Living Room is the second memory in The Joy of Creation: Story Mode. In this memory, the player controls Val Cawthon and must defend against The Ignited as they search for her husband, accidentally targeting her instead.
As the level name suggests, the player appears to be in a moderately-sized living room. A couch is placed in the center of the room, facing a lit fireplace. Situated above that is a flat-screen television, which the player can use to monitor the movement of Ignited Freddy and Ignited Foxy, pausing them if need be. Three doors lead to the room, one on both of the side walls and a set of double doors on the back wall; each doorway is where each of the Ignited Animatronics (aside from Ignited Chica) can appear. The fourth door is an entrance to the house, likely intended to be the entrance as shown in the intro cutscene. Entities didn't come through the entrance, but random loud banging on the door from the other side, could briefly occur during the night. Three windows are on the left-side wall.
Two demos for Story Mode were released prior to the full game. The first was was an endless survival mode taking place in a Living Room. The other was a more complete demo featuring the same Living Room and a Bedroom level. But in both of the demos, the Living Room was different. The player was Scott, and the phone call was a casual conversation between him and Michael. The room was wider from left to right and had a warm-colored environment, wall lamps, and no windows. The entrances to the living room were also completely different, with the doors on the sides being the ones with the keyholes, while the double doors behind the player didn't have keyholes, and the TV simply displayed Ignited Chica slumped over in a hallway room. The entrance to the house was also not in the room. The gameplay was not full free roam like in the final, but more like a combo of the original The Joy of Creation, and FNaF 4.
Ignited Freddy would approach from the door to the right, much like the current version of the level, and the player would have to continuously check the keyhole for him, and when he was about to enter, they would have to hide behind the couch until he left or else he would jump scare them. Ignited Bonnie behaved the same as Ignited Freddy, with the only difference being that he approached from the left.
Ignited Foxy would attack from the double doors behind the player, and they would hear him creak open one of the doors. To get rid of him, the player would have to simply flash him with their flashlight.
Ignited Chica would attempt to attack whenever the lights turned off and the TV changed to static. The player would have to turn the lights back on to stop her. The longer the lights are off, the more Chica progresses, until eventually reaching the room and killing the player.
This phone call was only used in the second Story Mode demo. It is a calm pre-recorded conversation between Scott and Michael, played on a radio device. Seemingly, both of them already know the animatronics are present in the world with them. The story was not the same as it was in the full game.
Scott: "You're right. Uh, if so, Freddy will come from the right and Bonnie from the left. The keyholes of the doors will be perfect to see whether they're close or not. If they are dangerously close I should hide behind the couch until they're gone."
For the full release of Story Mode, the Living Room level was fully revamped around the concept of the original with many new and improved features added including a new animatronic "Pause" button on the TV screen and full free roam with oriented hiding spots instead of behind the couch.
In hopes of easing Scott's worry, Val suggests staying in the living room throughout the night, spending time with each other and ensuring nothing bad happens. Soon after Scott agrees, he offers to check once more on the state of everything, leaving the living room and Val behind.
Michael: "Listen, there are monsters that are going to arrive to your room real soon. If they see you, you are dead. Do you understand that, ma'am? It is very important that whatever occurs, just DON'T...LET THEM...SEE YOU! Alright?"
Michael: "I know, I know, look... just... *sigh* You're in the living room, right? Try focusing on the three entrances behind you. The exit to the house should be locked and they won't come from there. If there are any monitors nearby, then they should be forced to produce a camera system for you. Ma'am, is the TV in your living room turned on?"
Michael: "Alright, now please keep an eye on it. It should help you. Look, they usually come from the left side or the right side. You have nothing to stop them, so, if you see one of them about to enter the room just hide."
Michael: "Look, just...stay out of sight, o-okay?! Yes, if they try to come in, just move somewhere they won't be able to see you, okay? I don't know which one will come from which side, but look at the TV, and maybe you'll be able to tell by yourself. Maybe, if you can, try to look through the door, uh, windows...Keyholes...Yes, keyholes! If any of your doors has a keyhole you can peek through, keep checking it, they won't notice you on the other side, trust me. So yes, I can't stress this enough, if anything comes through those doors just hide! Hide away from view! You might hear noises later on in the night, pay attention to those. Don't look at anything that appears in your room, and try to stay safe, please."
Michael: "Look, it's very hard to explain, ma'am... And no, just wait until 6 AM to be safe, b-b-but don't worry! Time will pass much faster. Just keep an eye on that clock and wait for that time. They should all be gone in a few minutes, and then the hours will reset. Now please, if you survive, I need you to grab your kids and get out of this house as soon as possible. I'm going to help Scott get out of here myself, so don't worry. Just please get yourself and your sons out of harm's way!"
There are three doorways surrounding the player that The Ignited can enter the room through. The first two are to the left and right of the player, with the third being positioned directly behind the couch. The player must hide away from the radar of each animatronic as they enter the room and scan their surroundings.
In front of the player is a television broadcasting the view of Ignited Foxy and Ignited Freddy, both pointing directly at their respective entrance sides. The player can pause their activity as they gradually approach so they are prevented from appearing in the room at the same time, which would always result in the player being attacked by one of the animatronics. The sounds of growling from either the left or right can be heard if they remain there for over ten seconds before 5 AM or seven seconds after 5 AM, and letting the growling continue will either cause a jump scare from the right side, or Ignited Chica to appear in the window on the left side and stun the player, rendering them powerless for ten seconds.
The player can check the keyhole of the door behind the couch to see the progress of Ignited Bonnie as he goes through phases to reach the doorway, before opening it up and attacking the player if they are in view.
Ignited Foxy approaches from the left hallway and Ignited Freddy approaches from the right hallway. On their journey to the doorway, they will constantly wait for each other in order to prevent the player from desynchronizing them, obligating the player to need to stay at the TV, constantly switching between who to pause first depending on when they will reset. In order to successfully defend against them, the player must pause them constantly while checking whom is closest to their respective doorway. This also means that the player is unable to break away from pausing them on the TV after they both attack, as they will always resynchronize for their proceeding attack.
Both Ignited Freddy and Ignited Foxy have a small chance to double back, causing their cameras on the TV to turn white after they have left the room. If this should happen, the player should hide behind the corresponding door immediately.
Ignited Bonnie will start attacking at 1 AM, right after Ignited Freddy and Ignited Foxy consecutively attack the player once. He will slowly approach from behind the double doors. Whenever he advances forward, he will make a moaning sound similar to the one his original counterpart makes in FNaF 1. Constantly checking the doors is not needed as long as the player takes note of the number of times the audio cue has played since Ignited Bonnie last attacked.
To avoid Ignited Bonnie, the player must stand against the wall where Ignited Bonnie enters from and wait until he closes the doors, indicating that it is safe to leave the hiding spot. Ignited Bonnie does not enter the room at the same time as Ignited Freddy or Ignited Foxy, so the player will need to prioritize who to deal with first.
Ignited Chica will start attacking at 1 AM. She will spawn into the room if you sit on the couch for too long. If the player hears growling and fails to stand up in time, she will attack, stunning the player.
In order to not get jump scared by Chica, all the player has to do is to not sit on the couch for longer than 10 seconds at a time. However, if Chica jump scares the player after 5 AM, they will lose the night and a cutscene appears whereas you will see through Creation's eyes during the Attic memory that emerges directly after the events of this memory as he destroys an obstacle keeping him from attacking Scott; who got trapped by Michael.
During 5 AM, Ignited Chica will constantly attempt to attack the player every 4 seconds after they sit on the couch, as she is able to kill them instead of simply stunning them, forcing the player to constantly stand up again in order to prevent the run from ending by Ignited Chica's hand instead of Ignited Chica and consecutively one of the other three characters that surround them.
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