Little Nightmares 3 continues its tradition of weaving unsettling atmosphere with rewarding exploration. While the signature
dolls are the only collectibles found in every chapter, certain stages hide unique secondary items that expand the chilling lore. In the case of
Chapter 4: Institute, players must track down subtle, fleeting apparitions known only as
Ghosts.These spectral figures are much more than typical hidden items; they are brief, often poignant glimpses into the facility's tragic history. These ghosts only become visible when you approach their specific location, displaying a short animation before fading away, which counts as them being "collected." Successfully gathering all six ghosts in this haunting chapter is essential to unlock the
"Institutionalized" achievement.Whether you are progressing through the Institute for the first time or replaying the chapter to sweep up missed secrets, this guide will lead you through every dark corner and eerie hallway to ensure you capture every spectral sight.
Little Nightmares 3: Ghost Location
The Institutionalized Secret: Ghost Locations
The six collectible ghosts are spaced out across the entirety of Chapter 4, with the first being available immediately upon arrival and the last preceding the final boss encounter.If you are replaying the chapter, note that ghosts you have already collected on a prior run will not reappear, though rest assured, they are still counting toward your progress for the "Institutionalized" achievement.
Ghost #1: Drawing in the Sand
You don't even need to enter the main facility to find the first spectral whisper.
- Location: Immediately upon starting the chapter, the characters Low and Alone will find themselves on the shore directly in front of the colossal Institute building.
- Path: Before climbing the giant set of stairs leading to the entrance, move your character to the far right side of the screen.
- Interaction: Walk past the large staircase and shine your flashlight onto the ground on the other side of the stairs to reveal the first ghost, drawing in the wet sand.
Ghost #2: Sun on the Wall
This ghost appears shortly after you’ve learned the threat posed by the ravenous, man-eating plants.
- Location: You will reach a point where a large gap needs to be crossed, with oneof the aforementioned plants lurking dangerously on the left wall.
- Path: Alone must start crossing the gap to bait the plant into opening its maw, allowing Low to neutralize it. Once both characters are safely on the far side, the main path leads left up a set of stairs. Ignore the stairs for now.
- Interaction: Head to the right corner of this landing to find the second ghost, which will briefly appear as it sketches a sun onto the wall.
Ghost #3: The Bench Kicker
This apparition is cleverly hidden just off the main path, following a light puzzle.
- Location: As you move deeper into the Institute, you'll encounter a hallway featuring a large gong that Alone needs to strike with her wrench.
- Path: Hitting the gong causes a massive, disembodied foot to withdraw from the wall on the left, revealing a new opening.
- Interaction: Pass through this opening and move to the back left corner of the newly revealed room. The third ghost will be seated on a bench next to a pile of luggage, gently kicking its legs before vanishing.
Ghost #4: Coat Rack Specter
This ghost is waiting right after your first brush with the Institute’s terrifying inhabitants.
- Location: This ghost is found immediately after the first tense chase sequence involving the giant hand with an eye. You will drop into a new area and pass through what looks like a thicket of mushrooms.
- Path: You will find yourself at the bottom of a vast, sweeping staircase. Before ascending, check the room's periphery.
- Interaction: Go to the back left corner of the room, near a standing coat rack, to see the fourth ghost standing silently on the floor.
Ghost #5: Hallway Respite
This collectible is found after a subsequent encounter with the chapter’s imposing boss.
- Location: Following the second chase sequence, you'll enter a hallway with a mechanical puzzle: Low must hold a lever to keep a door open for Alone. Alone must then enter, cross the room, and break a wall to create a passage for Low.
- Path: Once both characters are reunited, the intended path leads right to continue your journey.
- Interaction: Before leaving the room where Alone smashed the wall, look to the back right corner. The fifth ghost will be sitting on a bench running along the right wall.
Ghost #6: The Locked Room Secret
The final ghost is located right before the chapter’s climax. It requires a brief detour to find a key.
- Location: After an extremely long elevator ride down into a stark, concrete basement area, you'll immediately see a locked door on the far side of a wooden plank you must cross. The ghost is on the floor by the bed inside this room.
- Path: Cross the wooden plank toward the locked door, then turn around and head back toward the elevator. On the right wall near the elevator, you'll spot a small hole to crawl through.
- Interaction: Pass through the hole to enter a hidden room containing a key on a box. Use the key to unlock the door across the plank and claim your final ghost, located by the small bed.
With all six ghosts collected, the chilling "Institutionalized" achievementwill unlock, marking your complete mastery of this spectral section ofthe Institute. You are now free to either finish the chapter or returnto the main menu.
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