The Transmission

Image of the Transmission from the chapter selection menu

**The Transmission**, more commonly known as **The Signal Tower**, is the fifth and final area Mono and Six pass through in *Little Nightmares II*. It takes place entirely inside the tower.

## Twitter Description

> *The black tower calls. And it will never stop unless you stop it. Are you ready to go back?*
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## Description

It appears as a dark skyscraper with a mauve beacon at its top located at the center of the Pale City. The Tower stands tall with its beacon shining brightly in the dark City.

The situation inside the tower is supernatural, illuminated by eerie magenta lights, as props and objects float mid-air. A mesmerizing musical tune plays from nowhere and echoes everywhere. Furniture exist in some places, from armchairs and table lamps, to deformed drawers which are bent and laid out in every corner of the rooms and hallways. There are several doors that act as portals leading to others. Some doors teleport objects to another door in the same area, while others can lead them to entirely new spaces within the tower. Some of the seemingly wooden doors can be found curled up like a gym mat. Long staircases are also seen stretching out from floor to floor inside the tower. Pictures and portraits of deformed faces and creatures appear on the walls. Behind the concrete structure are hidden fleshy blobs that will spread out through the walls as the game nears its end.

## Solution

Mono must find Six in the Transmission and escape with her.

Mono will start in a bendy corridor similar to that in his dream. A familiar musical tune plays and gets louder as he moves closer to the door. Once he reaches the door, the door opens for him this time and Mono will arrive on the first floor of the tower. Move to the open door in front. But before Mono can reach the door, the door will close. However, a door on the right will open. Enter through the door and walk up the staircases. Then enter the door at the end to proceed to the second floor.

Mono will arrive in a corridor with two doors. This time, paying attention to audio and sounds are important to pass this obstacle. Follow the door which causes the loudest music sound. The player here is required to do a specific pattern. After succeeding, go to the door in the middle of the horizontal corridor. Enter the door later and climb up the staircases to reach the third floor.

This time, the corridor has 4 doors. Before completing the pattern, the player has to push a door open to help solve the puzzle. Do the pattern again and after completing it, head up through the staircases to the fourth floor. Later inside a corridor, there will be a total of 7 doors with a big bottomless hole in the middle. Push down a raised board and afterwards, complete the pattern. Go through the staircases again and head to the fifth floor. Enter the door at the far left to progress.

Mono will enter a room full of toys. He will also see that Six has turned into a monster. Her music box will be in the center of the room, but Six will be protective of it. Press the call button to call Six multiple times. Later, a mallet will be revealed in a suitcase Six sat on. Grab the mallet and hit the music box with it. After a cutscene, Mono will arrive back at the same room, but the walls start to tear down. Run to the right and Six will start chasing you. Keep running and then move forward and enter a door. Keep running again and jump into an opening within the wall ahead. Enter through and hide under a table as Six will search the area. After Six pushes down a door and goes inside, follow her into a hallway. Grab an axe and start breaking the door.

Mono will arrive in a room with Six in the middle. Grab the axe and start to call Six. This will enrage her, and she will follow Mono's echoes. Enter the door to another on the other side. While Six is away from her music box, hit it with the axe. Mono will wake up in an endless stretch of darkness. Keep moving until Mono will see a door. Grab the axe and start breaking down the door.

The next fight will have more doors and be tougher. Grab the axe and keep moving to the right. Call Six and enter through the door. As she enrages, go up to the floor with the music box. Then call Six on the left side and enter through the door to go the right side. Quickly run to the music box and hit it while Six is going berserk. Mono will once again arrive in an endless stretch of darkness. Walk around until you see a door. Grab the axe and start breaking the door.

This time, the axe will be on the other side. Call Six and enter through the door to go to the right side. Quickly take the axe and go down before Six can kill you. Later, go to the right door in the back and call Six. While Six starts to smash around, run to the music box, and hit it. The screen blacks out. Once it brightens up, Mono will wake up, seeing Monster Six holding to her music box. Mono will have to destroy the music box once and for all. Grab the axe and call Six. She will leave the music box vulnerable, so hit it. Afterwards, hit it one more time to turn Six back to normal. After getting up, the Flesh Walls will start to chase the pair. Run to the right through an opening.

While avoiding the Flesh Walls that will emerge from anywhere in the walls and floors, keep running to the right and jump through obstacles and holes. At the end of the section, enter through an opening. Keep running to the right and jump over the collapsed path and grab Six's hand. A cutscene will occur, showing that Six will let go of Mono, sending him plummeting down the abyss.

When the screen starts to bright up, Mono will wake up on a land of flesh. Keep running to the right (or left) until you see a mountain of fleshes with a chair on top of it. get onto the chair to trigger a cutscene and later finish the chapter.

## Theories

* It's possible that the Transmission is brainwashing the Viewers, who are inhabitants of the Pale City, by broadcasting programs on the televisions scattered across the game. Evidence of this is the large, flashing beacon at the top of the tower, which could be sending out a signal (hence the name Signal Tower) that is changing the TVs.
	+ After the Thin Man is released, the transmission fails to pacify the Viewers as they pursue Mono through the grocery store, regardless of how many televisions are present for them to view. Implying that the transmission could no longer be properly broadcasted without the aid of the Thin Man and his power serving as a signal to allow the transmission to be broadcasted to the TVs.
* Throughout the Transmission, Mono can find props that are references to the first game, for example the suitcase which Six wakes up in, a painting of Six eating a Nome, and a girl's portrait similar to the one in the Lady's Quarters. However since *Little Nightmares II* takes place before *Little Nightmares I*, this may heavily suggests that the Transmission can see events and things from the future.
* It's possible the tower is nothing more than a shell meant to hide the real threat within it, the Flesh Eyes. The transmission may never have been something provided by the tower, rather it was produced by the Flesh Walls who is believed to be the true threat of the *Little Nightmares* world.
	+ Due to the possibility of the Transmission being produced by the Flesh Walls, its speculated the Transmission had affected Six in the same way it had affected the Viewers by warping her appearance into Monster Six, making her defensive and violent when interrupted and leaving her to spend long periods of time entranced by the comforting sound of her music box much like how the Viewers were entranced by the TVs broadcasting the Transmission, leaving suspicion that Six had become afflicted with escapism and was living in a fantasy similarly to the Viewers, as she remained trapped within the Black Tower. Due to the Viewers dependence on the Transmission, it is suspected Six had also become dependent of the Transmission, leaving suspicion that her reliance to it might have played a part in her betrayal towards Mono near the end of *Little Nightmares II*, this is supported by the official Twitter account describing the events between Mono and Six near the end of the game as "Extracting someone from a fantasy can be deeply upsetting for everyone involved". Mono breaking the music box may have not only freed Six from her monster form, it left her with resentment towards him for breaking her out of the Transmission she had become accustomed to through her music box.
* It is speculated that the Toddler in Episode 2 of the comics was dragged into the Transmission by the Thin Man as he is no where to be seen after the Thin Man phases out from the television screen. Although the Toddlers fate remains unknown, it is speculated that he had met a tragic end within the Tower as Mono never encounters any other child besides Six as he wanders through the towers endless halls and stairs.

## Trivia

* The Twitter description implies that Mono or Six have visited the Signal Tower previously.
* This chapter and The Hospital chapter are the only chapters in the game that don't have any sections that take place in the city area.
* This is the only chapter of the game where Mono's face isn't covered by an object throughout duration of the chapter.
* Various eye drawings can be seen throughout the tower, mainly above doors.
	+ Of all the drawings within the tower, the most common is a symbol of a triangle with an eye at its center, this symbol can be additionally seen on the TVs "stand by" channel on the *Little Nightmares II* game cover as well as on the TVs encountered in both the Lair chapter of *Little Nightmares* and The Depths chapter of *Secrets of the Maw*.
* According to the Little Nightmares Twitter account, the Transmission's specialty is “offering its viewers a story they’ll never want to end, regardless of the cost”.
	+ Similarly, Bandai Namco stated on CoryxKenshin's fifth *Little Nightmares II* video that "The Transmission offers you escapism, but it will never offer an escape."
* The tune of Six's music box can be heard echoing all throughout the Tower.
	+ After Six is captured by the Thin Man, the tune of the music box can be heard from various TVs around the Pale City. The tune becomes more notable as Mono approaches some of the televisions screens, implying that the the tune of the music box could only be heard by Mono and was broadcasted all throughout the Pale City by the tower specifically to lure him.
* One of the portraits in the tower displays Monster Six, inside the room with seven door portals.
* Monster Six's room depicts experiences and items which she has yet to see until the events of the first game.
	+ A portrait of her eating a Nome.
	+ A portrait of a girl with long brown hair wearing a dress, found in the Lady's bedroom.
	+ A suitcase with two small photos attached, seen at the beginning of *Little Nightmares*, after Six wakes up from her dream.
* This chapter has the least showcases in the game's trailers, being only shown in the launch trailer and the accolades trailer.
* A peculiar source of light can be seen shining above the chair Mono will evidently sit on near the end of the game. This light can also be seen moving around shining above Mono as he runs around a dark empty space searching for the door which will return him to Monster Six. The same strange light can be seen again as he runs around the endless flesh void near the end of the game, before finding the chair. It's unknown where this light is coming from but its suspected to be unnatural. Whether or not it has any relation to the light seen shinning above Six in The Lady's Quarters remains unknown.
* The inner design of the Transmission may be a reference to M.C. Escher's various paintings, particularly *Relativity*, a lithograph print painted to depict a world where normal gravity laws do not apply. This painting depicts non-existent gravity laws and extending staircases leading to different doorways. The floating objects, extending staircases and the door portals of the transmission, may reference the painting in some way.
* When questioned who built structures such as the Signal Tower, senior narrative designer Dave Mervik states, *"The world of Little Nightmares doesn't work that way, creatures and places exist for a reason. In the first game, The Maw exists because the hunger exists, and here, The Signal Tower exists because the need for escapism exists."*

## References

1. ↑ https://twitter.com/LittleNights/status/1364610870760898568
2. ↑ https://www.youtube.com/watch?v=5HJH9H7jC2A
3. ↑ https://www.gamingbible.com/features/games-little-nightmares-2-ending-explained-writer-confirms-prequel-20210311

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