Five Nights at Freddy's 2
No doors this time. A flashlight, a Freddy mask to hide behind, and a music box that has to be wound all night.
The second game strips away the safety of the first. The office has open vents on both sides and no door to close, so your defence is an empty Freddy head you pull on when something is already in the room with you. The flashlight pushes back what is down the hall, and the hall itself has to be checked constantly because the light is also what stops one of them advancing.
On top of that there is the music box, which sits on a camera far from the office and has to be rewound remotely before it runs down. Winding it costs you the time you would have spent watching the vents, and the game is built entirely around that split attention. There are more animatronics here than in the first game and less to do about any of them.
Controls
Mouse to look, camera panel, flashlight, and the mask button
Tips
- Wind the music box every time you open the cameras, not when you remember. Letting it wind down is the most common loss.
- The mask works on almost everything in the office, but not on Foxy. He needs the flashlight down the hall instead.
- Flash the hall on a rhythm. The light is a deterrent, not just a look, and skipping it lets things close the distance for free.