Five Nights of Crossover 2

Five Nights of Crossover is another FNAF style game by Bolt. It is a sequel to the original Five Nights of Crossover.

Mechanics
Energy - Everything you do takes up energy. If you run out of energy, you have to stop and recharge it by doing absolutely nothing except from using the flashlight.

Vents - There are many vents scattered around the building. You can seal these if an animatronic is in them. 3 can be sealed at one time.

Music Box - Wind this up or else, you know what will happen. If it is unwound (for those who don't know), a puppet style animatronic will be released to kill you automatically.

Flashlight - Use this to see if an animatronic is nearby. Stops animatronics from moving for a while, has limited power.

Buzzer - If an animatronic is in your office, you can use this to scare them away. Needs to be pressed multiple times to send them away. Sends animatronics back to their starting locations.

Freddy
Freddy returns yet again. Now looking worse than ever.. His suit's whole head is gone revealing endoskeleton, the middle of his body is burst open, and his microphone is deformed. He begins moving on Night 3. His jumpscare is him pulling you in and seemingly thrusting you down into a suit. To stop him from attacking, you must use the buzzer.

Birthday Boy Blam
Birthday Boy Blam (BBB or Blam for short) is also back. His left arm is gone revealing blood around where it was, revealing there is actually a body inside of him as a human arm covered in blood takes it's place. His party hat replaces his face now with eyes and parts missing. He begins moving on Night 2, but not too active until Night 3. His jumpscare is his hat dragging him along and seemingly biting you with it's shark-like teeth. To stop him from attacking, you must use the buzzer.

(RED) Medic
The original Medic is probably the least damaged. His legs have been torn off and as has his right arm. He uses a wheel attatcthed to his body to move around now. His eyes are springing out too. He begins moving on Night 2, but not that active until Night 3. His jumpscare is him going photo-negative and biting you during a purple gas is in the office. To stop him, you must use the buzzer.

Inkling Girl
The Inkling Girl returns too. She is not withered like the rest, but rather, some changes. She now has to pink bows on her tentacles as well as a red visor near her head and around the front of it. She begins moving on Night 2. She goes through the vents, so you must seal the vents to stop her from getting in. Her jumpscare is her tentacles spinning like sawblades and leaping at you, the tentacles closer to you than she is, presumably slicing your heart out.

More coming soon!