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The profiles for Six, Mono, the Lady, and the North Wind need revisions immediately. They’ve been outdated for entire years now. Notably, the Sound of Nightmares audio series confirms the children are actually regular sized humans, meaning the monsters are simply just giants. So small size should be removed from Six and Mono, and large size should be given to the others.
ShockingPsychic mentioned this a couple years ago, but it never got approved to my knowledge: Six needs three keys. One for her without the Lady’s powers, one for her with them, and one for her as Monster Six. Monster is the form Six takes at the end of Little Nightmares 2, where she is corrupted by the Signal Tower and transformed into a huge beast. This key gets 9-B via sheer size, and gets Superhuman Physical Characteristics and Large Size (Type 1) for powers. She should also get a weakness, that being how she is too clingy to her music box, and that destroying it will revert her.
Six should have transmutation, teleportation, and summoning added under the Lady’s powers. The ending to the first game makes it abundantly clear she gains all of them; she kills the Lady their dark magic flows directly into her. The only reason she doesn’t use them all is became the game ends less than five minutes after. Six should also gain an unconventional resistance to soul manipulation in all forms, because her soul is siphoned from her body, so attacks aimed towards her body meant to harm the soul would prove ineffective.
However, the person in need of the most revisions is no doubt Mono. He needs another key for the Thin Man, his future self, and the following powers for his young self:
1. Tech manip + dimensional travel: Mono can change the channels, brightness, and radio frequencies of TVs. Upon standing equal ground with a TV screen, Mono can phase into it and enter the dimension within the Signal Tower, instantly exiting from another TV. However, both TVs have to be turned on first, and he has the chance to break the exit TV upon leaving it.
2. Astral projection: Throughout his journey, Mono finds and enters multiple TVs with the same hallway with a door at the end. During this time, his physical body remains outside while his mind goes forward, able to interact with its surroundings. We know he still remains outside physically, because Six, who lacks his powers, disrupts this connection by pulling his body away from these TVs.
3. Telekinesis + Space Manip: During Mono’s clash with the Thin Man, the Pale City’s buildings began warping like jello, and afterwards, he pulled the Signal Tower directly towards him by decreasing the space between them. The Thin Man similar uses telekinesis, and can open doors without touching them.
4. Existence erasure: Erases the entirety of the Thin Man from existence, not even leaving their soul behind.
5. Soul manipulation: Is capable of absorbing souls, and siphoning them from people’s bodies as the Thin Man. Though siphoning souls does not lead to death, making it different from durability negotiation, it does cause excruciating hunger much later on.
6. Mind manipulation: The Signal Tower specializes in using spectacle and escapism to lure people in; this isn’t inherently tech based, and it easily brainwash people using ordinary objects like music boxes, or light emitted externally. Those mesmerized by a form of escapism lash out wildly if it’s removed, showcasing animalistic anger and no qualms with brutal murder. Mono channels this as the Thin Man, having coaxed his younger self into opening the door separating them, and was never going to stop unless they answered.
7. Self-Sustenance (Type 2 & 3): Unlike protagonists of previous installments, Mono is physically incapable of running out of stamina. This goes beyond gameplay, as he grew old in the Signal Tower without needing any food, water, or rest, implying the tower satiated him using its own energy.
8. Resistance to Sealing: Mono doesn’t get trapped within the Signal Tower, regardless of how many times he enters it while traveling through TVs. Though he does stay there at the end of the game, this is due to him reverting to his self-loathing mindset after Six dropped him, and not because his powers were too weak to escape.
Meanwhile, the Thin Man needs everything above listed, as he’d share all of Mono’s powers. But he also needs:
1. Superhuman Patience: Mono sat in the Signal Tower with no external stimuli until he grew from a child to an adult, and was never going to stop calling his past self until they answered. This dedication is extraordinary impressive, as most people would rather hurt themself as opposed to waiting patiently for as little as fifteen minutes.
2. Immortality (Type 1, 2, 3): The Thin Man’s journey was stated to be endless, suggesting he cannot die of old age. He can endure having his body forcefully contorted and snapped at awkward angles, and regenerated from his neck getting bent.
3. Time Reduction: The Thin Man can slow down time while remaining unaffected by any changes, with things and people moving slower the closer they get to him.
4. Teleportation(?): The Thin Man can teleport short distances. Though, this could just be him using time manip to increase the speed of his own movements—an inverse of the above.
ShockingPsychic mentioned this a couple years ago, but it never got approved to my knowledge: Six needs three keys. One for her without the Lady’s powers, one for her with them, and one for her as Monster Six. Monster is the form Six takes at the end of Little Nightmares 2, where she is corrupted by the Signal Tower and transformed into a huge beast. This key gets 9-B via sheer size, and gets Superhuman Physical Characteristics and Large Size (Type 1) for powers. She should also get a weakness, that being how she is too clingy to her music box, and that destroying it will revert her.
Six should have transmutation, teleportation, and summoning added under the Lady’s powers. The ending to the first game makes it abundantly clear she gains all of them; she kills the Lady their dark magic flows directly into her. The only reason she doesn’t use them all is became the game ends less than five minutes after. Six should also gain an unconventional resistance to soul manipulation in all forms, because her soul is siphoned from her body, so attacks aimed towards her body meant to harm the soul would prove ineffective.
However, the person in need of the most revisions is no doubt Mono. He needs another key for the Thin Man, his future self, and the following powers for his young self:
1. Tech manip + dimensional travel: Mono can change the channels, brightness, and radio frequencies of TVs. Upon standing equal ground with a TV screen, Mono can phase into it and enter the dimension within the Signal Tower, instantly exiting from another TV. However, both TVs have to be turned on first, and he has the chance to break the exit TV upon leaving it.
2. Astral projection: Throughout his journey, Mono finds and enters multiple TVs with the same hallway with a door at the end. During this time, his physical body remains outside while his mind goes forward, able to interact with its surroundings. We know he still remains outside physically, because Six, who lacks his powers, disrupts this connection by pulling his body away from these TVs.
3. Telekinesis + Space Manip: During Mono’s clash with the Thin Man, the Pale City’s buildings began warping like jello, and afterwards, he pulled the Signal Tower directly towards him by decreasing the space between them. The Thin Man similar uses telekinesis, and can open doors without touching them.
4. Existence erasure: Erases the entirety of the Thin Man from existence, not even leaving their soul behind.
5. Soul manipulation: Is capable of absorbing souls, and siphoning them from people’s bodies as the Thin Man. Though siphoning souls does not lead to death, making it different from durability negotiation, it does cause excruciating hunger much later on.
6. Mind manipulation: The Signal Tower specializes in using spectacle and escapism to lure people in; this isn’t inherently tech based, and it easily brainwash people using ordinary objects like music boxes, or light emitted externally. Those mesmerized by a form of escapism lash out wildly if it’s removed, showcasing animalistic anger and no qualms with brutal murder. Mono channels this as the Thin Man, having coaxed his younger self into opening the door separating them, and was never going to stop unless they answered.
7. Self-Sustenance (Type 2 & 3): Unlike protagonists of previous installments, Mono is physically incapable of running out of stamina. This goes beyond gameplay, as he grew old in the Signal Tower without needing any food, water, or rest, implying the tower satiated him using its own energy.
8. Resistance to Sealing: Mono doesn’t get trapped within the Signal Tower, regardless of how many times he enters it while traveling through TVs. Though he does stay there at the end of the game, this is due to him reverting to his self-loathing mindset after Six dropped him, and not because his powers were too weak to escape.
Meanwhile, the Thin Man needs everything above listed, as he’d share all of Mono’s powers. But he also needs:
1. Superhuman Patience: Mono sat in the Signal Tower with no external stimuli until he grew from a child to an adult, and was never going to stop calling his past self until they answered. This dedication is extraordinary impressive, as most people would rather hurt themself as opposed to waiting patiently for as little as fifteen minutes.
2. Immortality (Type 1, 2, 3): The Thin Man’s journey was stated to be endless, suggesting he cannot die of old age. He can endure having his body forcefully contorted and snapped at awkward angles, and regenerated from his neck getting bent.
3. Time Reduction: The Thin Man can slow down time while remaining unaffected by any changes, with things and people moving slower the closer they get to him.
4. Teleportation(?): The Thin Man can teleport short distances. Though, this could just be him using time manip to increase the speed of his own movements—an inverse of the above.
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