Surviving Night 2 in MisterGamer_67's Roblox horror title Residence Massacre requires balancing power conservation, environmental repairs, and three distinct anomaly threats inside an industrial factory. Unlike the residential defense of the first night, your 8-minute shift (spanning 12:00 AM to 6:00 AM) takes place in a sprawling facility equipped with five floodlight entry points, an office computer network, and an external radio tower.

Success hinges on securing necessary equipment during the prep phase, fending off The Mutant at the windows, suppressing The Pest before it severs electrical lines, and neutralizing The Stalker as it emerges from factory floor cracks.

Preparation Phase: Factory Setup and Economy (4:00 PM – 12:00 AM)

Once the opening cutscene concludes, enter the factory and click the tape reader to listen to your shift voicemail. Next, click the clock in the central room to punch in and begin the countdown toward midnight. You have roughly five minutes of real-world time to explore, generate income, and set defenses.

During this preparation window, prioritize the following tasks:

  1. Earn Cash via Wall Panels: Scattered across the facility walls are red pressure panels. Interacting with them in the correct left-to-right order (1, 2, and 3) releases pressure, turns the indicator green, and awards $5 per completed panel.
  2. Order Tools from the Delivery Service: Spend your earned money at the central ordering console. A delivery drone drops item crates near the main factory entrance. Community guides and duo playthroughs emphasize securing at least one to two UV Lights ($30 each) and Camera setups ($15 each) before midnight.
  3. Barricade the Floodlights: Locate the Hammer on nearby factory shelving. Each Hammer contains 3 charges. Apply wooden barricades to the five floodlight windows (three in the central corridor, two in the right wing). Each floodlight can hold up to 3 planks, which force The Mutant to spend extra time breaking through before entering.
  4. Locate Critical Supplies: Collect the Wrench, which is mandatory for fixing exterior electrical malfunctions later in the night. Note the location of the spare Battery in the storage room and pick up any available Medkits or Bloxy Colas.

Facility Management: Power Generator and Radio Tower

Maintaining factory infrastructure is essential because losing power or radio signal disables your primary defense mechanisms.

The Power Generator

Found in the room on the left side of the factory, the generator displays three white status bars. Power mechanics operate under strict limitations:

  • Consumption: Activating a floodlight flash button consumes exactly one power bar. Leaving interior lights on slowly drains power over time.
  • Refueling: When power drops low, retrieve a Battery from the adjacent storage room and insert it into the generator chamber. On standard difficulty, one battery restores two bars; under the Bloodmoon modifier, it restores all three.
  • Total Outage: If the power hits zero (indicated by a red warning icon with an exclamation mark), floodlight flashers become completely inoperable until recharged.

The Radio Tower

Positioned outside behind the facility, the radio tower powers all internal broadcast units used to deter pests. Lightning strikes the tower twice during a standard night: precisely at 2:00 AM and 4:00 AM.

When struck, the tower short-circuits, rendering table radios useless. To restore it, equip the Wrench, climb the tower ladder, and interact with the sparking wire. Be cautious: clicking the wrong wire or attempting repairs without a Wrench inflicts 30 electrocution damage. Lingering at the top of the tower for too long results in an instant-kill lightning strike.

Anomaly Counters: Mutant, Pest, and Stalker

Night 2 triples the active threat count compared to Night 1. Each enemy operates under specific spawn mechanics and requires different counter-measures.

AnomalyDebut TimePrimary Spawn LocationsDirect CounterConsequence of Failure
The Mutant (Larry / L-RY)12:00 AM5 Floodlight WindowsFloodlight Flash Button, UV Light stunBreaches factory, initiates lethal chase
The Pest1:00 AMCeiling holes / cat-walk ventsTable Radios (requires active Radio Tower)Cuts floodlight wire, kills repair worker
The Stalker2:00 AM4 Floor cracks (goo puddles)Camera Flash, handheld UV LightRampages, teleports, inflicts vision tick damage

The Mutant (Larry)

The Mutant no longer spawns in outside yards; in Night 2, it targets the five floodlight stations. You can hear its heavy footfalls approaching down the corridors, and factory lights may flicker upon its arrival.

  • Window Defense: Watch the floodlights. The Mutant will peek around the corner before walking up to the glass. Video walkthroughs advise waiting until he approaches the glass before hitting the neon white button; flashing prematurely wastes power bars.
  • Repairs via Office PC: If The Pest cuts a floodlight wire, the flasher will spark and fail. Go to the office computer, open the "Repairs" tab, locate the station marked with an exclamation point, and dispatch the NPC Repair Worker.
  • Chase Handling: If The Mutant breaks through, do not rely on lockers. While wiki records note lockers can hide you if you hold your breath during close proximity, they can only be safely used once per night; a second attempt results in automatic death. Instead, use a UV Light to stun him for roughly three seconds, or loop him counter-clockwise through the factory halls while closing doors behind you.

The Pest

Beginning at 1:00 AM, The Pest emerges from open ceiling holes to gnaw on electrical wiring. Claws or blood dripping from a ceiling vent indicate its presence.

  • Sound Deterrent: Activate the radio sitting on the table near the targeted floodlight. The sound drives The Pest back into the vents. Radios enter a brief cooldown after use.
  • Protecting the Worker: Never send the repair worker via the computer while The Pest is actively perched at the wire. The Pest will kill the worker immediately, permanently disabling repairs for the rest of the night (and awarding the "Misinput" badge). Clear The Pest with the radio first, then dispatch the worker.
  • Vent Lunges: If you walk past an active vent, The Pest can lunge and grab you. You must rapidly spam the jump key to break free before sustaining fatal tick damage.

The Stalker

Spawning after 2:00 AM, The Stalker emerges from four distinct floor cracks situated near the entrance, office area, storage, and the back-right room. An audio cue, accompanied by screen distortion and a heartbeat sound, signals that a black goo puddle has formed.

  • Neutralization: Flash The Stalker while it is rising out of the puddle using either a mounted Camera's UV flash or a handheld UV Light. Doing so forces it to sink back into the floor and despawn.
  • Rampage Behavior: If The Stalker fully rises, it enters a rampage state and teleports around the building. Looking directly at a rampaging Stalker causes screen static and deals 13.3 damage per second. Touching it results in an immediate death.
  • Goo Hazard: Rampaging teleports leave dark floor puddles that slow movement speed and deal 4.44 damage per second (down to a minimum of 1 HP). If cornered, a handheld UV Light flash will stun it, temporarily removing its instant-kill contact hitbox.

The factory delivery drone can provide several specialized tools. Manage your inventory space wisely between utility and survival items.

  • UV Light ($30): Holds 3 charges. Essential for vaporizing emerging Stalkers, stunning a rampaging Stalker, or halting The Mutant during an emergency hallway chase.
  • Camera ($15): Can be placed near floor cracks or remote floodlights. Monitored through the office computer or handheld Camera Tablet. Each camera possesses a single UV flash charge to remotely deter Stalkers.
  • Wrench: Spawned on the map; required to fix the radio tower at 2:00 AM and 4:00 AM, as well as fixing broken boiler pipes if running the Blizzard modifier.
  • Medkit: Restores 20 HP per use (3 uses total). High value for recovering from Pest bites, Stalker visual damage, or floor goo burns.
  • Plushie: Has a rare 1% delivery drop rate (or pre-purchased in the lobby shop for 2,500 Coins after obtaining the Spirit Helper badge). Provides an infinite-use heal of 10 HP with a 15-second cooldown.

Night 2 Survival Strategy: Solo vs. Duo Walkthrough

Surviving from 12:00 AM to 6:00 AM requires adhering to a strict task schedule based on in-game time intervals.

Shift Timeline Checklist

  • 12:00 AM – 1:00 AM: Guard floodlights. Listen for The Mutant's footsteps. Flash him only when he reaches the window. Do not burn excess power.
  • 1:00 AM – 2:00 AM: The Pest begins invading ceiling holes. Scan ceilings periodically. If you hear wire biting or spot blood dripping, activate the nearest radio immediately.
  • 2:00 AM: First major hazard spike. Lightning strikes the radio tower; immediately grab your Wrench and climb up to repair the sparking wire. Simultaneously, check camera feeds or floor cracks for the initial 2:00 AM Stalker emergence.
  • 2:00 AM – 4:00 AM: Standard patrol rotation. Monitor floodlights, keep the generator refilled using storage batteries, and neutralize Stalkers before they finish climbing out of the goo.
  • 4:00 AM: Second lightning strike hits the radio tower. Climb and repair it quickly before The Pest severs an active flasher line.
  • 5:00 AM – 6:00 AM: Power conservation phase. If floodlights have remaining barricades and the clock approaches 5:50 AM, you can delay risky exterior tower runs and focus entirely on evading hallway encounters until the 6:00 AM siren sounds.

Solo vs. Team Coordination

Solo players receive longer base spawn intervals between Mutant window appearances, giving brief windows to sprint to the generator or radio tower. Always complete maintenance tasks immediately following a Mutant retreat. Keep a UV Light and a Wrench equipped in your active hotbar.

In duo or squad teams, divide factory responsibilities:

  1. The Overseer: Remains in the office/central hub. Operates the Camera Tablet to monitor Stalker cracks, dispatches the repair worker through the PC, and handles the central floodlights.
  2. The Field Technician: Carries the Wrench and UV Light. Guards the right-wing floodlights, handles the external radio tower repairs at 2:00 AM and 4:00 AM, and fetches replacement batteries from storage.

Surviving until 6:00 AM triggers the ending sequence where you rescue the trembling worker from the storage room, escape in the idling vehicle, and unlock the "Employee Of The Month" badge alongside the path to Night 3.

Frequently Asked Questions

How do I repair broken floodlight wires?

When The Pest bites an electrical wire, head to the computer in the office area and click the "Repairs" tab. Select the floodlight displaying a red triangular exclamation point to dispatch the repair worker. You must scare away The Pest with a radio before dispatching the worker, or the worker will be killed on the catwalk.

Can you survive Night 2 without refilling the power generator?

Yes. Surviving the entire night without inserting a battery unlocks the "Power Saver" badge (rewarding 75 Coins). To achieve this, you must avoid turning on interior room lights, delay your floodlight flashes until The Mutant is right at the window, and use barricades or hallway loop evasion instead of repeated light flashes.

Where are all four Stalker spawn locations?

The Stalker spawns exclusively from floor cracks located near the main entrance, inside the office section, within the battery storage room, and in the far back-right hallway room.

What should I do if The Mutant enters the factory?

Do not try to hide in lockers more than once, as a second attempt guarantees death. Equip a UV Light to stun him for three seconds, drink a Bloxy Cola if your stamina drops below half, and loop him through the perimeter corridors in a counter-clockwise path while closing interior doors to break line of sight.