Living Room

*This article is considered as a Stub. You can help us by expanding it until all the information is added!*

Bedroom • **Living Room** • Office • Basement • Attic

**Living Room Navigation**

**Overview**
History
Gallery
Strategies
Trivia

Living Room

Memory Number:
2

Location:
Cawthon family living room

Player Character:
Val Cawthon

Enemies:
Ignited FreddyIgnited BonnieIgnited ChicaIgnited Foxy

Level Goal:
Survive against The Ignited

Location Status:
Reconstructed

**Living Room** is the second memory in *The Joy of Creation: Story Mode*. In this memory, the player controls Val Cawthon and must defend against The Ignited as they search for her husband, accidentally targeting her instead.
At the end of the memory, the player receives their second newspaper.
In this memory:
* Ignited Freddy and Ignited Foxy are joint main antagonists;
* Ignited Bonnie is the secondary antagonist;
* Ignited Chica is the tertiary antagonist.

**Appearance & Room Infrastructure**

As the level name suggests, the player appears to be in a moderately-sized living room. A couch is placed in the center of the room, facing a lit fireplace. Situated above that is a flat-screen television, which the player can use to monitor the movement of Ignited Freddy and Ignited Foxy, pausing them if need be. Three doors lead to the room, one on both of the side walls and a set of double doors on the back wall; each doorway is where each of the Ignited Animatronics (aside from Ignited Chica) can appear. Three windows are placed on the left-side wall, indicating that the living room is at the front of the house; a storm appears to be raging outside. And go to video tho living room out of bounds

**Living Room Demo**
In the demo and original release of the game, Living Room appeared as the first level, and was completely different. The player was Scott, and the phone call was a casual conversation between him and Michael. The entrances to the living room were completely different, with the doors on the sides being the ones with the keyholes, while the double doors behind the player didn't have keyholes, and the TV simply displayed Ignited Chica slumped over in an unknown room.

**Animatronic Behavior**
Ignited Freddy would approach from the door to the right, much like the current version of the level, and the player would have to continuously check the keyhole for him, and when he was about to enter, they would have to hide behind the couch until he left or else he would jump scare them. Ignited Bonnie behaved the same as Ignited Freddy, with the only difference being that he approached from the left.
Ignited Foxy would attack from the double doors behind the player, and they would hear him creak open the doors. To get rid of him, the player would have to simply flash him with their flashlight.
Ignited Chica would attempt to attack whenever the lights turned off and the TV changed to static. The player would have to turn the lights back on to stop her.

Cutscenes
**Opening Cutscene**
In the pre-night cutscene, Scott and Val are talking about Michael, with Scott stating about that he feels uneasy about a stranger sleeping in the room right next to their kids.
In hopes of easing Scott's worry, Val suggests staying in the living room throughout the night, spending time with each other and ensuring nothing bad happens. Soon after Scott agrees, he offers to check once more on the state of everything, leaving the living room and Val behind.
Soon after, Val hears a loud thump and the lights start to flicker before turning off, as she questions its source. The screen then fades to black, starting the night.

**Phone Call**
**Michael:** "Uh, hello? Is someone there? If anyone is there, please respond immediately!"
**Val:** "Who is it, what in god's name is going on here?"
**Michael:** "Oh! Um, it's me Michael. Uh, look. There is no time to explain just know that you are in grave danger. Is Scott there with you?"
**Val:** "My husband? No, he isn't. H-he just went to- What do you mean I'm in danger?"
**Michael, under his breath:** "Oh, no."
**Michael:** "Uh, ma'am, I am very, very sorry. It's all my fault! You need to stay calm, I'll try to help you through this, just please listen to me very carefully."
**Val:** "Wh-Wh-What?"
**Michael:** "Listen, there are monsters that are going to arrive to your room real soon. If they see you, you are dead. Do you understand that, ma'am? It is very important that whatever occurs, just DON'T...LET THEM...SEE YOU! Alright?"
**Val:** "I-I...I..."
**Michael:** "I know, I know, look... just... \*sigh\* You're in the living room, right? Try focusing on the three entrances behind you. The exit to the house should be locked and they won't come from there. If there are any monitors nearby, then they should be forced to produce a camera system for you. Ma'am, is the TV in your living room turned on?"
**Val:** "Uh, yes, but it's filled with static."
**Michael:** "Alright, now please keep an eye on it. It should help you. Look, they usually come from the left side or the right side. You have nothing to stop them, so, if you see one of them about to enter the room just hide."
**Val:** "Hide!? Hide *where*?!"
**Michael:** "Look, just...stay out of sight, o-okay?! Yes, if they try to come in, just move somewhere they won't be able to see you, okay? I don't know which one will come from which side, but look at the TV, and maybe you'll be able to tell by yourself. Maybe, if you can, try to look through the door, uh, windows...Keyholes...Yes, keyholes! If any of your doors has a keyhole you can peek through, keep checking it, they won't notice you on the other side, trust me. So yes, I can't stress this enough, if anything comes through those doors just ***hide!*** Hide away from view! You might hear noises later on in the night, pay attention to those. Don't look at anything that appears in your room, and try to stay safe, please."
**Val:** "D-Do I have to stay here all night? What about my children? What about my husband?!"
**Michael:** "Look, it's very hard to explain, ma'am... And no, just wait until 6 AM to be safe, b-b-but don't worry! Time will pass much faster. Just keep an eye on that clock and wait for that time. They should all be gone in a few minutes, and then the hours will reset. Now please, if you survive, I need you to grab your kids and get out of this house as soon as possible. I'm going to help Scott get out of here myself, so don't worry. Just please get yourself and your sons out of harm's way!"
**Val:** "I...I don't understand, what is even happening!? How do you know all of this stuff!? …Wh...wait...wait a second, how do you know my husband's name!? I was there when he found you, Michael. He never said his name! How do you know?? Michael?!"
**Gameplay**
There are three doorways surrounding the player that The Ignited can enter the room through. The first two are to the left and right of the player, with the third being positioned directly behind the couch. The player must hide away from the radar of each animatronic as they enter the room and scan their surroundings.
In front of the player is a television broadcasting the view of Ignited Foxy and Ignited Freddy, both pointing directly at their respective entrance sides. The player can pause their activity as they gradually approach so they are prevented from appearing in the room at the same time, which would always result in the player being attacked by one of the animatronics. The sounds of growling from either the left or right can be heard if they remain there for over ten seconds before 5 AM or seven seconds after 5 AM, and letting the growling continue will either cause a jump scare from the right side, or Ignited Chica to appear in the window on the left side and stun the player, rendering them powerless for ten seconds.
The player can check the keyhole of the door behind the couch to see the progress of Ignited Bonnie as he goes through phases to reach the doorway, before opening it up and attacking the player if they are in view.

***Events***

**Ignited Freddy and Ignited Foxy**
Ignited Freddy and Ignited Foxy will both start attacking ten seconds after Michael's phone call ends.
Ignited Foxy approaches from the left hallway and Ignited Freddy approaches from the right hallway. On their journey to the doorway, they will constantly wait for each other in order to prevent the player from desynchronizing them, obligating the player to need to stay at the TV, constantly switching between who to pause first depending on when they will reset. In order to successfully defend against them, the player must pause them constantly while checking whom is closest to their respective doorway. This also means that the player is unable to break away from pausing them on the TV after they both attack, as they will always resynchronize for their proceeding attack.
When Ignited Freddy or Ignited Foxy are close to their respective doors, the player must hide by going against the wall next to the corresponding door to avoid being spotted and jump scared.
In order to make sure they won't arrive at the same time, the player must sit on the couch and pause one of the animatronics by using the button at the top of the TV screen.
Both Ignited Freddy and Ignited Foxy have a small chance to double back, causing their cameras on the TV to turn white after they have left the room. If this should happen, the player should hide behind the corresponding door immediately.

**Ignited Bonnie**
Ignited Bonnie will start attacking at 1 AM, right after Ignited Freddy and Ignited Foxy consecutively attack the player once. He will slowly approach from behind the double doors. Whenever he advances forward, he will make a moaning sound similar to the one his original counterpart makes in FNaF 1. Constantly checking the doors is not needed as long as the player takes note of the number of times the audio cue has played since Ignited Bonnie last attacked.
Ignited Bonnie goes through 5 phases before he enters the room:
Phase 1: He appears far from the door and is not visible.
Phase 2: He gets a little closer to the door, and his eyes are visible, but scarcely.
Phase 3: He moves closer to the door and his upper body is visible.
Phase 4: He is standing directly behind the door. Only his arm and part of his body is visible.
Phase 5: He is staring through the keyhole.
To avoid Ignited Bonnie, the player must stand against the wall where Ignited Bonnie enters from and wait until he closes the doors, indicating that it is safe to leave the hiding spot. Ignited Bonnie does not enter the room at the same time as Ignited Freddy or Ignited Foxy, so the player will need to prioritize who to deal with first.

**Ignited Chica**
Ignited Chica will start attacking at 1 AM. She will spawn into the room if you sit on the couch for too long. If the player hears growling and fails to stand up in time, she will attack, stunning the player.
In order to not get jump scared by Chica, all the player has to do is to not sit on the couch for longer than 10 seconds at a time. However, if Chica jump scares the player after 5 AM, they will lose the night and a cutscene appears whereas you will see through Creation's eyes during the Attic memory that emerges directly after the events of this memory as he destroys an obstacle keeping him from attacking Scott; who got trapped by Michael.
Occasionally, Ignited Chica's presence in the area is indicated by a 4-beat knock on either the left window or the front door.
During 5 AM, Ignited Chica will constantly attempt to attack the player every 4 seconds after they sit on the couch, as she is able to kill them instead of simply stunning them, forcing the player to constantly stand up again in order to prevent the run from ending by Ignited Chica's hand instead of Ignited Chica and consecutively one of the other three characters that surround them.

**Secret Newspaper**
During the tutorial phone call at the beginning of the memory, the player must look into the TV and switch to Ignited Freddy's view on the cameras and hold pause for about 30 seconds or until Michael mentions the 3 entrances to the living room. Once you have finished pausing Ignited Freddy, make your way over to Ignited Bonnie's keyhole planted within the double doors and look inside. If the player follows through, they will find Ignited Golden Freddy staring at them from the opposite end before he vanishes from sight while producing laughter.
Upon exiting the keyhole view, the newspaper clipping will have appeared. The clipping hangs in the middle of the doors, just above the door handles.

**Attic Camera**

There is a security camera attached to the right of the television next to the door leading outside, the feed projected upwards into the attic.

**"Come Back"**
In Living Room, a majority of the time reaching the scene itself is spent surviving until 5 AM. The player repeats the normal strategy of avoiding The Ignited.
Once the player reaches the aforementioned point in the memory of 5 AM, the room gains a red hue. At this point, the player must be in a situation where they can sit down on the couch for more than seven seconds, meaning Ignited Bonnie must not be close to attacking. Performing this maneuver successfully will cause Ignited Chica to spawn next to them. From this point, standing up and walking to the left or remaining on the couch will lead to Ignited Chica jump scaring the player. Instead of being stunned, however, the player will receive a game over, causing the cutscene to play.
During the scene, the player will see through the eyes of Creation, making this memory the only level to contain a scene where the player sees through the eyes of The Ignited during either gameplay or cutscenes. Their vision is shown in a red hue. They approach the living room through Ignited Bonnie's doorway, eventually arriving at the door. Abruptly, they raise a hook, slamming it into the door. The moment the hook collides with the door, the screen flashes, text appears saying "`COME BACK`", and the scene ends.
This cutscene is heavily implied to be Creation's point of view as he hunts down Scott Cawthon during the events of the fifth memory.

**Audio**
The Remnants Of Joy leitmotif for Living Room.

The non-diegetic ambience of Living Room that plays in the game.