Night 2 is not a snowy house. After Night 1 you get a note, then a cut to the factory at 4:00 PM. Punch the central time clock or the clock does not run. Tea Studio launched this night on March 8, 2024 and reworked the map on October 18, 2024. You deal with three anomalies: The Mutant at floodlights, The Pest from 1 AM, and The Stalker from 2 AM. The Worker hiding in storage is an ally until Night 3.
Prep is about five minutes of world time from 4 PM to midnight. Loot scales with player count. Bring a Wrench. Medkits and the Camera Tablet are the other staples.
Factory dollars
Broken pressure pipes near the entrance and the top-right room pay 10 factory dollars each when you release them in the order printed on the box. That wallet is not lobby Coins.
Spend it at the Delivery Service in the middle of the factory. The drone arrives in about 20 seconds.
| Item | Cost | Stock |
|---|---|---|
| Lock | 10$ | 4 |
| Camera | 15$ | 3 |
| Lasers | 20$ | 3 |
| UV Light | 30$ | 2 |
Buy UV Light during prep. Rare crates can replace the order with a Plushie.
Floodlights and the three-bar generator
Five floodlights are his entry points: three in the middle, two on the right. He does not spawn outdoors on this night. He peeks, breaks glass, then attacks planks. Each light takes up to three hammer repairs. Scare him with the neon flash button. Each flash spends one generator bar. A cut cable also kills that flash.
Indoor lights do not scare him here. They only fight darkness, and they still drain power.
The generator on the left has three bars. Empty power means no flashes, no lights, and a red warning. A battery from the storage room next to the generator restores two bars, or three on Bloodmoon. UV Light can stun him if the flash is dead.
Power Saver is the badge for surviving Night 2 without inserting any battery. The published reward is 75 Coins. Using the three bars you start with is allowed. Refilling is what voids it.
Pest and the tower
From 1 AM, Pest appears at ceiling holes: neon eyes, dripping blood, chewing the cable to a floodlight. Scare that one with the radio beside the light. Only one Pest per hole. In vents he grabs you. Spam jump to break out. The grab is much worse if The Mutant is already chasing you.
The radio tower behind the factory powers those radios. Lightning breaks it at 2 AM and 4 AM. Climb with the Wrench and hit the sparking wire. The wrong wire, or no wrench, deals 30 damage. Stay up there and the lightning can kill you. Since January 2026 the ladder breaks if you stand on it too long.
When a cable is cut, the office computer Repairs tab shows a mark. Send Repair Worker only after the radio has pulled Pest off. If Pest is still on the cable, Repair Worker dies and you cannot repair again that night.
Stalker
From 2 AM, four floor cracks: entrance, offices, storage, and back-right. You hear him, a black puddle forms, then he emerges. UV or a camera flash during the emerge sends him away. If you miss it, he rampages: he teleports, a heartbeat plays, looking at him deals about 13.3 damage per second in published notes, and touching him kills unless a UV stun is already up. Puddles slow you and can chip you down to 1 HP.
Flare Gun does not stun him. Lockers are the factory hide, not the house closets.
Voice shorthand: "flash mid-right", "pest on 3", "don't send repair", "Stalker offices", "tower down".
Blizzard on this map is a modifier. Its damage was nerfed from 20 per second to 10 per second in the January 2026 update. Do not assume the factory is snowy by default.
When the shift ends, The Worker walks out with you. That is the setup for Night 3.
