Chapter 2–Fly in a Web










Chapter 2–Fly in a Web
A Doll in Distress
The chapter starts with the Mommy Long Legs Commercial VHS before gameplay begins. After the Player wakes up in the Poppy Area, they find that Poppy has fled from her case. However, when they try to exit the area, they find the entrance of the room blocked, prompting them to find another way out. Eventually, they find a white door behind a closet, and when they open it, The Player discovers that the factory is much larger than expected as they find themselves in a large hallway. After traversing through the hallway and swinging over a hole in the ground using a Grab Handle, they find a key for Elliot Ludwig's Office.
Poppy converses with The Player.
Finding a secret entrance to another room, they solve a power puzzle only for Poppy to suddenly crash through a box, startling them. She offers her apologies and proceeds to explain their dire situation. Poppy, who is determined to help, takes it upon herself to lead The Player out of the factory using a train 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 experiment named Mommy Long Legs makes a sudden appearance. With shocking speed, she attacks Poppy and drags her away, leaving The Player to face the challenge alone. Determined to rescue their ally, The Player must now enter the Game Station and face off against Mommy.
Mommy Long Legs reveals herself.
Upon entering the station, they are immediately confronted by Mommy as she takes 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 to obey the rules would result in her devouring them alive.
Let the Games Begin
The Player heads into the eerie Game Station, activating an intercom which opens the entrance to The Player's first game, Musical Memory. However, before engaging in this challenge, they're directed to make a pit-stop at the Molding Room to manufacture an innovative addition to their GrabPack, the Green Hand. This exceptional feature permits them to preserve energy within the hand for a prolonged period until it gradually fades away. Now operating with two hands, they are ready to commence the Musical Memory game.
The Player plays Musical Memory.
During this challenge, The Player 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, as the minigame's tutorial explains. All while this goes on, Bunzo Bunny slowly falls towards them, slowly lifting back up with every correct pattern. If The Player puts in the incorrect order, Bunzo quickly falls towards them. With the excessive number of buttons, the emergency stop becomes active, and The Player presses the button.
As the game grinds to a halt, Mommy appears to be disappointed while vaguely teasing the second challenge, but she stays true to her word and gives The Player the first piece of the Train Code. Hoping to reach the Game Station via a shortcut, The Player 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 Player sees dozens of rejection notes for the room's rejected toys. They also must relocate a Bron statue 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 Player plays Wack-a-Wuggy.
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. As explained in the game's tutorial, the objective is to use the GrabPack to hit all the Mini Huggies that come out from holes in the wall. 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 reluctantly gives The Player the second piece of the Train Code, becoming more aggressive in the process. To continue their journey, The Player navigates through a compact storage room while the sound of Mommy killing the Mini Huggies resonates in the background.
Kissy Missy emerges.
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 approach it, the shadow of Huggy Wuggy looms before gradually approaching The Player. As the silhouette appears under the dim, vintage yellow lighting, 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 through the area using their Green Hand. To leave the area, they push 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.
The Player plays Statues.
In the third game, called Statues, The Player learns the instructions through another tutorial. They must navigate a maze while being pursued by PJ Pug-a-Pillar. They can only move when the lights go off and they must freeze when the lights turn on. If The Player moves when the lights turn on or gets too close to him, PJ eliminates them. Eventually, they reach a point in the game where it occurs to them that they have a choice to make: they must enter one of 3 tunnels which are labelled "easy", "medium" and hard". However, when The Player realizes that the game's ending is rigged, they escape through a broken observation window, fleeing the area. Having successfully completed the grueling third game despite its rigged nature, their victory infuriates Mommy Long Legs, who becomes increasingly agitated as they refuse to fall for her manipulation.
The Player proceeds towards the Game Station via the Water Treatment facility. Within this area is multiple conveyor belts for Bunzo Bunny toys which The Player must use to collect one, so they can scan a toy for a nearby locked door. Continuing onward, they solve an electrical puzzle. But soon afterward, they fall through a vent that collapses with them inside.
The Player is confronted by Mommy Long Legs.
With there only being one path left, The Player attempts to use a Grab Handle but Mommy blocks their path. In an agitated, aggressive tone, she accuses them of cheating and declares that they will play "one last game" called "hide-and-seek". The Player must survive Mommy's pursuit by simply running for their lives. In the dark, deep hallways of Playtime Co., they find themselves having to solve more brain-turning puzzles to continue onward.
Mommy Long Legs gets crushed by the grinder.
Eventually, with Mommy having tracked them down, The Player manages to lure her into a grinder and activate a lever to ensure her demise. Suddenly, a mysterious claw-like hand emerges from beneath the partially closed door and drags Mommy's severed torso into the darkness.
Betrayal?
Simultaneously, another door on the right side of the room opens, granting The Player access to Bay 09. Navigating through the area, they soon find Poppy trapped and proceed to free her, while also picking up the last piece of the Train Code. After agreeing to board the train, Poppy makes her way there as The Player follows behind. With Poppy safely onboard, The Player inputs the correct Train Code, and the train starts to move. However, Poppy, having witnessed their outstanding agility and intelligence, deems that The Player is 'too perfect to lose', and changes the train's direction at the last second. Poppy then states she had 'so much time to think and reflect', and that together, she and The Player 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 speakers are cut off.
The train spirals out of control.
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, causing The Player to hit their head hard upon impact. But before blacking out, they see a sign for Playcare, leaving their fate uncertain as their next test is about to come.

