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This page contains unmarked spoilers for Five Nights at Freddy's. You Have Been Warned!
Twice the Freddy, still not ready!

"Hello? H-hellooooo? Well, if you're hearing this, then chances are you've made a very poor career choice."

Congratulations, and welcome to your new job as night watchman at the new and improved Freddy Fazbear's Pizza! Your job couldn't be simpler: you just spend your nights watching the security cameras for any sign of trouble...not that you would expect any from such a quiet and innocent place.

Now, I know what you're thinking: "Wasn't there some urban legend about Freddy's being shut down due to the animatronic critters coming to life during the night and violently murdering any human they came across by stuffing them into a costume filled with pointy metal gizmos?" Yeah, that got a laugh at the last stockholder meeting. In fact, the company is so confident in their new branch, they've given you a modern open-plan office with no doors to shut in case of an emergency. There's also a music box you'll need to wind remotely in order to pacify one of the… odder animatronics.


On the off chance that something against all laws of man and nature should occur (Heaven forbid!), we've given you a cost-effective solution to protect yourself: a hollow Freddy Fazbear helmet to fool any clockwork cattle that happen to meander into your office. You've also thought ahead and brought your own flashlight; good thinking! You can use that to illuminate the various locations just outside your office and scare anything away. That flashlight seems to have a limited battery life, though, so… uh… think green!

You really don't have anything to worry about. It's just a simple night job, after all...

Five Nights at Freddy's 2 is the sequel to the hit 2014 horror-themed strategy game Five Nights at Freddy's. Creator Scott Cawthon released the game on November 10th, 2014 — a full three months after the first game (making it one of the fastest-released sequels on the market), and a month ahead of its announced December release. You can buy the game on Steam and the App Store, like its predecessor.


A series of teaser images released on Scott's website showcased both improved graphics and new character models; these were followed by a rather horrifying trailer. Check out the old character page for info on the cast introduced in this game

Scott released the next game in the series, Five Nights at Freddy's 3, on March 2nd, 2015.

Five Nights at Freddy's 2 provides examples of:

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  • 13 Is Unlucky: The overtime check is dated November 13, which in 1987 fell on a Friday. The check is laid on a newspaper that announces the pizzeria's closure and eventual reopening following the murders earlier in the week. The very next day turns out to be even worse when the Bite of '87 happens during a birthday party.
  • 20 Minutes into the Past: The paycheck at the end of the game is dated November 12, 1987. It's a prequel. Which really doesn't explain why the four main characters have both Toy and Withered versions. Also, why is it still referred to as "new and improved"?
  • The '80s: The Bite of '87 is a large part of the game's main story.
  • Acceptable Breaks from Reality: The animatronics of Freddy Fazbear's Pizza are equipped with facial recognition software, can climb into air ducts, and have some implied sentience (haunted or not, it's still impressive). Such features were near unheard of during the game's year of release, let alone in the game's setting of the late eighties. Whoever created these bots should be working for a company like Apple or IBM instead of a pizza joint... if they could actually make their A.I. not kill people. Though the animatronics' murderous behavior may not be an issue with their A.I.
  • A.I. Is a Crapshoot: The original animatronics still have the same problems as before, and the new ones appear to have followed in their predecessor's steps. Or to be more accurate, the problems were never fixed.
  • Air-Vent Passageway: The air vents on the left and right sides of the office are big enough for even the very big and bulky original animatronics to crawl through without a hitch. If you've seen the later games, you know how huge they can be.
  • All Your Powers Combined: Downplayed; Golden Freddy seems to have multiple ways of attacking, ranging from throwing his head at you to mimic Foxy or repeating his old strategy of teleporting into your office.
  • Alone With The Psychos: Not only are you stuck in the pizzeria with four animatronics (technically six) that are possibly malfunctioning and might be out to kill you — the old animatronics that for certain are homicidal and dangerous start walking about and gunning for you too.
  • Ambidextrous Sprite: In one of the post-death minigames, you play as Foxy. Walking left will cause the hook on his right arm to flip over to his left.
  • Ambiguous Gender: Foxy has a counterpart in the "Toy" lineup known as Manglenote , who is white and pink and has lipstick and painted claws. The Phone Guy suggests the counterpart is male, but Custom Night has a setting called "Ladies Night" where only the Chicas and the alternate Foxy are active. Later games give Mangle a voice consisting of overlapping feminine and masculine voices, and alternating pronouns are used to refer to the character in text.
  • And I Must Scream: Between nights, there are strange sequences where it's shown that someone or something was trapped inside the original Freddy's suit at the time of what appears to be the first game's nights; whether this is All Just a Dream or a Flashback Cut is uncertain. The implication is that you're looking from the POV of the child spirit inside Freddy's body.
  • And Now for Someone Completely Different: After playing the first six nights as Jeremy Fitzgerald, you play the custom seventh night as Fritz Smith, who may or may not be Phone Guy (the game gives conflicting evidence).
  • Antagonist Title: Freddy is a major antagonist, as usual. Yet he's not the Big Bad responsible for the missing children...
  • Anti-Frustration Features: On the first night, the music box won't start winding down until after Phone Guy explains its significance in order to keep unsuspecting players from getting jumped by the Puppet before they know why.
  • Arc Words:
    • "It's me", seen a handful of times in the first game, briefly shows up in the upper left corner of the screen at the end of several cutscenes.
    • During the death mini-games, heavily edited audio will play in the background in the form of letters. Spell them out, you'll get the words "Save Them" (Freddy following Puppet game); "Save Him" (Freddy giving cake game); or "Help Them" (Puppet giving life game).
    • Finally, in the last of the promotional photos on Scott's FNAF 2 page, there are the words "you can't" hidden in a dark patch, almost invisible without editing the photo. These words also appear in ONE FRAME of the "It's me" hallucinations (as well as the end of the Freddy following Puppet minigame if you encounter Purple Guy and get caught). Now put them all together and you get this lovely sentence: "You can't-save them-it's me".
  • Artificial Stupidity: The AI is even more capable of screwing with you this time around… but everyone still only comes at you from the same direction. (For instance, you will never see Toy Bonnie come out of the left vent or the main hall, always from the right vent.)
  • Ascended Extra: Golden Freddy was little more than an enigmatic Easter Egg in the first game; it was entirely possible to beat the game without encountering him once and even Scott couldn't explain a thing about him. Here, he joins the main animatronics in attacking you on Night 6, has customizable AI on night 7, and is even given some backstory.
  • Bare Your Midriff: Toy Chica wears nothing but a bib and pantiesnote , leaving most of the rest of her body exposed. Let us repeat: an animatronic mascot for a children's restaurant wears an outfit so skimpy that it wouldn't be out of place in a strip club.
  • Big Good: Although this isn't fully explained until the third game in the series, The Puppet takes up this role. Its erratic behavior in the minigames, such as guiding Freddy through a blood-splattered and severely ravaged restaurant and affixing the heads of the animatronics onto the dead childrennote  are all a result of its attempt, not only at getting revenge against the Murderer, but also in an attempt to save his next victims.
  • A Birthday, Not a Break: The pizzeria hosts a birthday party on the day before it closes down, and it's hinted at that the Bite of '87 happens at that party.
  • The Blank: Withered Bonnie is missing his mask, underlying eyes, and… well, his face in general.
  • Bloodless Carnage: Played straight even more so than the first game. Your death scene is nothing more than Withered Freddy looking at you after he stuffs you into a suit.
  • Body Horror:
    • The old animatronics have been scrapped and left in a state of disrepair, replaced by the new ones. Boy oh boy, does it show. All of them are missing hunks of their hides — exposing machinery or just vacant space underneath, and are damaged in ways that make them look far more unnerving than before.
      • The prime example is Bonnie, who comes after you with his freaking face ripped off! You'll be so freaked out that you probably won't even notice that he's also missing his entire left arm, as well as the suit of his remaining hand and — if you catch him in the Parts and Service area or one of the party rooms — a foot.
      • Foxy was already deteriorated in the first game. Now his ears are pretty much bald.
      • Chica appears to be vomiting up her endoskeleton and has had her eye sockets seemingly carved to be even wider than before. She also has no hands left — just wires sticking out of the wrists.
      • Even Golden Freddy gets in on the act, with a missing ear and wires coming out of said ear's slot, his shoulders and his right eye socket.
    • Perhaps the worst of all is Mangle. You will first notice it in pieces on the floor in a new room named Kid's Cove, and when it becomes active, it'll crawl around the restaurant, mostly on the ceiling, letting its wires and mixed-up parts dangle. And... well, take a look at the beginning of the trailer. You see those two pictures that look like it's getting torn apart by the kids? Phone Guy outright confirms it was the kids who did it — the staff tried to fix Mangle, but eventually gave up and made the area into a disassemble-reassemble-at-will area for the kids.
    • Toy Chica chooses to come after you minus her eyes and her beak for some reason, exposing a hole in which endoskeleton teeth can be clearly seen. What makes it even more disturbing is that she is otherwise kitted out in her... rather attractive suit.
  • Boss Rush: Night 6 has all the active animatronics gunning for you in very quick succession. Nearly half the time you pull down your monitor, one of them is likely going to be standing in front of you waiting to pounce. So get ready to be quick with that Freddy mask.

  • Call-Forward: Phone Guy mentions on the last call that he will start taking the night shift after you're done.
  • Cat Scare: Toy Freddy and the old animatronics employ this trick: if they get into your office, the lights will flicker and go off, and they'll disappear when the lights come back on. You think all is well and go back to monitoring the cameras, or putting on your Freddy helmet, but then, REEEEAAAHHHH—!. Note 
  • Ceiling Cling: Mangle spends most of its time active crawling around on the ceiling, and its kill screen has it swing down and bite your face off.
  • Challenge Run: Custom Night is back. In addition to changing the difficulty level for each character (except the Puppet), you can also choose a number of predefined settings, such as "Ladies Night" (only the Chicas plus the Mangle active) or "20/20/20/20" (only the four old robots active, on max difficulty). The hardest Challenge in Custom Night is called Golden Freddy, where all of the 10 robots available are set to level 20!
  • Confetti Drop: The new 6 AM screen adds falling confetti to make your survival of another night even more celebratory.
  • Controllable Helplessness:
    • Subverted; the Player Character will be able to hide their face in a Freddy Fazbear head, making most of the animatronics leave you alone if you put it on fast enough. The trade-off for this? No more doors.
    • If the music box runs down all the way, there is no way to survive the night, but you'll get to play for a little bit longer before the Puppet kills you. The only way to avoid this is to be right at the transition to 6 AM.
    • Running out of flashlight battery or having Balloon Boy disable it on Night 3 or later seals your doom as well; without it, you have no way of repelling Foxy, who will come for you. As above, the only way to survive is to be right at the transition to 6 AM.
    • Played straight in the "through Freddy's eyes" cutscenes. You can look back and forth between Bonnie and Chica and later Golden Freddy, but not move. And then the Puppet shows up, and it's all you can look at…
  • Cosmetic Award: Clearing the preset challenges on the Custom Night will award the player with various items for the office desk, most of them prizes from the prize room, such as those adorable plushies from the first game.
  • Cut Lex Luthor a Check: Nevermind the first game's animatronics, whoever designed functioning walkers with facial recognition and the ability to climb through air ducts by themselves is decades ahead of modern robotics. One wonders why they aren't changing the world instead of making pizza joint robots, especially considering it's the 80's and they're still years ahead of 2014!
  • Debut Queue: Unlike the first game, not all animatronics are active from the first night. Night 1 has you against Toy Freddy, Toy Bonnie, Toy Chica and the Puppet, plus Shadow Freddy, Shadow Bonnie and the Bare Endoskeleton if you are (un)lucky. Balloon Boy, Foxy and Mangle are introduced in Night 2. Freddy, Bonnie and Chica first appear in Night 3. The last animatronic, Golden Freddy, does not appear until Night 6.
  • Demonic Dummy: Toy Freddy and Toy Bonnie have ventriloquist-dummy aesthetics, to make their "friendlier" designs actually creepy. Regardless of whatever the Puppet is, it definitely falls under this category. The theory that Mangle was a ventriloquist means that its second head was in itself a creepy dummy.
  • Diabolus ex Machina: Fazbear Entertainment seems to have gotten very lucky in getting a reopening and expansion. They aren't; this game actually takes place before the first.
  • Didn't Need Those Anyway!: Golden Freddy's killscreen involves him throwing his head at you like a goddamn 1960's Batman transition.
  • Downer Ending: As ever, there's a great deal of ambiguity, but only a few things can happen. The murders have already taken place before the game, and Jeremy's final night comes just before The Bite of 87. He either witnesses it on day shift, becomes the victim of it, or becomes a scapegoat for the murders. The 'toy' animatronics are scrapped with their parts retrofitted into their predecessors, although the Puppet survives and is implied to roam the first game's pizzeria, while said predecessors get fixed up good as new with the still gory remains and souls of the dead kids trapped inside them. Fazbear Entertainment gets to continue on despite all this… setting up events for the first game.
  • The Dreaded: The Puppet, being a very strange deviation from the Fazbear Gang and having the ability to not be fooled by your mask. The only thing that keeps it at bay is the song from the music box. Phone Guy even comments on how he never liked, and is creeped out by, it. Sure enough, guess who happens to be the Monster Progenitor, The Man Behind the Man to the animatronics, and the first of the bunch to become haunted?
  • Dressing as the Enemy:
    • Since the animatronics can enter your office freely, your only hope for survival when they come in is to put on a Freddy Fazbear head to trick them into thinking you're an animatronic in a costume. Foxy and The Puppet will see right through it, though.
    • Secretly Played With for the Mangle. You know that annoying static that it emits? If you slow it down and listen closely, the static is just static until it rapidly breaks, where you can hear the faint numbers "10-1". 10-1 is police code, specifically for Lost Connection. Considering your situation, one could assume that the static is a radio, and Mangle is attempting to contact (or if inverted, block) the authorities. Unless you are playing the mobile version, then the static won't emit.
  • Dynamic Entry: Withered Foxy's preferred way of getting a hold of the night guard. It can even go through the camera if you have it up at the time.
  • Easter Egg: Scott is considered by many to be a master of Easter eggs. Everything from the promotional pictures, to text in hard-to-see places, to sounds which need to be edited.
    • There's some odd mini games included in some of the death screens.
      • This is one of them. Titled "Give Gifts, Give Life", you control the Puppet. You objective is to give boxes to bodies on the ground. The boxes contain Freddy, Bonnie, Chica, and Foxy's masks. They reveal that the Puppet is the one who bound the children's souls to the original animatronics. A split second before the minigame ends, another dead body appears on the center.
      • Another has you in control of Freddy roaming this game's pizzeria. Your objective seems to follow the Puppet, although you're free to explore other areas, including the Parts/Service (where you see Bonnie, Chica, and Foxy), Kid's Cove (Mangle), and the Show Stage (Toy Freddy, Toy Bonnie, and Toy Chica). Sometimes Golden Freddy appears, only to disappear when you touch him. The pizzeria has blood all over the place and dead kids on the ground. On rare occasions, the Purple Guy eventually appears and stops you in your tracks.
      • Yet another minigame with Freddy in control is "Give Cake to Children". Exactly What It Says on the Tin, you need to give cakes to six hungry children. A crying kid stands outside the door. As it goes on, Freddy starts to slow down. Then a purple car appears, out of which comes the Purple Guy. He kills the crying child. It seems that the reason Freddy slows down is because he wants to exit the pizzeria to save the child, but his programming disallows him, causing him to crash.
      • Foxy stars in a minigame. You exit the Pirate Cove and enter another room to entertain five children. This repeats two times. On the third occasion, Purple Guy stands outside the Pirate Cove. When Foxy goes to the Party Room, the children have been murdered.
    • A mysterious bare endoskeleton can be spotted in the prize room. It seems to appear at random if the music box has run down and the Puppet is on its way to you. Also sometimes appears in the Left Vent.
    • The mysterious Shadow Bonnie and Shadow Freddy will randomly appear in your office and the service room, respectively. They can terminate your game if you stare at them.
    • There is an extremely rare chance that you'll see a closeup of Freddy's face when you boot up the game, a closeup of Foxy's face when you start a night, or a closeup of Toy Bonnie's face when you are defeated. None of the faces have eyes, ala the first game's original "Bonnie Death screen".
  • Eldritch Location: If it wasn't indicated enough in the first game, the sequel makes it clear that something is very, very wrong at Freddy Fazbear's Pizzeria. Let's see, old animatronics that somehow stalk you even when they aren't possessed by pissed-off kids yet, a Puppet with no endoskeleton that can still move, two shadow versions of the animatronics who can exit the game, eerie death minigames, the return of Golden Freddy, who was possibly worn for the slaughter of the 5 kids and can move around, fade out of existence, and throw its head at you, and an endoskeleton which doesn't attack you and actually indirectly helps you out, no matter how creepy it looks at times.
  • The Ending Changes Everything: The end of the fifth night. The paycheck Jeremy Fitzgerald receives establishes that the entire game is a prequel. Not to mention what the phone guy says you'll be doing after that night…
  • Everything Trying to Kill You: You see that cute little boy statue holding balloons? Yeah, that's not a statue — he's out to kill you. Not directly, of course, as he isn't equipped to do that; instead, he disables your flashlight and the air vent lights, which makes it impossible to repel Foxy or see if any robots are about to crawl in, virtually ensuring your fall. Oh, and he's quite efficient at it, too.
  • Exact Words: Every single thing you hear in the Phone Guy's calls sounds like a nod to the first game, made to sound like this game is a sequel. It's actually a prequel. Case in point...
    • It's a grand reopening. The very first reopening, to be exact.
    • The last guard, who complained about "bad work conditions" after his first week, got moved to day shift. That last guard wasn't Mike. Recall that Mike was fired at the end of the first game.
    • The Phone Guy plays the place up as modern and newly-renovated. Indeed, it's quite modern for 1987.
  • Explain, Explain... Oh, Crap!: On Night 2, Phone Guy begins reminiscing about how Foxy was his favorite… which reminds him to tell you that Foxy is still working. And he is unaffected by the Freddy mask.

  • Facial Horror:
    • Bonnie's fate after the closure of the old restaurant (but not the one from the first game, as one would expect) and being scrapped for parts. Doesn't make him any less dangerous, unfortunately.
    • Chica is not much better, with her face seemingly stretched over her head more, making her eyes wider and the exoskeleton more noticeable.
    • And then there's Toy Chica, whose beak tends to go missing when she's roaming around.
  • Fat Bastard: Toy Freddy is noticeably fatter than his original counterpart, and is still dangerous, albeit significantly less than the original Freddy.
  • Final Boss: Golden Freddy. He first appears in Night 6, which mostly ends the story and all of the reveals (note that Custom Night does not have a phone call).
  • Floating Head Syndrome: As seen above, the "cover" is simply Freddy's ominously smiling head next to the title.note 
  • The Fourth Wall Will Not Protect You: From Foxy's new kill screen. He actually passes through the HUD, reaching past the clock and battery meter as he lunges for you with his mouth wide open!
  • Freeze-Frame Bonus:
    • The trailer is full of them, with the children's drawings, the glimpse of Mangle, and a few more details.
    • The "Give Life" minigame ends with a Jump Scare of Golden Freddy. Just before it ends, there's a very brief appearance of a dead body in the center of the room.
  • The Friend Nobody Likes: The fox robot in the new cast continues the tradition of being the odd one out. Mangle is not seen in pictures advertising the restaurants, and it's the least liked robot and is in horrible disrepair. Considering Foxy is the most loved (even to the point where it's commonly considered he's trying to help you), it's a bit ironic.
  • Friend to All Children: In the 4th Night's phone call, the Phone Guy notes that while the animatronics are becoming hostile towards adults and staff, they interact with the children without issue. Due to the minigames, theories also abound that the animatronics, or at least Freddy, were trying to protect the children that were murdered in the restaurant.
  • From Bad to Worse:
    • The new Office's setting in general, with no doors — your only protection from the animatronics in the first game — present.
    • In the game itself: you start the game with four homicidal animatronics coming after you — plus the Puppet. Midway through the week, the old animatronics and BB become active too, bringing the number of enemies up to ten.
    • Think that's bad enough? Golden Freddy joins the fun on Night 6 — probably worse than all of the other animatronics combined — and bringing the number of enemies, quite literally, up to eleven. In fact, he makes trying to deal with Foxy extremely dangerous, because your way of normally warding him off (flashing the light at him over and over a bit) is exactly what will cause Golden Freddy to kill you if he decides to show in the hallway, and he's quite a bit less easy to see without focusing. As a result, dealing with Foxy no longer becomes muscle memory, and if you get too careful with the flashlight, Foxy may not reset properly and kill you instead. Oh, and you really cannot spare too much extra time on caution, because of the now-insane rate of time diminishing on the music box...
  • Gameplay and Story Segregation: Mangle is said to be a take-apart-put-together attraction, since the management got sick of putting it back together each day. This explains why it's in such bad condition, but its poses and appearance do not change in the slightest from night to night. For an animatronic that's constantly being taken apart and rearranged (daily), it sure doesn't look different.
  • Generation Xerox: Subverted. The new Freddy's lineup has a possible gender difference in Foxy and they've all changed in appearance. Played frighteningly straight in that they are just as kill-happy as their predecessors.
  • Get Out!: At the end of the custom night.
    GREAT!! Now get out. You're fired. Reasons: Tampering with animatronics, odor.
  • Girliness Upgrade: Toy Chica is this over the original Chica, with a slimmer, curvier figure, long eyelashes, and even pink short shorts. On the other hand, original Chica actually looks less feminine in this game — but since this game is a prequel, it is another straight example.
  • Good All Along:
    • Turns out the management wasn't as corrupt as previously thought. They honestly had no idea why the animatronics were "glitching" during the night and were trying their best to look out for the kids if the criminal database feature is any indication. Just too many unnatural circumstances got out of their control. You can't blame them for wanting to run a business. However, they later degenerate, given their future policy of hiding the existence of your death.
    • Implied to be the case with Freddy, of all characters, due to one mini-game portraying his attempt to save the children's bodies from whatever the Puppet would do with them. The murderer is represented as a purple man in those same mini-games, and in one minigame, the purple man is revealed (possibly) to be a security guard, so it's not surprising why he hates security guards. It at least portrays him in a more positive light.
    • It's stated that the animatronics behave just fine around children, but get finicky around adults. It's hinted that they only attack you because their facial recognition can't differentiate between you and the murderer.
    • Also implied with The Puppet. During one of the mini-games, it's shown either running away or leading Freddy through the restaurant, with the words S.A.V.E.T.H.E.M. being spelled out in the background. Then the Purple Man (possibly) cuts you off. In another mini-game, the Puppet places the animatronic heads on the bodies of the deceased children, with the objective "Give them life" spelled out, possibly giving them a new life to be preserved. Whether or not this was of malicious intent is unclear, but following games make it abundantly clear that the Puppet was the first to become haunted and wants the Murderer dead.
  • HA HA HA—No: Fritz Smith's pink slip on the Custom Night.
    GREAT!! (Now Get Out!.)
  • Hammerspace: Toy Bonnie's guitar disappears once he leaves the Show Stage, but he can be seen holding it again in one of the Party Rooms, nowhere else. Balloon Boy's balloon and sign disappear once he leaves the Game Area and is inside the vent, but they reappear once he enters the Office.
  • Hanlon's Razor: See Good All Along above. The management possibly had no idea what they were getting into with the animatronics, at least at first.
  • Harmful to Minors: The missing children incident occurs halfway during the week, and during a birthday party on the restaurant's last day of service, it is suggested that the Bite of '87 takes place.
  • Haunted Technology: Even if the new Animatronics don't seem to be affected by ghosts (which is honestly debatable), the Old Freddy Fazbear gang (that are very, very definitely haunted) is still out to get you.
  • Here We Go Again!: This is Fazbear's "grand reopening." God help us all. Despite the reveal that this is a prequel, it still counts. At the very end, it's revealed that the restaurant is closing down and the new animatronics are to be scrapped… but management is hopeful they can refurbish the old animatronics and open in a different, smaller location, even if they have to do it on a shoestring budget.
  • Hijacked by Ganon: The new Bonnie, Chica, and Freddy get all of two nights to themselves before the old ones show up, ten times more aggressive.
  • History Repeats: This isn't the first time the robots came after the night watch, nor will it be the last.
  • Hold the Line: Continuing from the first game, our guard has to deal with both the new and old animatronics getting into his office. The lack of doors certainly makes this task more difficult, though.
  • Homicide Machines
  • Hope Spot: If Toy Freddy or one of the old animatronics appears in your room and you don't put on your mask, they will simply fade away and the lights will come back on as if nothing happened. At this point, wearing your mask or putting the cameras up and down will cause them to attack.
  • Hotter and Sexier: Toy Chica's new design just screams this. She has visible breasts underneath her bib! Well, she's this way until she actually starts moving, that is. Neither removing the beak nor having crazy black eyes really helps her looks.
  • Idiot Ball: The management make so many egregious, wall-banging decisions that even Cave Johnson would shake his head and say, "Guys, just... stop." Examples include:
    • When the new animatronics start acting a bit strange at night, do they close the pizzeria for a time to look over the bots and make sure there isn't a problem that could affect their business during the day? Nope, they basically chalk it up to never being given a night-mode, and then give the new night guard a Freddy Fazbear head, saying, "Well, this should make them go away if they get too close, and prevent you from being taken into the back room to be stuffed into a suit." Speaking of the back room…
    • From the close-up in the trailer, the Parts & Services Room doesn't even have a lock, just a pull-open handle. And it's insultingly close to the bathrooms, so a child could accidentally open up the door and be scarred for life. And, of course, it also allows the old animatronics to walk out of there. Speaking of the old animatronics...
    • Why are they still in the suits? Yes, the Phone Guy talks about how they tried to put them back to working order, even outfitting them with some new technology, but stopped because of their ugly appearance and the smell. But yet they still kept them in enough of one piece to make them a major threat to you, instead of turning them into a massive pile of robo-limbs and parts. Speaking of a massive pile of robo-limbs...
    • The whole idea surrounding Mangle is just wrong. So, toddlers keep pulling apart one of the animatronics, forcing the staff to keep putting it back together by the end of their shifts. Do you put up announcements to warn children (and parents) not to break apart the bots? NOPE! You instead turn it into a "disassemble-and-reassemble at will" kit, which no doubt has many sharp bits and tiny objects that kids could choke on. Its main head also has a pair of very sharp teeth, which could potentially take a huge chunk of brain out of someone in an unfortunate accident. Speaking of accidents…
    • Who the hell keeps a birthday party on after several child murders have happened on their grounds, most likely being caused by a previous employee wearing one of the suits? Freddy Fazbear's does, that's who! Especially when none of the animatronics "were acting right". Sure, it's incredibly short notice to cancel the birthday party on, which would wreak havoc on the birthday family's plans, but there's a bigger picture to look at here. Unless that birthday party would have cleared up all their debt in one go, it just wouldn't be worth it.
  • Implacable Man:
    • The original Freddy's animatronics were, in their already-run-down state, dismantled and taken offline. This doesn't stop them from coming after you.
    • Mangle too, considering that it's been dismantled by the kids so often the staff have left it to them. It's amazing that it's able to move at all.
    • Golden Freddy is quite possibly the absolute hardest animatronic to avoid in the entire game, even with a low A.I. level, with multiple ways of getting into the office.
  • Interface Screw:
    • Wearing the Freddy mask will obscure your vision and stop you from viewing the cameras.
    • The robots can still temporarily knock out the cameras.
    • BB can sneak into the office to disable your flashlight and the controls for the air vent lights.
  • Invasion of the Baby Snatchers: Remember the newspaper clippings that sometimes replaced the rules poster in the East Hall Corner in the first game — the ones that detailed the kidnapping of five children and their highly probable murder? Guess what happens halfway through the game.
  • Ironic Nursery Tune:
    • The trailer opens with a bunch of children singing "London Bridge is Falling Down". Made even creepier — and more appropriate — if you know one of the less commonly used verses of that song:
      Set a man to watch all night,
      Watch all night,
      Watch all night.
      Set a man to watch all night,
      My fair lady.
    • The tune that plays when you wind up the Puppet's box is the chorus to "Grandfather's Clock," and the lyrics are pretty appropriate, considering what happens if you fail to keep it wound:
      Ninety years without slumbering
      Tick-tock, tick-tock
      His life seconds numbering
      Tick-tock, tick-tock
      It stopped, short, never to go again
      When the old man died
    • "Pop Goes the Weasel" fits in two ways:
      • If you hear it, brace yourself for a jump scare.
      • It's a bit of Black Comedy about the cycle of poverty. Given that you're playing a guard who's being paid minimum wage at a life-threatening job, it's a very apt description of your position.
  • Irony:
    • Your only line of defense against the animatronics is wearing part of the same costume the old ones tried to stuff you into during the first game.
    • If you fail to keep the animatronics at bay, they'll shove you into an actual Freddy suit, much like the one you have a mask of.

  • Jump Scare: Just like the original. This time, they're even more in your face, and the sound effect is arguably worse.
  • Karma Houdini: The fact that they get a grand reopening at all. Though, as this game is a prequel, this trope really applies to the first game, rather than this one. Of course, in light of the reveals in a later game, it turns out that Freddy Fazbear's have been evading karma for a bit longer than that.
  • Kids Are Cruel:
    • You know those "My Fun Day" drawings plastered across the walls of the pizzeria? Turns out one kid's idea of fun is brutally dismembering the new Foxy. So many other kids followed suit that the management gave up on putting her back together and re-named it Mangle.
    • Balloon Boy (officially known as BB), who, if he gets into your room, destroys all the lights and constantly laughs at you!
  • Leaning on the Fourth Wall: Fritz Smith gets fired after the Custom Night for tampering with the animatronics. The Custom Night is a game mode where the player selects the AI levels of the animatronics at the start, so the firing refers to the mechanics of the mode.
  • Level Editor: Custom Night returns, so you can play around with the animatronics' AI once more.
  • Lighter and Softer: The new animatronic designs are meant to invoke this in-universe, possibly to appease parents of the new Fazbear establishment. Of course that doesn't mean squat to you after hours, since these bots likewise have the capacity to kill you. Of course, this is justified with this being a prequel.
  • Lightswitch Surprise: New to the game is that you can now turn on the lights in areas of the restaurant to check out dark spots. Needless to say, you're going to find some unpleasant things wandering around from time to time, and some details change depending on whether or not the lights are on, such as the animatronics on the Show Stage opening their eyes when the light in the eponymous room is turned on.
  • Living Shadow: Two Easter Egg characters are this; Shadow Bonnie and Shadow Freddy don't just send you back to the main menu when they kill you, however. No... they crash the game.
  • Madness Mantra: In the Mini-Games where you play as Freddy, you will hear letters being spoken in an incredibly crude, robotic voice. These letters actually repeat over and over again. And what they say is the following:
    In the Chasing Games: S A V E T H E M
    In the Cake-Giving Game: S A V E H I M
    In the Gift-Giving Game: H E L P T H E M
  • The Many Deaths of You: With 11 to 12 robots, you can be screamed at with a lot of different faces.
    Markiplier: Great! Now that I've died to everybody, can I move on please?
  • Maybe Magic, Maybe Mundane: This game offers a new possibility for why the animatronics attack you in both games: their facial recognition systems are malfunctioning, and they're unable to differentiate between you and the murderer. You'll sometimes run into people in the Death minigames, and they have no distinguishable features, reinforcing this theory.
  • Meaningful Name: "Mangle" is the name that the restaurant staff uses to refer to the newer-model Foxy. One look at it and you'll understand why.
  • Metaphorically True: Given all the references to the "New and Improved Freddy Fazbear's", you would assume this game is a sequel, and it replaces the location from the first game. It's actually a prequel, and the pizzeria from the first game is the one that is the successor. Well, the pizzeria in this game is a successor… of the then-unmentioned and unseen Fredbear's Family Diner.
  • Mini-Game: When an animatronic catches you, the screen may sometimes cut to one of four different minigames instead of the Game Over screen. "Completing" said minigames kicks you back to the title screen and may also cause another Jump Scare.
  • Monster Clown: The Puppet, an animatronic that gives prizes out to kids during the day. You'll get to see it up close and personal if you let the music box in Prize Corner run down.
  • Music Soothes the Savage Beast: The Puppet in the prize corner can be kept at bay by keeping a music box going. If it ever stops, you'll only have moments to wind it back up. Otherwise, better hope your life insurance is paid up. Thankfully, the game gives you reminders for when the music box is about to stop. It's basically one of two things keeping you from just leaving the mask on all night (the other is strobing the hallway with the flashlight to deter Foxy).
  • Mythology Gag:
    • The Prize Corner (CAM 11) has little plushies based on the Fazbear Gang; players of the Android port of the first game may recognize them, since they were originally purchasable in-game items only available in that particular version.
    • Withered Bonnie always enters on the left and Withered Chica always enters on the right, much like their original counterparts. This is reverse for their toy versions, however.

  • Names to Run Away from Really Fast: All the animatronics, despite their nature, do at least have kid friendly names. What do the Fazbear people call the new Foxy? Mangle. note 
  • Never Trust a Trailer:
    • Well, a promotional image, at least. All the promotional material said the game would be out in 2015. Scott managed to finish early.
    • Mangle is depicted as having a hook in the third teaser image. In addition to being in a far worse state than the image would imply, it also doesn't have a hook connected anywhere in the finished game. In the same image, Foxy is depicted with his look from the first game, with a rounded mouth and several golden teeth.
    • The Phone Guy's message in the trailer is never used in the game itself.
  • Nightmare Face: Besides the obligatory Jump Scare on Game Over, there's also the title screen. Much like the first game, it shows Toy Freddy, Toy Bonnie, and Toy Chica over an in-game-like monitor with statics. And every now and then, their faces take on horrible grotesque shapes… specifically, the faces of their predecessors. In Bonnie's case, it's more of a Nightmare Lack-of-Face.
  • Nightmare Fetishist:
    • Scott Cawthon has stated that Bonnie was the only animatronic that truly scared him, giving him nightmares. And then he made Bonnie and Toy Bonnie two of the scariest animatronics from both sets in this game, as well as including Shadow Bonnie. Must really love those nightmares. Well, it worked for H.P. Lovecraft, didn't it?
    • Phone Guy is also a bit of one, with him admitting that aside from the Puppet, he loves the animatronics and is happy to work with them in the next restaurant.
  • Ninja Pirate Zombie Robot: The old robots, in their deteriorated state, have a very zombie-like appearance. This on top of the fact that Foxy is a pirate fox, and they're haunted.
  • Nintendo Hard: Due to the lack of doors, you'll have no choice but to confront the animatronics, which is made more difficult by their unpredictable patterns. There are tricks to fending them off, but they start getting faster as the week goes on. What's more, you also have to worry about winding a music box to keep the Puppet at bay, and the timer decreases more rapidly with each wind up.
  • Noodle Incident: The game makes a passing reference to the first game, with Phone Guy saying on Night One to "forget anything you may have heard about the old location." However, since this game is actually a prequel, it's not referring to the restaurant in the first game, which was indeed a run-down, dying establishment; it's referring to an older iteration of the restaurant, which is potentially worse than the succeeding two Fazbear establishments… wrap your head around that. This restaurant, Fredbear's Family Diner, eventually becomes the setting for half of Five Nights at Freddy's 4.
  • No OSHA Compliance: Looks like Fazbear Entertainment hasn't learned a thing from last time. Examples include not putting covers on the air vents in your office (allowing the murderous animatronics to crawl in), replacing the slide-down doors with one huge entrance that can't be sealed off (allowing the murderous animatronics to waltz in), and, oh yeah, the murderous animatronics they haven't fixed at all! Not only did they not fix this bunch, but they created a new bunch with the exact same problem, and kept the old group in their back room, still capable of wandering around and killing the night watch. The only subversion to this is that the restaurant itself isn't on a limited power supply anymore, although your flashlight is. This is justified, however, since this is before the animatronics went batshit insane enough for them to have to change buildings and settle with a slightly more secure, yet still lacking security room in the first game.
  • Numbered Sequels: The game is simply named Five Nights at Freddy's 2.
  • Obvious Rule Patch:
    • The way the Puppet is placated (switching to the cameras in order to wind the music box) is obviously implemented to prevent you from simply sitting idly, putting on the Freddy mask, and never checking the cameras so that the other animatronics don't have a chance to advance.
    • Even with the Puppet problem, at first you would think you can just tag in/out the cameras and the Freddy mask whenever you put them down. You don't need the flashlight at all. Then Foxy is introduced in Night 2, and the flashlight's purpose becomes clear: you need the flashlight to ward Foxy off from the hallway, and you cannot put on the Freddy mask or use the cameras at the same time as the flashlight.
  • Plot Hole: A minor one. Phone Guy's first call clearly states that your night shift is a summer job. This directly contradicts with the paychecks shown after completing Night 5 and 6, which reveals the week you are working in as taking place in the middle of fall (November 8-14). This is a rather weird oversight, considering that the Missing Children Incident happens either during or in the week preceding the events of the game and the first game had established that the event took place in June.
  • Poor Communication Kills: The doors from the first game are very obvious and straight-forward. The mask, flashlight, and music box are not. Failing to listen to Phone guy's explanations will get you killed if you don't know which method works on which character.
  • Put on a Bus: The player character, Jeremy Fitzgerald, is reassigned to the day shift following the sixth night, and proceeds to witness the Bite of '87, either as an observer or as the victim.
  • Red Eyes, Take Warning: Bonnie still has red eyes like in the first game, except now instead of regular eyes with red irises, these are just two pinpoints of red light in the vague location of where eyes should be since Bonnie is now sans face. It really ramps the creep factor Up to Eleven.
  • Red Herring: The very worn down appearance of the animatronics from the first game along with the talk of the "grand reopening" in a new location, and that you should forget what happened in the old place, make the game seem like it's taking place after the first one… except it's not.
  • The Reveal: This game is a prequel to the first, taking place just a few days before The Bite of '87. To go into more detail, the pizzeria you're working in is actually the second location of Fazbear Entertainment's that they upgraded to from an unseen previous location. After the events of this game, however, the building in the first game is their third building which they were forced to move to for cost-saving measures. The bots you see in the first game are the somewhat repaired older models that the company managed to hang on to following the closing of the second building. This also explains why Phone Guy is alive in this game.
  • Right Hand Versus Left Hand: The harder difficulties may be a clusterfuck of animatronics moving every few seconds, but this sometimes works in your favor, as they can prevent each other from entering rooms that are already occupied.

  • The Scapegoat: The CEO of Fazbear Entertainment threw the new animatronics under the bus and had them scrapped to try and appease the scrutiny the company had fallen under that year. However, they insisted on keeping the old ones for whenever Freddy's would reopen its doors, explaining why those ones were still around in the first game.
  • Scary Jack-in-the-Box: The Puppet is presented as this; it stays in its box in the Prize Corner while a song plays, and you must keep that music box from unwinding completely. If it does, you'll hear "Pop Goes the Weasel", and at that point, you might as well just cover your eyes, pray, and save yourself a scare.
  • Sealed Evil in a Can: The Puppet; as long as you keep the music box wound up, you're safe. But once it stops, you're screwed. Well, more like "Sealed Good in a Can," but whatever.
  • "Second Law" My Ass!: Back once again, though exactly why the old bots still keep attacking is anyone's guess, save for the usual "haunted" explanation. It gets turned on its head with the newer animatronics, which are supposed to be protecting the building and you as well. Also, unlike their predecessors, there are even fewer indications that they're haunted. The only commonly agreed explanation is that A.I. Is a Crapshoot.
  • "Shaggy Dog" Story:
    • Another Night Guard has to go through five nights of Hell at a pizzeria that was supposed to be shut down a year ago. …Only for it to be revealed that it takes place in 1987, meaning you're taking part in the prequel.
    • Alternatively, Jeremy Fitzgerald survives an incredibly challenging and terrifying week of murderous animatronics trying to destroy him, and finally gets moved to the day shift on its last day open… and he either becomes a witness or victim of the Bite of '87.
  • Shown Their Work: The paycheck amount this go around. Minimum wage in 1987 was $3.35 an hour, and you worked for 30 hours… Nice touch, Scott.
  • Sir Not-Appearing-in-This-Trailer:
    • Taking up Foxy's torch from the last game, we have a new, mysterious foe in the form of the Prize Corner's Puppet. In a bit of subversion, it does appear in a teaser image and the Phone Guy warns you about it in his first phone call.
    • BB doesn't appear in any teaser images, nor the trailer (at least not as something that guns for you), and isn't even something Phone Guy warns you about.
    • Golden Freddy also doesn't appear in the trailer. Before Night 6, the only indications he is even in the game at all are the drawing placed to your right, the post-Night 3 minigame (which shows events unfolding in the first game) and the "Give Gifts, Give Life" death minigame (which ends with his jumpscare).
  • Stealth Prequel: The check you get at the end of Night 5 reveals that the date is 1987 — as in "The Bite of '87", an event that occurred in the past of the first game. Then in Night 6, the phone guy explains that Freddy's was closed due to someone using a yellow suit to… well, he doesn't say, but it's implied he's referring to the child murders referenced in the first game. Completing Night 6 gets you a newspaper article which says the new place is closing down and the new animatronics are to be scrapped. However, the company is keeping the old animatronics…
  • Stock Scream: The animatronics' scream from this game seems to be a version of the Howie Long Scream, but with heavy distortion and other audio effects applied; the exact same scream occurs in a movie called Banshee Chapter.
  • Story Breadcrumbs: The game expands on the backstory that the first game described, except it's detailed through post-death minigames, meaning if you don't die much or are simply unlucky, you won't see much of it. That, coupled with several important revelationsnote  requiring having played the first game to understand, turn the reveals into this trope.
  • Suck E. Cheese's: The pizzeria was already one of these in the first game with the animatronics and all, but the sequel ramps it up a notch by making it a full-blown entertainment center featuring party rooms, an arcade/playground, and a prize stand.
  • Suspiciously Apropos Music:
    • As music from Carmen had a bit of significance in the last game, so does the nursery rhyme "London Bridge" in this one (or at least the trailer). The verse "Take a key and lock her up" could be referring to the now decommissioned animatronics, put into the back room for spare parts. The rest of the verses go on to sing on how the various objects the person suggests cannot possibly keep up the structure, which could be a reference to how management is using the parts of the old Freddy gang to build the new one (or the idea of animatronics at Freddy Fazbear's altogether). Too bad none of those options are making the pizzeria a better place… for you, at least. There's also a verse that goes "Set a man to watch all night" — the man, in this case, being the unfortunate player character.
    • The Puppet's music box plays the song My Grandfather's Clock. While this song is beautiful on its own, its lyrics, which detail a man owning a grandfather clock from when he was a child, and the clock sounding an alarm and suddenly stopping when he dies, take on a far more sinister connotation considering how you deal with the Puppet (and what happens if you don't wind the music box up)…
      Ninety years without slumbering (tick, tock, tick, tock), His life's seconds numbering (tick, tock, tick, tock), It stopp'd short — never to go again — When the old man died.
  • Talking Is a Free Action: Played straight with the music box on Night 1, which won't need winding until Phone Guy talks about it, but apart from that, no. Don't get distracted by Phone Guy's messages. Beyond Night 2, the bots will be straight on the prowl as soon the phone starts ringing and will jump you if you don't keep your guard up.
  • Ten-Second Flashlight: One of the basic mechanics of the game is that you have to ration your flashlight battery to survive the entire night, otherwise Foxy (other animatronics, too, but mainly Foxy) is unimpeded from coming to say hello. To be fair, considering how fast the in-game time passes, it's a Downplayed Trope. Justified as well, as the game takes place in 1987, when flashlights used only inefficient incandescent bulbs, and as such ate up batteries as a result.
  • Tomato Surprise: The end of Night 5 and the phone call of Night 6 reveals that this game actually takes place before the first one. And, you remember that "Bite of '87" from the first game? Guess what happens at the end of the game.
  • Took a Level in Badass: The original animatronics. They're now scarier-looking, fiercer-sounding, crawl through vents, and are ready to lunge and leap at you at any given moment. Especially Foxy, who was already the exception to the rule in the first game. The others will drag you back to kill you as per the norm. Foxy? He takes a flying lunge at you clear across the room from the shadows. Given the way he's opening wide, it doesn't seem stuffing you in a costume's his plan any more... This is ultimately inverted, seeing that this is a prequel to the first, making their behavior in the first game a very slight example of getting worse over time, with some exceptions (Freddy is much deadlier and craftier in that game, and the bright lights trick doesn't work on any of them); which is justified when you remember that the animatronics had their free roaming removed following the Bite of '87, which, coupled with years of decay, would naturally greatly hamper their effectiveness.
  • Toothy Bird: Chica was already this in the first game, but her classic version in the new game has an even more nightmarish beak full of twisted metal.
  • Trailers Always Spoil: If you absolutely have to see all the Jump Scare moments through playing the game only, don't watch the trailer.

  • Unsportsmanlike Gloating: If you let BB sneak into the office, he breaks your flashlight and the air vent lights, then stands there laughing at you nonstop until one of the other animatronics arrives to kill you.
  • Vicious Cycle: Heavily implied by The Reveal that not only does the restaurant in the first game take place after this, but it's the second grand reopening, implying that the Freddy restaurants have been in a cycle of a grand reopening, something terrible happening, with an incident involving one of the animatronics, the restaurant being shut down, and then reopening while using the old animatronics. The restaurant from the first game might very well not be the last incarnation of the pizzeria (though the third game implies it ultimately is).
  • Wake-Up Call Boss:
    • Hope you enjoyed those first two nights with the new animatronics. Here's Night 3. All the old animatronics are back with new rules on how to beat them, the new ones aren't going anywhere, and BB and Mangle show up, bringing the total number of animatronics trying to kill you to ten.
    • Remember Golden Freddy? He comes out to play on Night 6, literally taking the number of death machines up to eleven. Also, watch out when he appears, which is at complete random now, or your ass is DEAD. You will require lightning reflexes to survive.
  • Weaksauce Weakness: Foxy won't be fooled by your Freddy mask, so how can you fend him off? By flash!-ing him with your light.
  • What Could Possibly Go Wrong?: Or as the job application states, what could go wrong? Just about everything.
  • What Happened to the Mouse?:
    • The Puppet. It most likely got trashed and there's no music box in 1, but it still begs the question: Why are there so many references to it, then? Did management keep the drawings of it? Did they keep it, but in a much more secure way? The between-night bumpers suggest it's still around, however. The fourth night's cinematic shows you the view from inside Freddy as he wakes up on the first game's Show Stage. You look at Bonnie, look at Chica — and then The Puppet appears directly in front of you and won't let you look away.
    • Downplayed with the new animatronics. While not completely gone, they do start showing up a lot less during the later nights.
  • Zerg Rush: The animatronics aren't playing around this time. They'll start double teaming and coming at you from all entrances of the room, sometimes all at once.

"Great!" note