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Six

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Six

Aliases

A hungry child[1]
A young girl in a yellow raincoat

Biographical information

Physical description

Other information

Six (not to be confused with the Girl in the Yellow Raincoat) is a smart and hardy girl of about nine, whose main motif is a yellow raincoat. Throughout the entire universe of the franchise, Six is ​​trying to survive in a world filled with cruel monsters, seeking to destroy her by any means.

She appears in both Little Nightmares and the comic series of the same name as the protagonist, Little Nightmares'DLC expansion Secrets of the Maw as a minor character, Very Little Nightmares as a supporting character, episode 1 of Little Nightmares Comics as the main protagonist, and Little Nightmares II as the deuteragonist and fifth / final antagonist. She served as the main antagonist in the transmission from Little Nightmares II.

Website Description

Little Nightmares Description

Trapped in the darkest depths of The Maw, starving and alone, Six’s world is one filled with danger. Most children would have already given up, but Six is ​​different. She’s smart, and tough, and has a lovely yellow raincoat. She belongs elsewhere.

Little Nightmares II Description

Awaking in a world she cannot recognize, six must learn to trust someone else if she is to stand a chance of survival. She has already seen more than any normal child ever should, but then ... Six is ​​not a normal child.

Appearance

Six is ​​much smaller than the adult characters of the series, being barely a third of their height with an extremely small, thin frame. She wears a bright yellow raincoat that ends just above her knees with three buttons, two pockets, and a rhombus-shaped hood. Up close, she has black bob-cut hair with bangs that completely obscure the top half of her face, only revealing her tiny nose and mouth. Her feet and hands are bare. Her only possession is a cigarette lighter she (presumably) keeps in her pocket when not in use.

In Very Little Nightmares she wore a white, short-sleeved shirt and matching shorts, and presumably still wears them underneath the raincoat and cardigan, at the very least the white shorts which appear throughout all the games.

In Little Nightmares II, Six wears a charcoal shirt under a button-up, stained, gray cardigan that reaches to her knees instead of her trademark raincoat, which she later wears over the cardigan after she escapes the School with Mono.

When Mono finally finds Six in the Black Tower, he discovers her to have been changed into a distorted, monstrous creature with long arms and bearing a resemblance to the Janitor. Her body is completely warped and lanky, her left foot seems to be dislocated judging by her structure. Her face is hidden by her grown out hair, and stretched out raincoat.

Spoilers in front!
This section contains important plot elements.

Background

Little is known about Six's past before the game's events, but it's stated that she "belongs elsewhere", implying that she used to live somewhere else before she arrived at the Maw. Her backstory is further explored in the comic book which showed that Six originally lived in an unnamed city until she was captured by the Ferryman.

In Very Little Nightmares, it is revealed that Six was also a prisoner in the Nest. As shown in a post-credits scene, it is implied she obtained her yellow raincoat following the demise of The Girl in the Yellow Raincoat and escaped using a raft.

Personality

Like all the other characters in the Little Nightmares series, Six does not speak; However, her personality can be inferred through her actions. Six frequently displays the characteristics of an anti-hero; she does not seem to care about saving the other children trapped aboard the Maw and will do whatever it takes to survive and escape the resort by herself, with little to no help from anyone else. She has an insatiable hunger and will eat virtually anything to satisfy it, with her diet gradually becoming darker and more desperate over the course of the game. On one occasion, a friendly Nome offered Six who was starving a sausage to eat. Instead, she chose to feast on the Nome, displaying a clear indifference to killing, at least while overcome by her hunger.

To other children littered about the world, Six is ​​clearly distrustful. She almost never makes any attempt to help them or, as in the case of Mono, (initially) rejects any of their own help outright, demonstrating that she is concerned first and foremost with her own survival and escape. However, when she finds herself in a quandary, Six does seem capable of realizing what she can and cannot handle on her own. She joins forces with Mono in Little Nightmares II and, temporarily, with The Girl in the Yellow Raincoat. In Very Little Nightmares, it is revealed that Six is ​​not completely indifferent to other children's need for help (or perhaps has some reciprocal moral code) as she did try to save the main character from the persecuting Pretender after the Girl herself saved Six from death. However, this did not save the girl; the mistress of the nest survived, and launched herself and the Girl in the Yellow Raincoat into the ocean where they both presumably drowned.

It was initially thought that Mono was a special occasion for Six, as he offered his help, although she refused at first. After that, Six seemed more than willing to work with him from now on. The girl's confidence in Mono began to grow after he saved her from bullies, and accepts his help when he offers to help her get back on her feet. The heroine really seemed to show genuine concern and compassion for Mono as she constantly pulls him out of the transmission he uses to get into the hallway. Once he accidentally frees Thin Man and she drags him off again, then seems concerned when Mono doesn't move at first, and reaches for him before he gets up. She also encourages Mono to flee when they see Thin Man approach them through the TV , ignoring her instincts to stay close to him. However, towards the end of the game, when Six caught Mono mid-jump during their escape from the Black Tower, instead of picking him up, she lets Mono fall and leaves him for dead. This incident may indicate that Six was simply using Mono as a means to an end, since she does not express any compassion or horror afterward.

In her distorted form, Six is ​​very protective of her music box and initially not hostile toward Mono, that is, until he damages her music box with a mallet which apparently angers her. After that, six chases Mono and will attack him if he gets too close, anywhere near her music box, or if he calls to her.

Throughout the game in Little Nightmares II, Six displays savage tendencies after Mono freed her in the School. This can be seen by Six killing a Bully with her bare hands, breaking some mannequin fingers, showing no remorse to the Doctor and instead finding some warmth by the fire that burns him, and kicking a viewer's body. She also tends to make use of the environment when bored. As at times when Mono isn't doing anything, Six will sometimes goof around in the area she is in. Six also seems to display self awareness throughout the game, showing that she herself knows that she is not a nice person.

Despite her apparent apathy and animal-like cravings, Six displays a high level of intelligence and slyness, being clever enough to evade and / or hide from her pursuers assisted by her inferior size. She is a proficient puzzle solver. She frequently throws objects at buttons she couldn't reach normally, for example; and towards the end of Little Nightmares, incapacitates the lady using a mirror, having somehow deduced the weakness from all the shattered mirrors around her living quarters. After killing the lady and absorbing her powers, however, six truly begins to live up to the game's title.

Mechanics

Six, despite her age, is quite quick and agile. She is a gifted climber and can run for extended periods of time, thanks to which she manages to escape from enemies. If it is necessary for Six to activate a button that is too high, or if she needs to distract the enemy, the heroine can pick up any object and throw it with the necessary force. As additional mechanics, six uses a lighter to illuminate places that are difficult to see in the dark. If one is available Six can light the nearest lantern or candle, which will be enough to constantly illuminate a portion of the terrain. However, six is ​​mainly focused on stealth, so while she may be very fast, she cannot lift or move heavy things on her own.

Six is ​​shown to be slightly stronger in Little Nightmares II, being able to kill a Bully with only her hands, tear off planks in which Mono was unable to and hold closed large metal doors with monsters behind them, she is also significantly faster, easily outrunning Mono when able to and also jumping much farther than him, but to her disadvantage, her stamina is worse than his as she tends to get tired and slow down when running for long periods of time.

Little Nightmares

At some point after her arrival, Six manages to break away from other children, taking refuge in the bowels of the Maw. Upon waking from a dream about the Lady, Six begins to make her way back to the outside but soon finds herself stricken by hunger pains that severely weaken her. Another child sees her and throws her a piece of bread to help.

The Janitor quickly discovers that Six has escaped, and traps her in a cage when her hunger pains return, using a piece of meat as bait. Six escapes again shortly after, resulting in a long game of cat and mouse in the lower parts of the Maw until Six manages to defeat the Janitor by severing his arms with a watertight door. She then transcends through the Maw.

Unfortunately, she is again stricken by hunger pains, which she sates by devouring a trapped living rat.

She eventually enters the kitchen regions, where she confronts a pair of twin chefs who are in charge of preparing the Maw's annual feast. The chefs also perceive Six as an intruder and try to catch her much in the same way as the Janitor, but she finally eludes them by grabbing onto one of the moving hooks on the ceiling that transports meat.

After briefly reaching the outside, six then comes across the guest area, where the obese visitors of the Maw gorge themselves on several tons of food. The event is hosted by a woman simply known as "The Lady", who watches the guests from a balcony. The guests seem to be driven mad by gluttony and even attempt to eat Six, culminating in a massive flood of themselves that Six barely manages to escape.

Shortly after, however, Six's hunger pains return. She encounters a friendly Nome that offers her a sausage, but instead, she pushes the sausage aside and eats the said Nome.

Afterward, she follows the Lady up to her living quarters, where she is eventually discovered. After escaping once, she finds a mirror that seems to have a harmful effect when directed at the ominous figure. Six forces the Lady to look at her reflection several times until the Lady loses her strength and falls to the floor. At that moment, Six's hunger pains strike again, and she bites down on her fallen opponent's neck, killing her in the process.

After consuming the Lady's flesh and blood, she somehow attains the ability to drain other people's life force. She uses this power to many of the guests, and then leaves through the Maw's main entrance, disappearing into the sunlight while a few Nomes watch. On the surface, Six patiently awaits rescue as a boat's horn is heard in the distance.

Secrets of the Maw

Though not the main playable character, Six makes a few appearances during Secrets of the Maw. She first appears in a cage in the same room as the Runaway Kid before the Janitor drags him away. The Kid can later spot her crossing the room of shoes from a camera room in the Hideaway DLC.

Very Little Nightmares

Six appears throughout the game, where she was literally followed by the Girl in the Yellow Raincoat; However, for most of the game the player cannot interact with her. The characters first directly interact with each other when the girl runs out of the nest. Together they open the gate and run through the grounds to a shed in the trees. However, Six does not get to the entrance of the shed in time, and the Girl locks herself inside trapping Six without, thinking that the Butler is pursuing her.

The characters meet again when the Girl in the Yellow Raincoat descends from a cliff, trying to escape from the Pretender pursuing her. Six falls off a cliff and barely manages to grab onto a protruding root. The Girl in the Yellow Raincoat saves her from falling onto the rocks, dropping a tree under her. In gratitude for the help, Six tips a boulder onto the Pretender, who almost caught up with the Girl. However, this does not kill the Pretender. The Pretender again attacks the Girl in the Yellow Raincoat and because of this, the two of them fall off a cliff into the water, where they both supposedly drown.

Little Nightmares II

After Mono finds a shack and investigate it, he finds Six locked inside a closet with a music box for a month according to the tally marks on the walls. Mono then frees her by breaking the door with a hatchet then offers her a helping hand. At first, Six is ​​skeptical and avoids Mono, and tries to escape from the shack alone. After a failed attempt to get to the attic to retrieve a key to unlock a door, Mono arrives and again offers Six his help. She then realizes that he is not hostile and only wishes to lend a hand. Seeing that he's offering an assistance necessary for an escape, she decides to trust Mono and stays by his side.

As Six and Mono sneak past the Hunter, they push a tiny disposal box open, which alerts him. The Hunter takes out his shotgun and starts shooting at the children. Six and Mono run away as they both hide behind boxes, using them as shields. Six and Mono then run and hide under a cliff to avoid him. After the Hunter leaves, six then walks out of the area she and Mono were hiding in, then she offers Mono her hand. The children soon sneak past the Hunter by hiding under the tall grass, they then quickly duck into a hole.

When they come out of the other side, Six helps Mono cross a bridge over to a field where the Hunter continues to search for them. As Six, along with Mono, continues to move forward, a crow then flies and alerts the Hunter then he starts shooting at the children once again. As the Hunter is shooting, Six and Mono both start climbing up wooden boards to get inside the building.

Six then grabs Mono from falling as both continue to flee from the Hunter, avoiding his shots. She and Mono then jumps outside the window, and then both slide down the roof into a swamp. Her and Mono then hide under a board after hearing the Hunter banging the door. As Six continues to swim and hide from the Hunter with Mono, they both then climb onto an island, and the children then pushed down a log of which alerts the Hunter. Six and Mono then climb down and swam behind the log they just pushed, avoiding him. They then climb on land.

Later, the Hunter was then alerted by two crows and starting to shoot at Six and Mono for the third time; the children then use boxes shields again. Both then enter a shed. Six locks the door, so the Hunter doesn't break in while Mono takes a shotgun off the wall. As the Hunter is about to break in, Six grabs the fallen shotgun. With Mono's help, the children then shoot the Hunter. Once they recover from the recoil, her and Mono both get up and climbs outside the window to the beach of the Wilderness, Six and Mono both push a door onto the sea using it as a raft. After that, Six and Mono arrive at the beach of the Pale City.

After venturing within the city, Six and Mono encounter a television. Mono interacts with it and pulls the both of them inside. Mono ends up inside of his dream hallway, but six pulls the both of them out into an apartment before he can reach the door. Exiting via a window, the duo encounter a large, run-down School outside. Inside, they soon realize the place is full of traps designed to kill intruders. As they venture deeper, a group of Bullies, porcelain dolls that resemble children, trap Mono under a locker and kidnap Six, leaving Mono alone to deal with the dangers that lie ahead.

Later, Mono finds Six in the School's restroom, being guarded by two Bullies. After Mono break the board with a hammer, Six later wakes up and is helped by him to get up. Then, both of them escape the school after avoiding the Teacher's clutches and traverse through the city area. Not long after, Six finds her iconic raincoat in one of the Pale City's ruins. They then traverse through the Hospital and the Pale City.

After evading a crumbling building, Six is ​​crushed by some debris. Mono later pulls her out and continue their adventure. After Mono releases the Thin Man, he escapes to a room, hiding under the bed. Six is ​​quickly seen and then later kidnapped by the Thin Man, leaving a Glitching Remain resembling Six.

After Mono managed to escape the viewers in a supermarket, he later sees Six in a television. Mono attempts to pull her out, but she is pulled back by the Thin Man. While Mono is walking in the subway, a Glitching Six is ​​seen guiding him.

When Mono finds Six in the Transmission, he discovers her with a music box and has been transformed into a large monster. Initially, Six is ​​not hostile in this form and even comes to Mono when he calls to her. However, Six's behavior changes when Mono uses a mallet to damage her music box. A chase ensues and Mono manages to evade and hide from the monstrous version of Six. A battle ensues where Mono calls to Six and goes through the doorways to lure Six away from the music box so he can destroy it. Mono eventually succeeds and Six is ​​reverted back to normal.

Once Six has been turned back to normal, the pair look at each other right before the room around them starts collapsing, the two make a quick get-away through the fleshy crumbly remains of the Black Tower, in which Six had the lead on Mono , running past him without a second glance.Six manages to run and jump across a stone walkway that crumbled beneath her, making it to the exit, however seeing the floor between herself and Mono gone, she quickly turns back and outstretches her arm to help him, catching him as he jumps, but Instead of pulling him up to safety, six pauses for a moment, before ultimately letting go, dropping him into fleshy abyss, and walks away as the music plays a demented tune.

In the secret post credits scene, Six arrives back in an room through a TV, as she looks around and slowly stands before being approached by a distorted and dark shadow version of herself, a remnant of what she had just gone through after being taken by the Thin Man. The Shadow Six looks towards a poster of the Maw, before fizzling and fading away into the wind, then Six's stomach begins to rumble with a loud, deep hunger as she stares off into the camera, obscured by shadow.

Powers and Abilities

The only time when Six gains a supernatural power is after defeating the Lady and eating her.

  • Soul-sucking: After eating the Lady in the neck and quenching her hunger, Six retrieves the Lady's power. She then later sucks the souls of the guests along the way before exiting the Maw.

Trivia

  • Initially, Tarsier Studios did not reveal Six's gender, which is why for a long time it was not known exactly whether the heroine was a girl or a boy or something else. However, since many fans referred to Six as a girl unprompted, the studio began referring to her as such as well, and in the following games hints were left that the heroine was female.
  • Six is ​​the only character to appear in every installment of the overall franchise.
  • The fact that Six is ​​nine-years-old is ironic since if the number 9 is turned upside-down, it becomes the number 6, which is Six's name. The same can be said vice-versa.
  • When Six is ​​eating, a dark version of her is seen nearby, watching Six as she devours her meal.
  • As seen in the Gamescom 2016 demo, Six initially was shown having the ability to whistle in order to attract the attention of nearby characters.[4]
  • At the moment, players can purchase paid exclusive masks in order to change the appearance of Six to their liking. These include a Tengu mask, a Fox mask, a Scarecrow sack, and an upside-down teapot.
    • If a player breaks all the statues, they will be rewarded with a white porcelain mask similar to that of the Lady. There is also a Pakku mask, an exclusive gift for Nintendo Switch players with the Pac-Man amiibo figure.
  • On the official Twitter account in one of the posts, it was mentioned that Six does not like vegetables.[5]
  • Six is ​​currently the only NPC who can die non-canonically.
    • This is first seen at the end of the game Very Little Nightmares, where if the Girl in the Yellow Raincoat does not save Six from falling onto the rocks, the latter will die. In this case, the main character will not receive Six's mutual assistance, and the Pretender will catch up with her and vanish her.
    • Hostile characters do not seem to react to Six in Little Nightmares II, possibly to save players the stress and worry of keeping her alive. However, she is not invincible; for example: if she is too close to Mono when the Hunter successfully hits his mark, they will both be killed.
  • Six originally was going to obtain her raincoat earlier as the announcement trailer shows her putting on the yellow raincoat in an unknown room, and she was also shown wearing it while hiding from the Hunter and confronting the Teacher in the trailer.
  • It is likely that Six was originally going to be the protagonist or a playable character of Little Nightmares II instead of Mono, as two pieces of art in the artbook of Little Nightmares II show Six on her own without Mono.
  • When asked about his take on why Six betrayed Mono at the end of Little Nightmares II, narrative designer David Mervik replied that he couldn't answer, but did state that “Six's perspective of this will be different to Mono's, and different again to the player's ”.

Video

Gallery

In-game

Little Nightmares

Very Little Nightmares

Little Nightmares II