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Residence Massacre Night 2 — Factory Shift

Punch in at 16:00. Keep floodlights, radios, and UV ready until the morning crew arrives.

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Night 2 Walkthrough — Factory

Night 2 is not another blizzard house. After Night 1 you find a note on the door, cut to Location: Factory / Time: 16:00, punch the time clock, and survive a partially abandoned factory until 6 AM. Tea Studio launched the night on March 8, 2024 and reworked the map on October 18, 2024. You fight three anomalies at once: The Mutant at floodlights, The Pest on cables and vents, and The Stalker from 2 AM. The Worker hides in storage as an ally — he is not a threat until Night 3.

Place 14437001043, online co-op, Coins economy, no codes. The embedded video covers Nights 1–3; skip to the factory chapter after the house. Pair with Camera Setup only for tablet/office monitors — Night 2 cameras are purchased and placed, not the house quartet.

Objectives before midnight

  1. Enter the factory.
  2. Play the tape / voicemail (why you are on night watch).
  3. Punch in on the central clock — time does not run until you do.
  4. Loot, fix pressure pipes, buy from Delivery Service, place cameras, barricade floodlights.
  5. Survive 12 AM – 6 AM.

Prep lasts about five minutes of world time (4 PM → midnight). Loot count scales with player count. Wrench is mandatory for the radio tower. Medkit and Camera Tablet are Night 2 staples.

Pressure pipes and Delivery Service

Broken pressure pipes sit in hallways near the entrance and the top-right room. Release pressure in the order printed on the box. Each fix pays 10$ — a Night 2-only wallet, not lobby Coins.

Spend $ at the Delivery Service in the middle of the factory. A drone arrives after 20 seconds. Bulk buying was added in Anniversary 2025. Rare crates swap the item for a Plushie.

ItemCostStock
Lock10$4
Camera15$3
Lasers20$3
UV Light30$2

UV Light is not optional after 2 AM. Buy it even if the Coins Shop already gave you cola.

Floodlights, Mutant, and power

Windows are gone. Five floodlights (three mid, two right) are Mutant entry points. He cannot spawn outdoors — only at floodlights. He peeks, smashes glass, then barricades (max 3 hammers per light). Scare him with the neon flash button. Each flash spends one generator bar. A cut cable also kills the flash.

Indoor room lights do not scare Mutant here; they only fight darkness and still drain the generator.

The power generator (left side) shows three bars. Lights drain slowly; flashes eat bars whole. Empty power = no flashes, no lights, red warning triangle. Refuel with a battery from the storage room next to the generator: +2 bars normally, +3 on Bloodmoon (Anniversary 2025 also let Bloodmoon batteries fill completely during that event).

August 21, 2026 side notes: new Mutant stun animation; in Blizzard, hands stay visible while holding battery or gas can.

UV Light stuns Mutant on this night — use it if a floodlight flash is down.

Pest, radios, and Repair Worker

The Pest starts at 1 AM:

  • Ceiling holes — neon eyes, blood drips, chews the cable to a floodlight. Scare with the radio next to that light (cooldown). Only one Pest per hole.
  • Vents — grabs passers-by, stun + damage; spam jump to break free. If Mutant is chasing you, the grab hits much harder and he returns to the shaft.

Radio tower behind the factory powers those radios. Lightning breaks it at 2 AM and 4 AM. Climb with a Wrench, tap the sparking wire. Wrong wire or no wrench = 30 damage. Linger and lightning kills you. January 2026: the ladder breaks if you stand too long — do not AFK on the tower.

When a cable is cut, the office computer → Repairs tab shows an exclamation mark. Send Repair Worker to that floodlight. If Pest is still on the cable, he dies and you cannot repair again. Call Pest off with radio first.

Stalker from 2 AM

Four floor cracks: entrance, offices, storage, back-right. Audio cue → black puddle → emerge. UV or camera flash during emerge despawns him. Fail → rampage: teleports, heartbeat, don’t stare (wiki ~13.3 HP/s look damage), touch = kill unless UV stun is up, puddles slow and chip to 1 HP. Details: The Stalker.

Flare Gun does not stun Stalker. Save flares for Night 3 Husk.

Lockers replace some closet logic. Use them when Mutant is inside the perimeter — still respect Closet QTE habits if a locker check exists on your build.

Co-op jobs

RoleJob
FloodlightFlash Mutant, hammer planks, watch Pest drips
PowerBattery runs, indoor light discipline
Radio / towerPest scare + wrench climbs at 2 and 4
UVStalker emerge + Mutant emergency stun
ComputerRepairs only when Pest is gone

Voice: “flash mid-right,” “pest on 3,” “don’t send repair,” “Stalker offices,” “tower down.”

After the shift

The Worker walks out with you. That kindness is the setup for The Worker on Night 3. Farm Coins, buy Radar if callouts failed, then queue cabins only when UV timing is boring.

Blizzard is a modifier, not the default factory weather. Night 2 Blizzard damage was nerfed 20/s → 10/s in January 2026 QoL. Don’t write house-window guides for this night.

  • Night 1 — required habits before the factory.
  • Night 3 — next mainline map.
  • Modifiers — Bloodmoon, Party, Factory Chaos.
  • Coins Shop — Battery and cola before you punch in.

Night 2 is a systems exam: five lights, one generator, two tower strikes, one UV. Pass it, and Night 3 is “only” two monsters who used to be your coworker.

FAQ

Frequently Asked Questions

Quick answers for Residence Massacre survivors.

Is Residence Massacre Night 2 a blizzard house?

No. Night 2 is a factory with floodlights. Blizzard is an optional modifier. The Stalker is a puddle anomaly from 2 AM, not a snow-window rusher.

How do you scare The Mutant on Night 2?

Use the floodlight flash buttons. Indoor lights do not scare him here. UV Light can stun him. Barricade floodlights with up to three hammers.

What does Repair Worker do?

Send him from the office computer to fix Pest-cut floodlight cables. If The Pest is still on that cable, Repair Worker dies and repairs are disabled for the night.

When should I buy UV Light?

During prep, from Delivery Service for 30 Night-2 dollars (stock 2). You need it when The Stalker starts at 2 AM.

Who is The Worker on Night 2?

An ally hiding in storage. He is not hunting you. He mutates on Night 3 into the Husk and Spider.