it would also bring the wide expanse of land into the possession of the stronghold. The land had not been cultivated, so it didn’t require any recuperation before plowing. Instead, many circles of crops could be planted, and on top of that, it had a natural line of defense on both sides. In the end, to produce enough for everyone to eat, it was not required to expend much effort. The food shortage in Border Town was just a way to relieve the stronghold of the problems caused by a growing population. In the future Border Town and the stronghold should become one territory, rather than the two separated territories they are now.

The only drawback was that it would need a three to five year-long operation, as well as large sums of money in advance.
Zero/Power & Abilities

Before becoming a part of the dream world, Zero was an experienced fighter, having the combined abilities and experience of all the people she had absorbed over the years, including civilians, knights, Witches and even Judges. Her participation alone could turn the tide of a huge battle, even against drugged soldiers.

## Magic

Her ability belonged to the Summoning type.

Zero's magic allowed her to reduce herself to an energy form to enter the mind of her target for a battle of dominance. When inside, the appearance of the environment initially took on the form of a place the target knows. Both sides were allowed to create and use any weapon, as long as they understood the concept behind said weapon. The fight continued until one side became exhausted mentally, whether from multiple deaths or from overworking their mind during the duel. The winner took everything and the other lost all, including both knowledge and body. This made her the oldest active witch alive as the living tissue she absorbs from the defeated is used to revitalize her body, dispersing any degeneration from aging, allowing her to be perpetually at the peak of adulthood.

Though it bore the disadvantage that she could become nothing more than an amalgamation of minds making the current mental state very vulnerable to changes on her sense of values and ego if the person had very strong views or induced a hedonistic or nihilistic disposition due to constant use upon people of regular mentality. The exception was in the case the target surrendered, which made her mental state suffer no changes even after acquiring the target's memories. Memories acquired this way were also much easier to access.
Witch House

The **Witch House** is an apartment complex built by Roland behind his castle to serve as the home of Witch Union and guests from Sleeping Spell. It was the first building built with modern conveniences, rather than have them added later. The first floor has a lobby with a desk to hire a member of the Union. Additionally, there is a lounge area where the witches sometimes play cards.

It was first mentioned by name by Roland when the first four witches from the Sleeping Spell (Sylvie, Evelyn, Candle and Honey) came to stay for awhile. At that time it was still under construction, so the visiting witches stayed at the castle's rooms. The inauguration of the building probably happened when some other facilities from the castle were finished as seen when the witches try to figure out what the previously unknown heating system was.  Next to the Witch House, Agatha's Spellcaster Tower is eventually constructed.

## Trivia

* In the manhua adaptation, it seems to follow the British floor labeling system; with the first floor being called the ground floor, with three subsequent floors above.
* Evelyn, Lotus and Sylvie have apartments above each other, in that order.

## References

1. ↑ Chapter 256
2. ↑ Chapter 376
3. ↑ Chapter 391
4. ↑ Chapter 593
5. ↑ Chapter 640
The Battle of Redwater River

> "I order the Roland to raise the flag of City of Neverwinter, sound its horn, and proceed at full speed ahead!"
> - **Roland Wimbledon**
>
>

**The Battle on Redwater River** was the penultimate battle between **Roland Wimbledon's** First Army and **Timothy Wimbledon's**army before the Siege of King's City. The battle was the first time that Roland's concrete gunships were used in battle and also witnessed the introduction of 'The Roland,' the very first steel gunship.
Wendy/Relationships

## Witch Union

Wendy is often seen as a leader and confidante among the witches, caring for each individual member and comforting them in their times of need. She seems to enjoy the role of a "big sister".

### Nightingale

Nightingale is one of Wendy's closest friends, and the two trust each other with all their secrets.

## Allies

### Roland Wimbledon

Wendy is very loyal to Roland and more or less acts like a big sister to him especially when he acts reckless or was worried when witches left for the final battle against demons, she considers Roland an eccentric but nice person, she was initially worried that Roland's relaxed and approachable attitude might turn into a weakness when he becomes a king, but her worries soon dispelled after Roland bluntly rejects Taquila witches's offer for co-goverance and declares himself as the only leader.

She puts his safety first upon screening new members for the Witch Union; if Roland died, all of their work would collapse in itself.

### Scroll

She and Scroll tend to get drunk and talk about things. Given the refined and polite air she puts on normally, this is a fact Wendy likes to keep secret.
Winged Devilbeast

## Winged Devilbeasts

The Winged Devilbeast are One of the Devilbeasts

## Appearance

This enormous brown-skinned bird was ten meters long from the top of its head to the top of its tail, it had a wingspan of around fifteen meters. Its wings were similar to the fleshy wings of a bat, and when facing the sun, he could clearly see its thin blood vessels and its skeleton. Likely because its body was too long, the bird had four limbs altogether, which was as thick as an adult arm with claws at their end, which it used to support its body.
Azima

**Azima** is a witch of Sleeping Spell from Eastern Region. Unlike other most witches she didn't intend to stay in City of Neverwinter for long and was going to Eastern Region as soon as possible.

Azima currently works in Anna's High Energy Lab with Lucia White. She serves as a human Geiger counter to protect them from hazardous material.

## Appearance

Azima is a young woman with red hair and a mole under the corner of her eye.

## Background

She was pressured to leave her home with Tilly.

In her childhood, she had had to rummage through rubbish in search of food every winter and her hands got used to frostbite. After moving to the Sleeping Island, her hands got even worse because of the long-term exposure to salty seawater

Holding a drop of fresh water, Azima could find a creek or a lake; or judging from the kernel of a fruit from an animal's feces, she could estimate the fruit tree's location and size.

Due to the contribution her ability made to the team, quite a few Eastern Region witches gathered together under her leadership and made a tight group out of themselves. Undoubtedly, for a Sleeping Island witch, this was a type of survival ability.

## Chronology

Roland hired her to search uranium across the four kingdoms. After several months she found an old ruin (Temple of Curse) at the Cage Mountain which was full of uranium.
Afterwards, she went back to Neverwinter, where she was employed in the Research Institute of High Energy Physics of Neverwinter along with Lucia.

## Powers & Abilities

### Magic

**Source Tracing:** Can trace an entire object through a piece of it, or through a microelement to trace its concentrated spot.

## Relationships

#### Tilly Wimbledon

She is not as fond of Tilly as most of Sleeping Spell are, since Heidi helped Azima to fight off the Church's army before joining the Sleeping Spell. Therefore, when the tension between the Bloodfang Association and the Sleeping Spell began so did her distaste for Tilly start.

#### Nightingale

Due to the scolding she recieved from Nightingale, regarding the fact that she wasn't working and was only dependent on the others, she plans to prove to Nightingale that she can support herself.

#### Lucia White

While working with Lucia, they eventually started talking about life, without any prejudice.

## References

1. ↑ Chapter 900
2. ↑ Chapter 1000
3. ↑ Chapter 1002
4. ↑ Chapter 1051
5. ↑ Chapter 1190
6. ↑ Chapter 950
7. ↑ Chapter 951
Sigils

**Sigils** were magic tools used during the era of the Witch Federation.

## Background

Some Magic Stones, when pieced together, can have extra abilities, alter their magic powers' properties, or increase their effects. Magic Stones that are pieced together are called Sigils.

According to Agatha, Sigils were the most important topic of research for the Quest Society.

The required amount of magic power to activate a Sigil increases as the number of Magic Stones on a Sigil goes up, making it harder to activate the Sigil.

## List of Known Sigils

**The Sigils of Listening** would temporarily solve the challenges of transmitting long-distance messages. Although they were scarce and could only be used by witches, they were still better than entirely depending on a carrier pigeon. It requires a piece of Echo Stone and a piece of Marking Stone.

**The Sigils of Tracking** is made from the same magic stones as stated above.

**The Sigil of Screaming** tweeted at a high pitch when it sensed demon power and it also effectively suppressed any of the enemies' sneak attacks and the area of coverage was about the size of the Border Area.

**The Sigil of Observing** could assist with Thunder's adventure plan.

**The Sigil of God's Will** is the most powerful kind of Sigil, according to Agatha. Its power would be enough to wipe out the Border Town castle, once activated. However, it requires an alarming amount of magic power. During the time of the Witch Federation, only Transcendents had enough magic power to activate it by themselves. As the Magic Stones used to create it all come from Senior Demons, it's quite rare, in fact, in all of Taquila there were only three or four of its kind.

**The Sigil of Recording** can record and then reconstruct a scene. Despite its amazing recording feature, the Sigil of Recording has a big drawback, which is that the recording isn't modifiable. According to Agatha, one Sigil of Recording has a "battery life" of 12 hours. Once it is fully "charged", it will start to record the scene. The recording will automatically stop upon interruption, which means no mistakes are allowed during the process. The only way to eliminate a recording error is to recharge the stone for another 12 hours and start again from the beginning. In that case, the new recording will overwrite the old images. Another downside is that the Sigil could not be recycled.

**God's Sigil of Retaliation** belonged to Lady Alice. It was completed with the blood of a dying Magic Slayer on the battlefield.

**The Sigil of Resonance** is mostly used for finding remains.

## References

1. ↑ 1.0 1.1 1.2 1.3 Chapter 388
2. ↑ 2.0 2.1 Chapter 391
3. ↑ Chapter 1007
4. ↑ Chapter 561
5. ↑ Chapter 1432
Little Nightmares (TV series)

***Little Nightmares*** (unofficial name) was an upcoming TV series based on the 2017 video game of the same name, due to unknown complications, it was never announced if the television series would still be in production.

## Production

Back in 2017, Anthony and Joe Russo, the filmmaking duo behind *Captain America: Civil War* and *Winter Soldier*, were initially intended to team up with *The Nightmare Before Christmas* director Henry Selick to bring the horror-adventure video game *Little Nightmares* to the screen.

More recently, during an interview with Henry Selick, when asked about the *Little Nightmares* TV series and if fans can “still expect anything”, Selick stated he did do a lot of work with a writer in the series and that it was a “good, good project”, but is unsure of what happened to its production.

## Trivia

* The pilot episode was to be directed by Henry Selick, who directed *Monkeybone*, *Coraline*, *The Nightmare Before Christmas*, *James and the Giant Peach*, and *Wendell and Wild*.

## References

1. ↑ An official source that states the name hasn't been found yet.
2. ↑ https://discussingfilm.net/2022/10/28/henry-selick-on-wendell-wild-a-better-future-for-animation-exclusive-interview/

 **DLCs**
 **Comics**
 **Miscellaneous**
*Hunger* • **TV series** • PAPERCRAFT • *The Sounds of Nightmares*
Little Nightmares Comics. Episode 4

**Episode 4** is the fourth episode of *Little Nightmares Comics*. It was published in January 27, 2021.

## Plot

The story begins with a Bully hanging on a ledge. the Fat Kid kicks off the Bully onto the ground. He later throws off a tricycle onto the ground, breaking it.

The scene cuts to the Fat Kid hiding from two Bullies inside the School. The boy later hides under a desk in a classroom. One of the Bullies enters the room and the boy ambushes him by destroying his head with a lollipop. Another Bully enters the room, only to face the same demise.

After the Fat Kid bashes multiple Bullies heads, the boy runs out of the School and finds a child lying on the ground. He rolls the child with his shoe, only to discover that the child is another Bully with his head shattered. The boy then hears a footstep and runs back to the School, hiding in a locker soon after. While the boy is hiding in the locker, the Teacher peers through the holes of the locker. The Teacher later opens the locker, finding the boy inside it.

## Characters

* The Fat Kid
* The Bullies
* The Teacher

## Gallery

### In-comic

#### Little Nightmares Comics

A tricycle is destroyed from a great height.Two Bullies searching for the Fat Kid.The Fat Kid hiding from a Bully.The Fat Kid successfully defeats a Bully.The Teacher approaching the Fat Kid's hiding spot.The Teacher looms over the fearful boy.
Hunger

***Hunger*** is the early version of the game *Little Nightmares*.

## Name

Back in 2014, when it was released, the game was called *Hunger*, which clearly indicated how Six has been starving while being trapped in The Maw. But when the game got a publisher, Hunger changed its name to *Little Nightmares*.

## Plot

A little kid named Six was kidnapped from her home and taken to the Maw, a giant underwater restaurant, where she was made into a servant for visiting guests. At some point, she manages to escape and hide in the depths of the Maw, after which she begins her journey.

## Stylistics

At some point, it was planned that *Hunger* came out in 2D graphics, until closer to 2015 it was changed to 3D.

## Characters

Despite the fact that *Hunger* is a fairly old version of *Little Nightmares*, it was shown in the trailer for it that many of the roles and appearance of many of the characters have remained practically unchanged. However, despite this, some of them had significant differences. For example, in this version of the game, the Nomes had to wear hats that looked like barrels with noses and slits for the eyes, and there were three Chefs.

It is not known if the Wax Bellman existed in this version, but since he was present at Gamescom 2016 already as a full-fledged character, it can be assumed that he was in *Hunger*.

## Gameplay

*Hunger* has mostly the same gameplay as the new version, only with a few differences. Initially, the Janitor should have appeared for much longer, in the Kitchen and the Guest Area. However, this was cut from the game.

## Trivia

* The change in name was due to how if the game were known as "*Hunger*", people searching for said game would most likely look up "Hunger game" which would mix up the search results with *The Hunger Games*, a completely unrelated book series.
	+ The original name could have also been a reference to Six's hunger.

## Gallery

### Screenshots

Six climbs a ladder.The Janitor's Apartment.A sewer-like area (reminiscent of The Depths).The Kitchen.Six hiding as the Janitor reaches for her.Dishwashing room.The Janitor in an empty Guest Area.
### Concept Art

The first concept art, that was first presented in 2014.The second concept art, that was first presented in 2014.Six washing one of the guests.Concept art for the Janitor's room.The initial concept art of three chefs.Concept art of the Guest area.Concept art for the game menu.
## References

1. ↑ Magazine EDGE, page 67.

 **DLCs**
 **Comics**
 **Miscellaneous**
***Hunger*** • TV series • PAPERCRAFT • *The Sounds of Nightmares*
Plastiek

**Plastiek** is a comic-development company that was founded in 2018 by André Bergs and Thawatchai Chunhachai. In 2021, they partnered with Bandai Namco Entertainment to produce the 6-episode *Little Nightmares Comics* app.

## History

On January 13, 2021, the app was released. Both Episode 1 and Episode 2 were released on this date.

Two weeks later, on January 27, 2021, both Episode 3 and Episode 4 were released.

Finally, on on February 10, 2021, just a day before *Little Nightmares II* was released, both Episode 5 and Episode 6 were publicized.
The Merchants

**The Merchants** are minor characters that appeared in the second chapter of the audio-fiction series, *The Sounds of Nightmares*. They operated the many shops in the seaside town located in front of the Bathhouse.

## Personalities

Due to their limited presence, little to nothing is known of the Merchant's personalities other than their dedication to helping the Bathers to cleanse themselves in order to ease their pain.

## *The Sounds of Nightmares*

### *A Penance at the Bathhouse*

Noone first mentioned the Merchants when talking about how the Bathers would break off from the group to enter their many stores.

Noone first witnessed a Merchant in a shop's window shortly after Jester was taken. In a raspy voice, he asked one of the Bathers what they had come to his shop in search for. The Attendee responded that he was seeking out suds to cleanse his profound skin, and in response the Merchant gave him a bottle of pink liquid. He reassured that his product would ease the customers pain.

## References

1. ↑ https://www.youtube.com/watch?v=v6xzLrANJLU&t=915s

Noone • The Counsellor • The Candleman • The Workers • The Prisoners • The Tall Woman • The Child with Gooey Hair • Cici • The Bathers • Jester • **The Merchants** • The Shopping Mall • The Counsellor's Professor • The Performing Children (Rusty) • The Man in the Purple Suit • The Carnival People • The Dummy • Nomes • The Naughty Kids • The Balloon-Headed Man • The Puppet
Animals • Children • Unidentified Characters
Thorn Town

A city in the Kingdom of Dawn, which is near the border between the Kingdom of Dawn and the Kingdom of Wolfheart. Though not a developed city due to its remote location, it eventually attracted numerous caravans and emissary delegations sent by various lords, when Graycastle decided to develop a mine in the Cage Mountain.

 It eventually becomes a bustly and lively location due to being an Outpost for the First Army (Cage Mountain Headquarters) and it housing an Aerial Knights Academy frontline training camp. Also, due to the construction of roads leading to it from the north and south of the Kingdom of Dawn and conecting to Graycastle along with the end of the trade routes to the Kingdom of Wolfheart and the Kingdom of Everwinter more and more commerce started to flow through it. There were buildings made of wood, of stone and event cement being build which made the town expand much like Border Town.

## Geography

Thorn Town is a city at the foot of the Cage Mountain in the Kingdom of Dawn. The mountain in its turn, borders the Kingdom of Dawn, serving as a natural defence against invasion from the foreign kingdom.

## References

1. ↑ Chapter 1090
2. ↑ Chapter 1379
3. ↑ Chapter 1090
White

**White** is a former Church's cart driver from the Northern Region of Kingdom of Graycastle. He has been transporting orphan girls to the Old Holy City for 20 silver royals, after the Church's fall he moved to Kingdom of Wolfheart.

## Personality

White despises nobles for their constant talks about luxury goods and expelling him after injury. He doesn't believe in god's mercy and blames him for his trauma. When he sees men taking girls with them from carriage he thinks this fate is better than death from cold and starvation.

## Background

White had worked as a cart driver for 30 years for various nobles. During refugees riots he fell off the cart and broke leg. After this he was fired with excuse he couldn't drive carts anymore.

## Chronology

White had been making his last trip before Months of Demons would end from Kingdom of Wolfheart to the Old Holy City. He had talked with Church's emissary about previous life, his misfortune and orphans. They stayed in Wolfheart's town to spend the night before arriving to the Old Holy City.

After the Church had lost, the local priests stopped sending orphans to the Holy City, causing White to lost his main source of income. He settled down in Wolfheart's Silty Bay, looking for employment in the unstable kingdom.

## References

1. ↑ 1.0 1.1 Chapter 83
2. ↑ 2.0 2.1 Chapter 1198
Worm-like hybrid

**Worm-like hybrid** is a type of demonic hybrid.

## Appearance

A huge worm with claws and a mouth. In the manhua adaptation, it is a huge, green worm with one pair of eyes at each point of its body, like claws and a thorn in the middle. It also has a lot of sharp teeth in its mouth.

## Power and Abilities

It can climb through cliffs and walls by pressing its body close to the glacier cliff, drilling its bone claws into the cliff and climbing up the wall step by step. Even when it reached the top, its lower body still hadn’t left the ground completely. It can also store a horde of demonic beasts in its huge body and release them by opening its mouth.
The Barber

**The Barber** (unofficial name) was an unused character for *Little Nightmares II*. He is armed with a large pair of scissors.

## Appearance

The Barber appears to be a giant humanoid creature with wrinkly pale skin, dark hair that curls on either side of his head, and a mouth that is always open.

His attire changes depending on the picture that he is depicted in. In one reoccurring painting, he appears to be wearing a green bowtie with a red button-up shirt. In another photo, he is depicted to wear attire similar to that of the Teacher. Finally, he appears to be wearing regular clothes with an apron in the concept art.

## *Secrets of the Maw*

While he is never physically seen, two portraits of him are hung in the Residence. The first can be found in a room with a wall covered in paintings, where he is in a portrait wearing an attire similar to the Teacher's. In the next room, he can be seen in a portrait where he is wearing a red button-up and a green tie.

## *Little Nightmares II*

While he was cut from the game, his existence is still alluded to in the game. There is a portrait identical to that of the one found in *Secrets of the Maw* that can be found in the Hunter's cabin in the Wilderness. It can also be seen down the corridor in the first part of the School. It appears to have fallen off the wall due to a large hole where it was hanging from, likely the doing of the Bullies.

He can also be seen in a newspaper, using his large scissors to intimidate a child.

## Trivia

* The Barber's concept art shares similarities with *Die Geschichte vom Daumenlutscher*, the sixth story from the German children's book *Der Struwwelpeter*, where a tailor wielding large scissors cuts off the thumbs of a child who would not stop sucking them.
* A newspaper with a picture of the Barber can be found in the Pale City. The sign at the top of the paper can also be found in the School on a door, which is also close to his portrait.

## Gallery

### Newspapers and Paintings

A painting of the Barber found in the Residence.A portrait of the Barber from *Secrets of the Maw* and *Little Nightmares II*.Various newspapers, the one in the top right featuring the Barber.
### Concept Art

Concept art of the Barber, which some are not included in the artbook.
## References

1. ↑ An official source that states the name hasn't been found yet.

Noone • The Counsellor • The Candleman • The Workers • The Prisoners • The Tall Woman • The Child with Gooey Hair • Cici • The Bathers • Jester • The Merchants • The Shopping Mall • The Counsellor's Professor • The Performing Children (Rusty) • The Man in the Purple Suit • The Carnival People • The Dummy • Nomes • The Naughty Kids • The Balloon-Headed Man • The Puppet
Animals • Children • Unidentified Characters
The Kid with a Red Scarf

**The Kid with a Red Scarf** (unofficial name) is a child that appears in *Very Little Nightmares*.

## Appearance

The Kid with a Red Scarf appears to be young child with light-brown skin. They wear a light-blue trapper hat, a long red scarf, a brown button-up coat, and dark-blue shoes.

## Personality

Shortly after being rescued by the Girl in the Yellow Raincoat, the Kid with the red Scarf rudely pushed her out of the way and attempted to escape without her. This might imply that they cares little for others and is only interested in saving their own life. They are also incompetent, as seen when they were captured again shortly after being rescued.

## *Very Little Nightmares*

For the first time, this character appears in a warehouse with cells, and they are locked inside one of them. For the Girl in the Yellow Raincoat to continue her journey, she must get the key and release the kid, and then open the door with their assistance. After that, the kid pushes the Girl aside and runs away. However, in the next room, the player can find the kid’s clothes next to a closed door and a hatch in the floor.

Although it is unknown what exactly happened to the Kid with a Red Scarf after they were last seen, it was heavily implied that they were again captured by the Craftsman. Later in the game, the Girl in the Yellow Raincoat can see a doll wearing their clothing being taken out of a box by the Butler, who caries their body with his telekinetic powers to another room. Soon after this, the doll can be seen sitting at the end of a table of dolls. She will need to push the doll onto the ground in order to allow herself to get onto their chair and on top of the table. Towards the end, the Pretender is seen scolding the doll and drags it out the front door. Outside, the Pretender is then seen seated and crying on a bench by a cliff with the wreckage of the doll at her feet.

## Trivia

* In a room with revolving coat hangers, the Girl with a Yellow Raincoat will have to climb up what appears to be the Kid's red scarf.
* A portrait of the Kid with a Red Scarf can be seen hung on the wall of children's portraits.

## Gallery

### *Very Little Nightmares*

The Kid with a Red Scarf freed by the Girl.The Pretender yelling at the boy after their corpse was turned into a doll.Dragging their body outside.Their dismembered remains on the edge of the cliff.
### Models

The Kid with a Red Scarf's model set.Amongst the Butler's model set.Amongst the Pretender's model set.

Noone • The Counsellor • The Candleman • The Workers • The Prisoners • The Tall Woman • The Child with Gooey Hair • Cici • The Bathers • Jester • The Merchants • The Shopping Mall • The Counsellor's Professor • The Performing Children (Rusty) • The Man in the Purple Suit • The Carnival People • The Dummy • Nomes • The Naughty Kids • The Balloon-Headed Man • The Puppet
Animals • Children • Unidentified Characters

1. ↑ An official source that states the name hasn't been found yet.
The Ghost Child

**The Ghost Child** is a character from Episode 5 of *Little Nightmares Comics*.

## Appearance

The Ghost Child is a skinny young child with pale skin who wears a white sheet that covers their whole body and reaches just above their feet, with two eye holes enabling them to see. Their feet are bare and have one arm hole cut out for their left arm.

## *Little Nightmares Comics*

Episode 5 begins upon first person perspective of the Ghost Child inside an apartment building in the Pale City, who is first seen pulling a scrap of food from a pile of used plates. The Ghost Child then looks to the side, seeing two Viewers watching television. They soon climb down the counter, and then discovers a blood-stained cage and bloody footprints behind the Viewers' couch. As the child follows the bloody footprints, they find a bleeding rat inside a wardrobe. Hoping to save the rat, they pick it up and climb up to the window with it aiming to escape the apartment that way. However, the child realizes that that they were too high up the building, and had no way of safely descending down or reaching the nearby buildings. They then also realize that the rat had succumbed to its wounds while it was cradled in their arm. The Ghost Child then hears the sound of TV being turned off, which causes the Viewers to then immediately attack them.

## Theories

* Since the name of the Ghost Child's model is labeled as "Child03", it is most likely that their model was originally going to be used for the Glitching Remains due to the name of the Glitching Remains' model being label as "Child04".

## Trivia

* Like Mono, the Ghost Child wears an object that covers their entire head and has eye holes cutout.
* Their photographs and drawings can be found in some areas of the Pale City, such as the School, Hospital, and apartments.
* Although the Ghost Child does not appear in the *Little Nightmares II*, their model exists in the game files.
* The Ghost Child is the only character from the concept art of children whose model is left unchanged.
* In the concept art of experimental children in the Hospital, in the lower left there is a drawing of an experimental child who looks like the Ghost Child.

## Gallery

### In-comic

#### *Little Nightmares Comics*

Ghost's appearance revealed at the end of the comic.
### Drawings and photos

A photo of the Ghost Child that can be found in the Pale City.A handful of drawings, one resembling the Ghost Child.
### Concept art and models

Mono and Six with the Toddler, the Girl with Braids, the Fat Kid and the Ghost Child.The Ghost Child model in the game files.
## References

1. ↑ In Little Nightmares II's game files

Noone • The Counsellor • The Candleman • The Workers • The Prisoners • The Tall Woman • The Child with Gooey Hair • Cici • The Bathers • Jester • The Merchants • The Shopping Mall • The Counsellor's Professor • The Performing Children (Rusty) • The Man in the Purple Suit • The Carnival People • The Dummy • Nomes • The Naughty Kids • The Balloon-Headed Man • The Puppet
Animals • Children • Unidentified Characters
The Craftsman

**The Craftsman** is the first antagonist encountered in *Very Little Nightmares*. He appears in Levels 2 to 5.

## Twitter Description

> *I know we said you should try to make new friends in the Nest, but maybe… Maybe not this guy.*
>
>

## Appearance

The Craftsman appears as an old man bound to a small purple wheelchair. He has long pale gray hair, long arms and legs (though not as long as the Janitor's), and fingers with long black fingernails. His long legs appear to be non-functional and his feet are twisted backwards with his toes curled and pointed down. He wears a white surgical mask and red goggles, as well as a fully dark gray-green outfit and a tan apron.

## *Very Little Nightmares*

The Craftsman is encountered early on in the game, seen dragging a cage through a doorway. Later he can be seen washing skin in a shower room and later in another room washing them in bathtubs. He can also be seen searching for the Girl in the Yellow Raincoat in an adjacent room where wigs are made. He is last seen taking boxes, in one of which the Girl in the Yellow Raincoat hid herself, to an elevator.

## Strategy

The Craftsman can reach high shelves thanks to his long arms but is restricted to his wheel chair making it difficult for him to see anything that is too high up. Though he is capable of dragging himself around with his arms (or sometimes just one arm), he cannot bypass obstacles that obstruct his wheel chair and will be forced to make detours if caught in a dead end. If he can reach the Girl in the Yellow Raincoat while she's at ground level, he will run her over with his wheelchair, killing her.

## Theories

* The Craftsman's job likely consists of using the skin and hair from the imprisoned children to make numerous dolls for the Pretender.
	+ It is also possible that the Craftsman collects and cleans the clothing from children who were converted into Nomes in order to dress dolls meant for the Pretender.

## Trivia

* The dolls may be handmade by the Craftsman himself by sculpting wood, tanning skin into leather, and creating wigs.
* His appearance seems to be inspired by the Boiler Man from *Spirited Away*.

Noone • The Counsellor • The Candleman • The Workers • The Prisoners • The Tall Woman • The Child with Gooey Hair • Cici • The Bathers • Jester • The Merchants • The Shopping Mall • The Counsellor's Professor • The Performing Children (Rusty) • The Man in the Purple Suit • The Carnival People • The Dummy • Nomes • The Naughty Kids • The Balloon-Headed Man • The Puppet
Animals • Children • Unidentified Characters
The Sewer

**The Sewer** is the fifth location of Noone's nightmares from the audio-fiction series, *The Sounds of Nightmares*.

## Description

Noone described the Sewer as being made up of brick-tunnels with thick sludge passing through a canal in the center. Along the tunnel walls were pipes that poured in sludge, while high above are storm drains the Naughty Children used to travel throughout the sewers. Noone later encounters a junction, which she described as having an overwhelming amount of options to choose from in terms of passageways.

The Sewer often has what is described as a "tidal wave". The tidal wave is signaled when the walls begin to shake. The tidal wave consist of a large gush of water that passes through the Sewers many tunnels, which the Naughty Kids often look forward to watching from a distance.

## Components

### The grand iron door

Noone described hearing one of the Naughty Kids closing a "grand iron door," which was followed by laughter.

### The maintenance room

The maintenance room is accessed through a rusty door in the Sewer. This room houses various piles of junk, jewelry, and other treasures. After the Nome brought Noone to this room, it gestured her towards a chair with a child's propeller cap.

It would later be revealed that this room belonged to the Balloon-Headed Man, who made piles of various items that he collected over the years.

## Trivia

* The shaking that occurred before the wave culminated most likely implies that there is a part of the sewer where excess water builds up and eventually releases.

## References

1. ↑ I WROTE AN EPISODE FOR THE SOUNDS OF NIGHTMARES! LITTLE NIGHTMARES PODCAST

The Nowhere
 **Chapters**
 **Comic-exclusive**
 ***The Sounds of Nightmares***
The Counties • The Stone Giant • The Bathhouse • The Shopping Mall • The Carnival • **The Sewer** • The Clothing Room • The Threshold
The Nome's Attic

***The Nome's Attic*** is a downloadable content for *Little Nightmares II*. This DLC is available if players have the DLC installed by purchasing the Deluxe Edition of the game or the Digital Content Bundle DLC. It is an additional segment added to The Hunter's cabin in The Wilderness chapter.

## Appearance

The Nome's attic appears to be very similar to the portion of the cabin's attic that can be seen in the main game, albeit much darker and less spacious.

## Solution

After you collect the key in the shack's attic and pull out the drawer, a Nome will start running to the left. Go back to the area with the stuffed woman and a cupboard on the left will be opened. Climb the cupboard and then follow the Nome into the attic.

In the attic, Mono will meet the said Nome, who will immediately run to hide from him. To go further, you need to find the Nome in various places, starting with a closed suitcase, then throw a shoe into a cardboard box on the top right, where the Nome will try to hide, pull out the drawer box on the left and jump on the old mattress on the right. As a result of these actions, the Nome will move the painting against the wall and open the way.

There will be no light in the next room until the Nome lights the match it found. In order for it to go further, you need to lead it along the boards placed on top to a stack of boxes on wheels, and then with their help move the Nome to the passage in the mesh fence so that it opens the door and Mono can turn on the light.

To get a hat - the Nomes' hat, climb up the boxes at the beginning of the dark room and go through the Nome's path. Raising its hat, Mono can follow the Nome, which opened a passage in the wall on the right, to return to Six.

## Gallery

 **DLCs**
 **Comics**
 **Miscellaneous**
*Hunger* • TV series • PAPERCRAFT • *The Sounds of Nightmares*
The Factory

**The Factory** is one of the areas Low and Alone will pass through in *Little Nightmares III*.

## Description

Not much is known about the factory's exterior, let alone if the protagonists will explore it or not. Based on the lollipops littered around the factory and masses of them dumped out a massive machinery, it appears this factory in particular is occupied in producing lollipops. The factory's interior appears to be messy, cluttered with broken and unused objects. Red sludge can be seen leaking out from pipes or flooding around the floors.

The poor sanitary condition of the factory results in tiny bugs scattering about, in which the safest method to travel by is with a power cell.

## Theories

* The red sludge seen around the Factory is speculated to be used in the production of the lollipops, with the sweetness attracting the bugs.

## References

1. ↑ Bandai Namco–*Little Nightmares III* overview

The Nowhere
 **Chapters**
 **Comic-exclusive**
 ***The Sounds of Nightmares***
The Counties • The Stone Giant • The Bathhouse • The Shopping Mall • The Carnival • The Sewer • The Clothing Room • The Threshold
The Performing Children

**The Performing Children** (unofficial name) are a group of teenagers that appear in the fourth chapter of *The Sounds of Nightmares*. They were captured by the Man in the Purple Suit and the Dummy and forced to preform in the Carnival.

## Appearances

The Performing Children were said to be teenagers. The children aside from Rusty were said to wear special outfits for their acts, which include a white costume with sparkles and a fancy red coat.

## *The Sounds of Nightmares*

After meeting them at the beginning of her dream, Noone befriends one of the teenagers, Rusty, and promises to help him escape. Their acts consist of the kid in the red coat walked into the middle of the stage and began performing magic tricks, the last of which involved smoke coming out of his coat and then disappearing as the cloak dropped. After he disappeared, two children with sticks in their mouths appeared in his place, both of which blew fire. The fire performers were followed up by the jugglers, who took the flaming sticks and threw them in the air.

## Trivia

* The Performing Children are the only group of characters in the *Little Nightmares* universe to be known to identify as teenagers.

## References

1. ↑ An official source that states the name hasn't been found yet.

Noone • The Counsellor • The Candleman • The Workers • The Prisoners • The Tall Woman • The Child with Gooey Hair • Cici • The Bathers • Jester • The Merchants • The Shopping Mall • The Counsellor's Professor • **The Performing Children** (Rusty) • The Man in the Purple Suit • The Carnival People • The Dummy • Nomes • The Naughty Kids • The Balloon-Headed Man • The Puppet
Animals • Children • Unidentified Characters
The Clothing Room

**The Clothing Room** (unofficial name) is the sixth location of Noone's nightmares from the audio-fiction series, *The Sounds of Nightmares*.

## Description

A "musty and cluttered" room with mountains of patterned fabrics piles against the walls. Within the room was a long wooden table covered in scraps and tools. Across the room is a closed door, where the sound of a machine whirring could be heard on the other side. The scent of candy apples and sad music filled the air. Besides her were racks of clothes that were far too big for her, but just right for the armless and faceless mannequins seen around the room, some of which were already wearing various outfits, such as a white wedding dress splashed with dark stains, a purple suit with a red bow tie and a black velvet cloak.

At the foot of another table was a wooden chest which was stuffed with smaller outfits. These included a doctor outfit, a pink tutu with shoes, and a yellow raincoat. On the table, among spools of threads, needles, and ribbon sat the Puppet.

Somewhere in the room is a sewing station where the Perfect Lady sews the clothes.

## Trivia

* While listing the locations featured in the Sounds of Nightmares in order, *SuperHorrorBro*, a co-writer for the second chapter of the series, referred to this location as a "factory."
	+ If this is in fact the case, it may have some connection to the upcoming factory level in the upcoming *Little Nightmares III* game.
* Nothing is known about the rooms beyond the Clothing Room other than sad music that could be heard playing.
	+ Noone described the smell of caramel apples as being "familiar."
		- The candy apple smell that Noone recognizes was previously experienced at the Carnival, where she saw a rotten candy apple being eaten by one of the Carnival People. Whether or not the two locations are somehow connected remains unknown.
* Among the clothing that Noone spots, there is a purple suit. This could be in reference to the Man in the Purple Suit from Chapter 4.

## References

1. ↑ An official source that states the name hasn't been found yet.
2. ↑ We Can Finally Explain the World of Little Nightmares (Little Nightmares Theory)

The Nowhere
 **Chapters**
 **Comic-exclusive**
 ***The Sounds of Nightmares***
The Counties • The Stone Giant • The Bathhouse • The Shopping Mall • The Carnival • The Sewer • **The Clothing Room** • The Threshold