They must run through the exit door, shutting it on Blue and allowing them to have time to lower the ramp by moving blocks. After awhile of running from Blue, he will eventually give up and return to sleep on the stage.Īt the end of the balloon section, one will lower onto a fork placed by the escape door and awaken Blue, causing him to chase after the players. The player is advised to not run into any balloons, as touching one causes it to pop, waking up Blue who will chase after the player who caused the disruption. Then, he will continue wandering.ĭuring the finale, he can be seen sitting in the middle of the stage asleep. If Blue loses sight of the player, he will run to their last known location before freezing in place. In Chapter 1, his run speed is slower than the players. The player can also simply run away from Blue. If the player attempts to use their box while Blue see's them, they will have a red exclamation mark above their head and Blue will continue chasing the player, killing them when he has caught up. To avoid being caught by Blue, the player can either hide in their box out of Blue's sight, hide under a table, hide in lockers, hide in a crouching space, or simply run away. If the player enters Blue’s direct line of sight, they will be chased after by him. He is capable of opening doors and climbing ladders. In game, he appears hunchbacked, and has zombie-like mannerisms: making loud groans, having poor posture and a walking stance resembling that of a zombie.ĭuring the first four nights, Blue will be one of the monsters actively scouring the area for any signs of the player. Blue also has large eyes on both sides with the one on the right being replaced with a button. Blue is a big, blue monster who wears a yellow crown and has drool hanging from his mouth.
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