No doors, no power bar

  • What it is: the second game in Emil Macko's series
  • Where: the abandoned factory where the animatronics were built
  • No doors: nothing to shut, the office stays open
  • No power: no battery to ration either
  • Who shows up: worn-out Candy and Cindy, Chester, Blank, Penguin and RAT
The first game was classic FNAF: two doors, one battery, spend it wisely. This one takes both of those away at once.

What you defend yourself with

  • The phone's flashlight. Lights the corridor and stalls whatever is walking down it
  • Phones around the factory. Trigger them from the cameras to pull an animatronic somewhere else
  • Only one at a time. That is the whole strategy: who you move away, and who you let come

What makes the night harder

  • Chester uses the vents, not the corridor
  • Penguin and RAT knock out your monitor and leave you blind for a while
  • Five nights, plus the bonus ones

Where to go next


Controls

by mouse

Five Nights at Candy's 2: questions

Can I close the doors?

There are none. The flashlight and the phones do that job instead.

Do I have to watch the power?

No. This one has no power meter at all.

Do I need to play the first game first?

No, but it lands better if you have - half the point is noticing what they removed.


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