Five Nights at Tubbyland Wiki
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Night 2 a

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

Phone Call

Hey! Um, glad to see you're here this night. I mean it's not really like I had any doubts... Just keep going for that pay, am I right? Well, I do have some more tips from that previous guard. Hm, let's see, if your camera happens to have an error while using it, go straight to the left door camera to give yourself more time to react, i-i-if something happens to be there. Also, d-don't let Tinky get to that second Dining Room. The cameras are really broken. It won't take any effect at all on him, but you'll probably be able to hear him through the camera if he gets in there. So, that's something positive. Also, we are still trying to reactivate the Dipsy animatronic. and we are expecting to have him up and running by tomorrow. Uh, that's about all the news for tonight, uh, good luck!


Employee #3, Night 2

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 you hear a movement, go to the Left Door camera and the Repair Hall and close the door if you see Laa-Laa in either of those locations.

Night 2 b

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.

Phone Call

Uh, hello? Are you there? Oh-okay, good. Uh, Well, I'm glad you're here because I still have some things that I was required to let you know about, that I forgot. Uh, first off, I need to remind you to be very quick when reacting to Noo-Noo. Uh, he'll start moving really soon after his music box starts indicating he'll start his cleaning. Uh, also, it's not required, but recommended, for guards to understand the reason the animatronics are trying to get to you, is because once you get in their view, they will identify you as Tubby Toast, uh, confused? Uh, well the reasoning is that, if you've ever seen Tubby Toast, you would know that it has a face on it resembling a human. Although, the similarities are, small, it's enough to confuse the animatronics at this hour. Uh, though, we try to go against the glitch by making it so that instead of putting you in the Tubby Toaster, uh, they will instead try to relocate you. In a way, it's kind of like cleaning you up, as if you were floor food. Unfortunately, the way the trash is relocated, uh, is that Noo-Noo will vacuum the trash up, and drop it off. So, if you're seen as trash... uh, well you can see how that would end badly. Uh-uh, but don't worry, you'll be fine, uh, well I gotta leave you, um, remember what I told you, and, you'll turn out fine. Uh, good luck, sport.


— Phone Guy 2, Night 2

Strategy

Noo-Noo may be active on this night, so if you hear its 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. You don't want to 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 c

Night 2 is the second night of Five Nights at Tubbyland 3: The End Game. All animatronics that were active before are just a small bit faster than the last night. The Original is still not active yet.

Phone Call

Hey! So, I was reminded that I should really go into detail on things that have might been not to clear. Um, so, like I said, you can close the doors through your laptop by selecting one of the three text options at the top. Also, I was told to remind you of the importance of recharging your power. Um, it only really turns off the lights, so anything you change will stay the same, such as, closing a door, or changing the heating. Um, you can also still recharge when all your power is out, but the moment that power goes out, the doors are opening and the vents are cooling, so, keep an eye on that. Uh, well, that's about it, other than the guy with the multiple heads on him on camera 13. Uh, he isn't really going to be a threat, at the moment, but, he will be expected to become active by tomorrow. And, with that statement, I should be leaving you to your job. Good luck, rookie!


— Phone Guy 2, Night 2

Strategy

This night is similar to the last one. Just use the same strategy and you 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 you hear Prototype Po's laugh, close the center door. But, you 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, you get to listen to a cutscene. As you 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.

E#3: "Well, it seems nothing turned up in the search, uh, are you even sure it's still out there?"

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

Night 2 a

Night 2 is the second 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

Hey, hello there! So, it looks like the last night wasn't much of a problem, was it? Anyways, on to the point, we are currently trying to collect more equipment for the location we've been able to recover most of the original props, and pack 'em up in barrels and put them around the place which I'm sure you've already noticed, so, anyways, as for the animatronics we figured out that they become more active over time as their systems in a way, wake up. So if your night's going you might notice something more and more active due to that. But I'm sure that you won't be in any harm. Also, don't forget to wind up music box, have to stress the priority. Well, that's about it, have a good night!


Employee #3, FNaTL 1 demo, Night 2

Five Nights at Tubbyland
FNaTL 1 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightDream NightNight PTLD
FNaTL 2 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightNightmare Night
FNaTL 3 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightNight X
The TubbyLand Archives
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Act 2 TBA
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