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Case animatronics 2
Case animatronics 2









case animatronics 2

Succeeding the quick-time event stuns the Cat, however Jack will fall into the pit in the Cafeteria. The player is given a five-button quick-time event to complete, and failing will result in a game over. Jack will place the crowbar under the lock on the Kitchen door in an attempt to break it, however he is ambushed from behind by the Cat before he is able to do so. The following information contains spoilers. The Cat is encountered for the final time in the ending of Episode 1 when the player attempts to access the Kitchen.

case animatronics 2

The Cat may also attack the player while retrieving the charged Tablet from Jack's Office, and is evaded in the same manner as her first appearance. The Cat's behaviour is unchanged from her previous appearance, however The Owl will spawn alongside her after the crowbar is retrieved. The crowbar's location is randomly generated, so the player must search the area for it while avoiding the Cat. The Cat is encountered again in the Warehouse when the player returns to retrieve a crowbar to break the lock on the kitchen door. The keycard can be collected at any time, but will only unlock the warehouse door after the player collects the Multi-Pass from the supervisor's desk. The warehouse door locks after the player enters the area, and the orange keycard needed to unlock it is attached to the tip of the Cat's tail. She will yowl upon spotting the player and is near impossible to escape from due to the narrow passageways between the shelves. While patrolling the warehouse, the animatronic will walk for a short distance before stopping and scanning the area. The Cat has a set patrol route and will often stop at corners, offering a window to sneak up on her or evade her. Has excellent night vision, so turning the flashlight off will not prevent her from spotting the player. The player must retrieve Jack's Multi-Pass from within the warehouse while the Cat patrols the area. The Cat is encountered again during Episode 1 in The Warehouse. She is only avoided by hiding under Jack's desk but will crawl after the player if she enters the office before they can hide. If the player evades the Cat successfully, she will crawl into the vent directly outside of Jack’s ffice and disappear. The Cat forces her way into the office after UNKNOWN's phone call is complete. Running back to Jack's Office and locking the door will avoid a jumpscare. The Cat breaks through a wall after the radio in A5 is activated using the Tablet attempts to attack the player. After UNKNOWN cuts the power, the player is directed to A5 to retrieve the Tablet. Jack Bishop first encounters the Cat during Episode 1: The Past Is Not Forgotten and is the most active animatronic in this episode. The Cat was presumably the mascot of Aurora Entertainment Park, as a mug bearing her image resides in Jack's Office. Like The Bull, her body is mostly metallic but is tinted blue. Unlike her original appearance, both eyes are intact and change to red when aggressive. She has an oversized head with two large fangs, pointed ears, and glowing red eyes. The Cat is a large feline animatronic and is relatively unchanged compared to her appearance in the first game.











Case animatronics 2