Mask

The **mask** is a mechanic in *Five Nights at Treasure Island 2: Let The Show Begin*, being initially removed since the game's second incarnation before being officially reprised for Q:R (Quadrilogy Revision). The mechanic was equipped in the game's initial demo, but was only applied as a place-holder, thus being later removed and scrapped in the second demo. That mechanic was changed to a jammer in the game's later incarnations before being reprised as an official mechanic in *Five Nights at Treasure Island 2: Let The Show Begin (Quadrilogy Revision)*.

## Usage

The **mask** is a core game-based mechanic exclusive in FNATI 2*: Let The Show Begin*, an equipment included to ward off the abandoned animatronics that antagonize the protagonist throughout the nights. Hence the name, the mask is crafted after Mickey Mouse's, albeit with a lack of a bottom jaw and both eyeballs. The mask also has a darker skin color compared to the original incarnation of Mickey Mouse.

It has prime usage to fool almost all abandoned animatronics in the theater that enters the security guard's office into believing that the player is an animatronic themselves, rendering it a crucial tool to the player's survivability throughout the night. It can primarily fool those with heightened sense of eyesight and/or the lack of hearing in order to prevent them from scanning the player's facial features, such as Abandoned Mickey, Abandoned Goofy, Melted Impure Mouse, etc. If the player has the mask unequipped while a suit is inside the office, the suit will scan that the player is not an animatronic like them, then eventually killing the player. However, against those with the lack of eyesight, the mask is essentially useless and emitting the noise on the monitor is the only vaild strategy for survivability.

### Limits on masking

#### **Dependance**

As mentioned before, masking is only vaild against animatronics with heightened sense of eyesight and lack of hearing, such as Abandoned Mickey, Abandoned Goofy and Melted Impure Mouse, as against those with vice versa senses (such as Abandoned Photo-Negative Mickey, Abandoned Oswald, etc.), masking is essentially useless and emitting the noise on the monitor is the only vaild strategy for survivability against them, as those with the lack of eyesight will witness the masked player as a tresspasser regardless, forcing off the mask and attacking them nonetheless.

#### **Timing**

In turn, the player also has to equip the mask especially quick and/or in time for survival, as equipping it after more than 1 second or if their kill-timer reached as the mask is equipped can prove to be serious risks of getting the player killed, as the corresponding suit will, when the player leasts expects it, force the mask off and attack the player if the mask is equipped at the wrong timing, similar to the mechanics in *Five Nights at Freddy's 2*.

#### **Toxic**

**Toxic**, a mechanic introduced in the initial demo of *Five Nights at Treasure Island 2: Let The Show Begin*, is a balancing mechanic that prevents the player from leaving the mask equipped for an indefinite time. Because of the mask's lack of holes for the nose/mouth, breathing for free air is virtually impossible for Jake Smith inside the mask.

After a few seconds of wearing the mask, the toxic bar will deplete a single bar. If the player wears the mask for more than 10 seconds, more bars will deplete and the toxic bar will eventually become empty. Although if the bar is empty, the player will not successfully suffocate, but this pratically forces the player to remove the mask in order to prevent self-death. After a few moments of leaving the mask on while the bar is empty or for more than 15 seconds if full, Jake will successfully run out of air and finally suffocate to death, thus ending the game and restarting the corresponding night.

Toxic is also especially a disadvantage due to the dependance of suits in the game in terms of total amount, being 11. In particular, if more than 5 suits access the office at once in specific timing, this means the player is forced to avoid them by using a strategy that confiscates nearly more than half their health. In addition, a suit that accesses the office can even attack the player depending on how much toxic is present (a suit can typically attack the player if toxic is either near 1/5 or empty), leaving them at a severe disadvantage of eventual death if the next suit is coming to the office and the player lacks enough toxic that is required.

Due to its flaws, the **toxic** mechanic was removed in the second incarnation of the game. The mask was also reprised in *Five Nights at Treasure Island 2: Let The Show Begin (Quadrilogy Revision)*, but the **toxic** mechanic was still absent, which makes the "indefinite masking and monitor camping" now a vaild strategy.

## Trivia

* The masking mechanic directly originates from *Five Nights at Freddy's 2*.
* Upon getting jumpscared by a suit, the "GameOVER" screen depicts the same mask as available in-game, albeit being forced onto Jake to suffocate him.
	+ Despite such familiar sight, the **toxic** mechanic is nevertheless unavailable during gameplay. This is often considered an oddity.

## Bugs

* In the game's previous incarnations, Abandoned Mickey and Happy Mouse would occasionally not react to the mask and jumpscare the player regardless. The game's fans thought that was a bug.
	+ Though, that is not true. The player must be exceptionally quick to equip it.
* In the beta, if the player is wearing the mask and their toxic only has 1 bar left, and just at the moments when the player about to die from suffocation while either Abandoned Mickey or Happy Mouse is in the office, they will jumpscare and kill the player once it is the time they leave the Office. This only occurs at Night 2. People typically though this was a bug too, but the mask was not added in the revamp.