Night 2

Night 1 • **Night 2** • Night 3 • Night 4 • Night 5 • Night 6 • Custom Night • Endless Mode

* Jolly
* Jolly 2
* Jolly 3
* Jollibee’s
* Jollibee’s: Phase 2

Night 2 is the second playable night of Jolly. On this night, Maxie becomes active. The other three animatronics get more active.

## Phone Call

"*Hello, hello? Uh, hey congrats Night 2. uhh... By now you may have noticed that box full of parts in your office. Yeah, that came from the auction last week. They were bought from this place called "Fazbear's Scare" or something like that. We were busy unpacking and building the animatronics that we didn't have the time to lift the boxes of spare parts in your office to the Parts and Service room. Yeah, those parts are pretty old. uh, speaking of old, did Jolly ever leave the main stage? Probably not. Jolly's the most special animatronic here as you can tell. He's the oldest designed character among all of them too! Yeah, he's the most memorable when it comes to children. Uhh, I want to remind you about the usage of the air vents and the elevator. You really don't need to keep them sealed. Hey, here's an advice, seal them when you're too busy fixing Cam 11's ropes. That should work well with the elevator too. Alright, talk to you soon!*"

## Strategies

The Metalionette becomes even more active on this night, so check on her often. Starting from this night, players shouldn’t seal the vents, as it conserves power. Remember to check the window often and use the generator sparingly.

Night 2 is the second playable night of Jolly 2. On this night, the animatronics get more active, with no one new joining.

## Phone Call

"*Uhh, if you're hearing this and you've made it to Night 2, err.. Congrats! Uhh, you may notice that Jolly and Freddy doesn't move that often, or at all. Uhh, The electric shock should work on them too, so whatever. Heh, they aren't causing any nightmares to you aren't they? Heh, would be pretty scary if they do. If I have nightmares about them, I'd quit the job instantly. A-Alright man I gotta go. Y-you won't be hearing anything from me now on because I have some paper works to attend to. Y-you'll do fine anyways! J-just remember to check the cameras and you'll be okay. Alright, gotta go man. Good luck!*"

## Night-end Minigame

Similar to the last one, you, as a security guard, must follow a man in a Fredbear costume (presumably William Afton) as he takes a child. You will see him enter a room, than board it up, making you stop.

## Strategies

Keep an eye on the animatronics. They will move significantly faster than before, and the pipes will fail more frequently. A good strategy is to keep the animatronics out of the warning zone; you will hear a beeping noise when the animatronics are in 3rd Class Hallway 2, 3rd Class Hallway 1, and 3rd Class Entrance 2. Shock the animatronics when they are in that zone. It’s also good to shock the one that’s the closest to you.

* Chapter 1
* Chapter 2

Night 2 is the second playable night of Jolly 3: Chapter 1. On this night Withered George joins the crew, as well as the metal animatronics.

## Phone Call

Theo: "*Alright, if you beat the last night, you'd beat this one. There's no way each*
night's gonna get worse after the other... Right?*"*

Computer: Number\_of\_Electrical\_Disturbances\_Detected.\_3

Theo: "*Wait, 3 animatronics? Heh, looks like each night IS worse after the other.*"

George: "*I know you're over there somewhere!*"

Theo: "*Way worse. Hey, here's some advice. Why don't you try repairing the Gas systems from time to time so it doesn't break when you need it most?*"

## Night-End Minigame

You will not be able to interact with anything—-you’ll just have to watch. You’ll hear Eric talking to his daughter Zoey about going to Freddy Fazbear’s Pizza. You will then see them arrive at the restaurant and Eric go inside. Seconds later, Eric returns, telling Zoey not to go inside, then returning inside, leaving Zoey in the car.

## Strategies

Take Theo’s advice and repair the gas systems frequently. Like before, make sure to keep track of the fans that are close to failing, and remember to look again after you repair one, as they stability changes. Also check the Front Hall often so you know when a animatronic is close to you.

Night 2 is the second playable night of Jolly 3: Chapter 2. On this night Shadow Maxie and Shadow Tweetie join, while the other two animatronics' AI levels increase.

## Dialogue

### Computer

"*Recording testing log number one. Today's subject to test is Subject 01. Codename: Jolly. Beginning PHASE one of the Testing protocol. Activating subject in 3, 2, 1. It has been three hours since the subject has been activated, and we have noticed that it stops moving when it is being monitored by our security cameras. Documenting results.*"

## Strategies

Keep an eye on Jolly. He moves faster this time, and it can be a pain to track him down if you lose him. Look into the office occasionally to check for Withered George, and watch out for Shadow Maxie. A good way to get rid of Shadow Tweetie is by staring at the camera that Jolly is about to go on, so you can get rid of her and know where Jolly will be next.

House 2: Like before, download the files as quickly as possible, and listen for creaks and breathing.

Night 2 is the second playable night of *Jollibee's*. On this night, Popo become active and the other animatronics become more aggressive.

## Phone Call

"*Hello, hello. Hey there, how's it going? I forgot to tell you about the animatronic that doesn't seem to deal well with the flashlight. He's called Popo, the kid in blue on Cam 4. If it happens to be at the vent on your office, just don't flash your light at him. Somehow, he becomes more aggressive towards bright lights, so it's important to not confuse him with the other one on Cam 3. He's called Yum by the way. Um, your task today is to repeat the water pipes. The Maintenance Panel is located in Twirlie's Show Stage. You know where to go from there. Alright, good night.*"

## Twirlie’s Minigame

This minigame is similar to the previous one. In order to progress, the player must turn all ten valves above them and lock them in place. However, while doing so, Twirlie will attempt to kill the player. She will make a loud thunder noise whenever she is in front of the player. When she gets in front of the player, they must quickly duck under the table behind them. Twirlie will look for the player under the desk, so the player needs to use the chairs to prevent eye contact. After locking all ten valves in place, the night will end.

## Strategies

For now, the player should prioritize locating Yum on the cameras rather than the other animatronics. If Popo reaches the vent and the player knows that Yum is not currently at the vent, then Popo will not be able to attack the player. Twirlie can be seen through the front window, so the player does not need to keep track of her on the cameras as long as they check the door occasionally. Hetty should not be able to reach the vents if the player is checking on her often enough.

Checking Yum and only Yum will allow the player to minimize their camera usage, giving them more time to focus on checking Hetty and checking the front door for Twirlie. However, whenever Yum reaches Cam 13, the first camera he enters after leaving the supply closet, it is recommended that the player shut the vent on him, sending him all the way back to Yum's Party Room. Keeping track of Popo is also still possible, but is not necessary.

Night 2 is the second playable night of Jollibee's: Phase 2. On this night Yum becomes active.

## Strategies

The only thing you really have to do on this night is get familiar with all the mechanics. You shouldn’t have any trouble with Yum as he is really easy. But if you want to stay cautious, deliver the boxes as fast as you can.