Night 2

* FNaTL
* FNaTL 2
* FNaTL 3: T. E. G.
* TTLA

* Full Release
* Beta

**Night 2** is the second night of *Five Nights at Tubbyland*. Here, the animatronics become more active and Laa-Laa and Tinky Winky start moving faster. The Music Box also winds down faster. Dipsy is still not active.

## Strategy

Dipsy is still inactive, which means this night should be very similar to the last one. Keep winding up the music box to keep Po at bay and stay on that camera often to also repel Tinky Winky. Each time the player hears movement, go to the Left Door camera and the Repair Hall and close the door if they see Laa-Laa in either of those locations.

**Night 2** is the second and final night of the demo of *Five Nights at Tubbyland*. Here, the animatronics that are already active get slightly more active, and the music box winds down faster.

## Phone Call

— {{{3}}}

**Night 2** is the second night of *Five Nights at Tubbyland 2*. All animatronics that were active before become a bit more active, while Tinky Winky is still generally inactive, however, towards the end of the night, he can move to his second stage if not watched at all. There is also less time to react to Noo-Noo's music box.

## Strategy

Noo-Noo may be active on this night, so if the player hears his music box playing, go to his camera and use the transmissions to stop him. Turn the transmissions off when he is stopped to be able to use the smoke machine again. The player shouldn't waste any time when Laa-Laa, Po 2.0, or Dipsy comes to the office, so be quick. Tinky Winky is mostly inactive, so watching him once an hour is enough to repel him.
**Night 2** is the second night of *Five Nights at Tubbyland 3: The End Game*. All animatronics that were active before are just a little bit faster than the last night. The Original is still not active yet.

## Strategy

This night is similar to the last one. Just use the same strategy and the player should be good. However, make sure to look at the left and right doors often, as not only Old Po is active, but Noo-Noo or Decimated may also start to appear. Also, if the player hears Prototype Po's laugh, they should close the center door. Although, they may also completely get rid of her by closing the door for the entire night if you don't want to deal with Prototype Laa-Laa. Again, this will drain a lot of power, and you will need to charge more.

## Cutscene

After every night, the player gets to listen to a cutscene. As they listen, short phrases like 'Are you still there?', 'You did this', and 'Leave now' pop up on the screen for split seconds. The two voices are the phone guy from the first game and an unknown CEO character. The CEO is voiced by Critolious.

CEO: "I'm merely positive it still out somewhere. We will expand the search tomorrow."
E#3: "Well, why is it so important to find the Noo-Noo anyways?"
CEO: "There's more history to him than you think. Though... none of the things I can explain to you... at the top."
E#3: "I-I understand, though-though I think we should be going, it's about time to call Mr. Anderson."

— Conversation between Employee #3 and the CEO

* Act 1

**Night 2** is the second night of *The TubbyLand Archives: Act 1*. Po becomes more active this night, Laa-Laa becomes active, and the hiding mechanic is introduced alongside Noo-Noo. Tinky Winky also becomes active at around 5 AM, though he doesn't move as quick.

## Minigame

In this minigame, the player takes control of Po, who must find Noo-Noo. Noo-Noo can be found refilling the Custard Machine at the top of the Party Room.

## Trivia

* TBA