Key Items are the puzzle-solving objects that drive progression through every chapter of Little Nightmares III — 17 items across all four chapters, each one collected from a specific location, used at a specific destination, and in several cases, the prerequisite for collectibles or trophies found nearby.
Every Key Item's pickup location and usage point are documented on MapMaster's hand-drawn chapter maps, cross-linked to each other so you never pick something up without knowing exactly where it goes.
Find every Key Item across all four chapters on the Little Nightmares III interactive maps.
Key Items are carryable objects that Low and Alone must physically transport from their pickup location to their use point — a door, a socket, a machine, or an NPC.
Unlike Dolls or Crows, which are simply collected, most Key Items serve a functional purpose: pick them up and use them to unlock something or progress the chapter.
Eight distinct types appear across the game: Door Keys, Fuses, the Umbrella, the Ball, the Flashlight, the Handle, the Sausage, and Low's Doll.
Door Keys are the most common Key Item — five across the game, each one found near the locked door it opens.
Fuses power machines and elevators that block progression — five across the game. Chapter 2: Candy Factory needs two fuses to power the elevator: the first is in the left room behind the fan (use the hook to cross), the second is in the northeast room past the glass window.
Both are marked separately and cross-linked to the elevator socket they supply. In Carnevale, one Fuse is delivered by a Nome after pressing a button — the Nome's location is cross-linked — while a second drops from an upper shelf after breaking a row of bottles. The Institute's Fuse drops when a wall switch is pulled.
The Umbrella appears in Chapter 1: Necropolis, retrieved by pulling a wooden board off a closet with Alone's help. It's the traversal tool for Necropolis's air current sections — hold the button while standing in visible updrafts to float upward and cross otherwise-impassable gaps.
The Umbrella doesn't carry into Chapter 2: Alone loses it at the chapter transition.
The Handle in Carnevale is found on a table next to a dead person, only safe to collect after pulling the adjacent lever first. It's required to open a hatch cross-linked from the checklist entry.
Low's Doll is the most remarkable Key Item in the game. Found in Chapter 4: The Institute, after opening a flap — both the flap and the Doll are marked on the Institute map — carrying it changes the visual reality of the surrounding environment.
Areas that appear one way in standard form reveal different layouts and hidden content, while Low holds the Doll.
Most critically, Doll #2 in The Institute is completely invisible unless Low's Doll is in his hands — it simply doesn't appear in the room without it.
The Doll must be carried to the puzzle sections that require its perception-altering effect and set down in specific locations to solve The Institute's most intricate environmental puzzles.
All 17 Key Items are listed in the checklist below — each one with its exact pickup location, the destination it serves, and any prerequisite action required before it can be collected.
Every pickup and destination is marked on our relevant hand-drawn chapter map.
| Name | Map Location | Details |
|---|---|---|
| FuseChapter 3 - CarnevaleFuse | Chapter 3 - Carnevale | After you press the button, the Nome will bring you a fuse. |
| FlashlightChapter 3 - CarnevaleFlashlight | Chapter 3 - Carnevale | Found on the ground in front of the elevator. |
| Door KeyChapter 1 - NecropolisDoor Key | Chapter 1 - Necropolis | Found in the crow's beak. Use Low’s bow to scare the Crow and make it drop the key. It can be used to unlock the Locked Door. |
| UmbrellaChapter 1 - NecropolisUmbrella | Chapter 1 - Necropolis | Pull the wooden board off the closet with your partner to grab the umbrella. |
| BallChapter 2 - Candy FactoryBall | Chapter 2 - Candy Factory | Required for the Another One in the Bag trophy. |
| FuseChapter 2 - Candy FactoryFuse | Chapter 2 - Candy Factory | Required to power up the elevator. |
| FuseChapter 2 - Candy FactoryFuse | Chapter 2 - Candy Factory | Required to power up the elevator. |
| Door KeyChapter 3 - CarnevaleDoor Key | Chapter 3 - Carnevale | Found in the doll's head. It can be used to unlock the locked door. |
| Door KeyChapter 3 - CarnevaleDoor Key | Chapter 3 - Carnevale | Pick up the door key after getting it down from its support. It can be used to unlock the locked door. |
| FuseChapter 3 - CarnevaleFuse | Chapter 3 - Carnevale | The fuse drops from the upper shelf after breaking the bottles. Required for the socket to power up the radio. |
| HandleChapter 3 - CarnevaleHandle | Chapter 3 - Carnevale | Found on the table, next to the dead person. It can be safely picked up after pulling the lever. Required to open the hatch. |
| SausageChapter 3 - CarnevaleSausage | Chapter 3 - Carnevale | Found on the ground, in front of the fridge, and behind the door. Bring the sausage to the trapped nome for the Delivery Feed trophy. |
| Door KeyChapter 3 - CarnevaleDoor Key | Chapter 3 - Carnevale | Found on the crate after going down the rope. It can be used to unlock the locked door. |
| Low's DollChapter 4 - The InstituteLow's Doll | Chapter 4 - The Institute | Found on the ground after opening the flap. When you hold the doll in your hands, the reality around you changes, and you can see different things. |
| FuseChapter 4 - The InstituteFuse | Chapter 4 - The Institute | Drops on the ground after pulling the switch on the wall. Required to open the door. |
| Door KeyChapter 4 - The InstituteDoor Key | Chapter 4 - The Institute | Dropped by the person eaten by the plant. It can be used to unlock the locked door. |
| Door KeyChapter 4 - The InstituteDoor Key | Chapter 4 - The Institute | Found on the luggage. It can be used to unlock the locked door. |
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