After driving to the abandoned factory they arrived through the Main Entrance. There, they obtain and insert a Green VHS Tape into a VCR where it plays Leith Pierre's recording of warning any intruders about his security's wilder aspect. After listening to Pierre's final warning,they ignores his warning and unlocks the Security Room. There, with the help of Blue VHS Tape, they obtain a revolutionary and invaluable GrabPack, though lacking its red hand. Once The intruder takes the GrabPack, they use it to enter the Main Lobby, where they are greeted by a giant statue of Huggy Wuggy.
After remembering about Huggy, They saw a door on the left that is protected by the Blue Hand GrabPack sensor. However, the power cuts out upon scanning the Blue Hand on the sensor. Mysteriously, a key appears in Huggy Wuggy's hand, where it was not present earlier. This unlocks the Power Room, and The intruder reconnects the wires using their GrabPack, turning the power back on. However exiting the room reveals that the statue of Huggy Wuggy has mysteriously disappeared, leading The intruder to investigate further.
As they make their way toward the Warehouse, they must find the necessary batteries to obtain the other hand from a glass case. When they return to the loading deck after obtaining the batteries, they spot Huggy peering at them through a vent. Upon making eye contact with Huggy for some time, the vents close as he pulls himself back, and The intruder thinks that their friends are pranking them.
After successfully connecting the batteries, They obtained the Red Hand and unlocks a vent door, leading to a short puzzle that advances them further into the factory. Upon reaching the Make-A-Friend area, they activate the Make-A-Friend machines, ultimately creating a Cat-Bee toy that must be used as a keycard to open the "Nobody Leaves Without a Toy" gate. However, as they approach the shadowy hallway, a monstrous Huggy Wuggy suddenly appears and chases them down, forcing The intruder flee into the vents. The intruder crawled through the maze-like ventilation system, whilst avoiding getting caught by Huggy Wuggy, and navigate a series of obstacles before reaching a set of catwalks. As Huggy attempts to break down the vent door, they spot a large crate above them and they topple it onto Huggy, causing both of them to fall down onto the catwalks. Though The intruder landed safely on a catwalk, Huggy struck the railing and fell into the facility's abyss, slamming into several pipelines, leaving behind dark red blood splatters.
Finally, The intruder walks along the catwalks where they pick up a black VHS tape and use it in its corresponding VCR on the right. After watching it, The intruder eventually reaches the Poppy Flower that is seen at the end of the Vintage Poppy Commercial. Upon opening the doors, The intruder discovers a sparsely furnished shrine decorated with a child's room-themed setting. After making their way through a lengthy corridor, they reach the final door of the hallway and they open it to find any employees in there. Unfortunately, they found no employees inside, only to discover a locked case containing a Poppy Playtime doll that they saw from the commercial earlier. Without a second thought, The intruder opens the case with their GrabPack. Upon unlocking the case, the lights briefly flicker before shorting out, with The intruder losing consciousness as well. Before drifting off, they hear Poppy acknowledging her release....
Shortly after The intruder wakes up in the Poppy Room, they find that Poppy had fled from her case. However, when they try to exit the Poppy Room, the entrance of the room is revealed to be blocked, prompting them to find another way out. Eventually, they find a white door behind a closet, and when they open it, They discovered that the factory is much larger than expected as they found themselves in a large hallway. After traversing through the hallway, they reach Elliot Ludwig's Office. Upon entering the room, they must reach Poppy through a loose ventilation vent, who then leads them to an enclosed room. As soon as they solves the given puzzle, Poppy suddenly crashes through a box, startling them. She offers her apologies and proceeds to explain their dire situation. Poppy, determined to help, takes it upon herself to lead them out of the dangerous Game Station, located deep within the facility.
Despite safely navigating through the labyrinth with Poppy's help, their plans for escape are abruptly halted when a spider-like monster named Mommy Long Legs makes a sudden appearance. With shocking speed, she attacks Poppy and drags her away, leaving them face the challenge alone. Determined to rescue their ally, the intruder must now enter the Game Station and face off against Mommy. Upon entering the station, they are immediately confronted by Mommy as she breaks their Red hand from their GrabPack and later reveals Poppy captive in her grasp. The illeism spider claims that the only way to escape is by playing three increasingly difficult games after years of inactivity. However, Mommy Long Legs warns that failure would result in her devouring them alive.
Prior to engaging in The intruder's first game, Musical Memory, they're directed to make a pit-stop at the Molding Room to design an innovative addition to their GrabPack, the Green hand. This exceptional feature permits them to preserve energy within their hands for a prolonged period until it gradually fades away. Operating with two hands, they can then commence the Musical Memory game. During this challenge, The intruder must select the correct buttons in a sequence that gradually accelerates. The level of difficulty increases until a multitude of unnecessary colors and symbols appear, all with the intention of derailing their progress. All while this goes on, Bunzo Bunny slowly falls towards them, slowly lifting back up with every correct pattern.
If The intruder puts in the incorrect order, Bunzo would fall quickly towards them. With the excessive number of buttons, the emergency stop becomes active, and The intruder must press the button. As the game grinds to a halt, Mommy appears to be disappointed while vaguely teasing the second challenge. Hoping to reach the Game Station via a shortcut, The intruder ventures into the Rejected Room, maneuvering through the vents. During this journey, the sound of Mommy killing Bunzo Bunny can be heard. Upon arriving in the Rejected Room, The intruder must relocate Bron from a lifting pad that is hindering their progress. Once the mascot is moved, they swiftly make their way back to the Game Station through a narrow passageway and staircase, emerging unharmed.
The second game, Wack-a-Wuggy, is accessed through a lengthy hallway, and the game itself is situated in an area featuring a mural depicting a construction site and a sandy floor. The objective of the game is to use the GrabPack to hit all the Mini Huggies and complete the round. They must hit all of the Mini Huggies. This game assesses their reaction time, and as the round progresses, additional Mini Huggies emerge, increasing the difficulty level. Completing this game takes under a minute, and as promised, upon winning, Mommy becomes more aggressive and reluctantly gives them the second Train puzzle piece. To continue their journey, they must navigate through a compact storage room while the sound of Mommy killing Mini Huggies resonates in the background.
After pulling themselves up a rundown staircase, they enter the Cart Corridors, a labyrinthine transportation system where an immobile minecart, Barry, awaits. The entrance is initially locked, and as they approached the shadow of Huggy Wuggy looms before gradually approaching to them. As the silhouette appears through the vintage yellow light manner, the silhouette is revealed to be Huggy's feminine counterpart Kissy Missy. In an effort to assist them, she pulls a lever before fading back into the shadows. With Kissy's help, they unlock the entrance to the Cart Corridors. They then proceed with pushing Barry down a steep ramp to crash through a series of wooden barriers blocking the exit. Once the exit is cleared, they return to the Game Station for the second time.
In the third game, called Statues, they must navigate a maze while being pursued by PJ Pug-a-Pillar. They can only move when the lights go off and freeze when the lights turn on, mimicking the classic game of "Red Light, Green Light." If they moved when the lights turn on or gets too close to him, PJ would kill them. However, when they realized that the game’s ending is rigged, they must escape the game. Successfully completing the grueling third game despite its rigged nature, their victory infuriates Mommy Long Legs, becoming increasingly agitated as they refuse to fall for her manipulation. The intruder proceeds towards the Game Station via the Water Treatment, but as they ascend a flight of stairs, Mommy blocks their path. They must bypass her by climbing into a ventilation system, but Mommy catches up with them before they can get away. In an agitated, selfish tone, she accuses them of cheating and declaring that she will play "one last game" called "hide-and-seek." They must survive Mommy's pursuit, eventually luring her into a grinder and activating the lever, ensuring her demise.Suddenly, a mysterious claw-like hand emerges from beneath the partially closed door and drags Mommy's severed torso into the darkness. Simultaneously, another door on the right side of the room opens, granting they access back into the Game Station. Navigating through Bay 09, they discover Poppy trapped and proceed to free her. With Poppy safely onboard, They inputs the correct Train Code, and the train starts to move. However, Poppy, witnessing their outstanding agility and intelligence, deems that they are 'too perfect to lose', and changed the train's direction at the last second. Poppy then states she had 'much time to think and reflect', and that together, she and The intruder can 'set things right'. Before she can finish, the sound of a digital alarm clock cuts her off, leaving her with only enough time to exclaim 'what is-?' before the audio is cut off. The Train begins to accelerate at an alarming pace. The Player attempts to pull the emergency stop lever to stop the Train from running out of control, but it ultimately derails and crashes and causing them to hit their head hard upon impact. But before blacking out, they see a sign for Playcare, leaving their fate uncertain.
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