Five Nights of Crossover 3

"Welcome to the new state-of-the-art arcade, using things from past and present!" -The Tagline

Five Nights of Crossover 3 is another game in the Five Nights of Crossover series by Bolt-Weed. Whereas the first game took place in 2020, the second in 2027, the third takes place in 2040.

Story
It has been two decades since the events of the first game. The building has gone through many revamps, and is opened once more as an arcade building. Most of the crossover crew is gone, but some still remain, sealed away. You get hired for the night shift to make sure nothing in the arcade gets broken while making you survive the night against what horrors greet you in the arcade. And guess what, the best is yet to come. Since said characters go on a rampage every so often and kill all in the building they are restricted in, being the arcade in this case, you, being the only one in there, are their next target.

Mechanics
Radar - The replacement for the cameras. Is on at all times, gives the exact location of all characters that are after you.

Portal Gun - Ripped straight out of Portal, your main defence. Use this to manipulate the characters as they come after you. If they walk into or over a portal, they go back to the other portal, which you can set anywhere you want on all nights.

Power - For the Portal Gun. Sets a limit on how many portals you can use each nice, earlier nights giving you more, later nights giving you less.

Pac-Man
Pac-Man takes the role of Springtrap. He can go to any room he wants, and move around very fast, close impossible to stop him in place on later nights. He begins moving on Night one as late as 2 AM, and can go ANYWHERE he pleases to go with no set pattern. His jumpscare is when he eats a power pellet and comes straight for you in his 2D form with nightmare animatronic teeth, and one, evil red eye in the centre of him.

Phantom Kirby
Kirby returns as a burnt up incarnate, missing his hands and his eyes. He will occasionally appear in front of you, blocking your view. If you look at him long enough, he will attack you, hindering your vision. He begins appearing as late as 2 AM on Night 1. His jumpscare is when he jumps to to while inhaling, as if he was trying to eat you. If you do not look at him and use your radar, he will vanish.

Phantom Inkling Girl
Inkling Girl also returns, not burned up as much as Kirby, but damaged more. Her legs are twisted and tentacles deformed, as well as a bite sized hole on her head. Inkling Girl will sometimes speed past the office. If you see her doing this on the radar, act fast and use your Portal Gun to warp her away, protecting you. Don't, and she will shoot ink into your Portal Gun, shutting it down, and rendering you vulnerable. Begins dashing as early as 1 AM on Night 1.

Phantom BBB
BBB returns, more horrific than his second game appearance. His head and arms are entirely gone, and his face is now on his belly, which is sliced thin around the bottom. BBB will occasionally appear on your Radar, blocking the view of it. Look at it long enough, and he will leave. Look away, and he will jumpscare you by roaring at you like the others with nothing noticably different other than lounging at you. If he does so, your Portal Gun's portal exit will be reset, forcing you to replace it. Begins appearing as late on 3 AM on Night 1.