Little Nightmares III is not your regular adventure game. Besides having elements of horror mixed in it, you won’t really find any quests or objectives to clear as you go along. You need to figure out the majority of the puzzles yourself, and the same applies when you reach Chapter 3 – Carnivale. There is a radio that you need to turn on to advance through the level. If you don’t know how to solve the puzzle, continue reading below.
Radio Puzzle Solution in Little Nightmares III

To power up the radio, locate the power block for the generator on a shelf in the next room, then attach the block to the generator to activate the radio. To access the room with the power block, first, open the hatch in front of the radio. After dropping down, head right to exit the house. You will spot the power generator outside the exit. Climb up the stairs beside the generator and hold on to the rope to start climbing. This will take you to the room beside the radio.
Once inside the room, use Low’s bow and take aim at the shelf on the wall. If you have an AI companion instead of a human one, it would automatically complete the next part. If not, aim and shoot at the bottles placed on the shelf to disbalance it. Once the shelf falls, you will spot the power block on the floor.
Power Up the Generator

It’s quite heavy to carry the power block back to the generator, so go up to the broken window on your left and toss the block to the other side. Jump through the window yourself, pick up the block, then go back down the hatch. Head right to exit and interact with the generator to power it back up.
Now that you have an active power supply, you need to find a way to power up the house. Head back inside the house by climbing the rope on the left and backtracking towards the radio. Interact with the crank in front of the radio and carefully turn it around. While doing this, keep an eye on the wall lamp on the left side of the radio.
Solving the Radio Puzzle

Keep rotating the crank till the dial on the radio starts to move to the right. Eventually, the dial will land on the correct station when you start hearing music, which also lights up the lamp. While one of you holds down the radio crank, the other companion needs to climb up the crate under the lamp and jump up to hold on to the lamp’s handle. This will unlock the next area, helping you continue with the rest of the game.
If you are stuck trying to find the collectibles at Necropolis, check out our Little Nightmares III guides on locating all Dolls and Crows here.

