recursal/Fanatic-Fandom huggingface dataset:
Status Effect Resistance

**Status Effect Resistance** is a skill that provides resistance against not only poison, illnesses, and curses, but also fatigue, stress, sleep, hunger, asphyxia, pain and any other condition that causes the skill’s owner to not be in peak form. However, it does not provide resistance to the effects of having expended too much Mana or wounds caused by taking damage. Those with a high level in this skill can always be in peak form despite any negative effects they may be under. However, it does not nullify the negative effects, so there is a limit to this skill’s effect.

Those who possess this skill are Centaurs, Titans, Drakonids, Demons and others of the races created by Vida, so most who do possess it to do so from birth. After acquiring this skill, one can increase its level by experiencing things that affect his or her status. However, it is difficult for one who does not possess this skill from birth to acquire it. The reason for this is that one would need to endure negative status effects for a certain amount of time.

According to the Adventurers’ Guild’s records, there are two ways to do this. One method is to come under the effects of poison and illness at the same time and endure that, and the other method is to acquire separate resistances for each and integrate them together to gain the Status Effect Resistance skill. According to those records, there has never been a person who has survived the first method, and none have acquired the skill in less than ten years using the second method. In addition, the effects of the【Mind Corruption】skill cannot be mitigated by this skill. This is because the status of one’s mind being corrupted is considered a normal status for that individual.
Saamuel Levandi

Saamuel Levandi is Ocli's former leader/president/dictator. He was born on June 22 1917. He has been president since Ocli's communist uprising in 1949 until his death in 1995.

 In office
 Born
 Died
 Cause of Death
 Resting place
 Political Party
 Spouse
 Parents
Musdaliah 'Nuar (Mother)

## Early Life

Levandi was born on 22nd June 1917 in Tilted Towers.

His father, Heimahn Sha, born on 25 June 1879, was a watchmaker and sold watches in the big city. His mother, Musdaliah 'Nuar, born on 18 December 1880, was a captain in the Oclian Army.

Levandi was an ambivert. He didn't speak to his parents often and had a small social circle of five friends. He was born 3 years before his brother, Niv Miyat, and 3 years after his sister, Irys Heylin. He grew close to his sister, not as close to his brother, but both he didn't mind. He would occasionally play games with both his siblings in his backyard. When his sister went to London to study when she was 18, he spent most of his time with his brother, making occasional visits to wet markets and beaches, and sometimes, draw. But most of the time he'd do his own thing.

His mother joined the Oclian Military in 1900, and had experienced the Kluatauan Mutiny and even went overseas to train, however, would make very frequent visits home. His father was drafted, too in 1915 during the Mutiny, but returned to watchmaking after his two years of National Service, but the Oclian National Service would end in 1949.

## False Detainment

After his mother left the army in 1914, she started a movement on gender-norms, and how they had to be broken, as she was the first female soldier in the army. However, the government silenced her and her movement, and conducted raids on Levandis' estate. After 10 years of endless searches, the Oclian military detained them in 1924, even without evidence. After 2 years, they were let out of house arrest.

## The MCP

It is unknown when Levandi was radicalized by communist propaganda, but during the early-1940s, Levandi ran away from his home in Ocli and fled to Malaya, and joined the Malayan Communist Party. he served as a soldier during WW2 and fought against the Japanese in Malaya, initiated attacks on the British during the Malayan Emergency, and then came back to Ocli to join the Oclian Communist Party in 1949. He was elected in as President and initiated attacks on Kluatau during the Tetrad War.

## Deaths

Levandi passed of old age on April 24th 1995.

His mother was hanged by the Japanese in 1942, and his father passed of old age in 1960.

His two siblings went missing and were never found.
Scratched Xans (FNAFD2)

Scratched Xans starts moving on Night 3, although he is not very active on said night. He starts the night in the Parts/Service room, looking rather dazed, with the other bruised and beaten people, with Xans being the last to exit the room (yep, he's still lazy). He then enters into the Main Hall and then to Party Room 3 to stare into the camera, before standing in the hallway just outside the Office, only a step away from entering.

Unlike the others, Scratched Xans is much less active and goes into the Office much more rarely than the others. However, he has a similar role to them and is still a very active animatronic. As with Bruised Coolspy and Damaged Grunt, Scratched Xans does not appear to become active enough to enter the Office until Night 3, as he did in the original game. He takes the path down the entrance hallway, entering the Office through said hallway, similar to Photo-Negative Xans. However, unlike PN Freddy, Scratched Xans has only one phase in the hallway before entering the Office.

When Scratched Xans is in the hallway and the player lowers the Monitor, He will stand in front of the desk as the lights constantly flicker before he vanishes. The player must put on the gas mask *the moment* they see Scratched Xans inside the Office to avoid imminent death. Delaying or neglecting to don the head will cause the screen to black out as normal, only for him to return and give the player a "Game Over" after raising and lowering the Monitor. He may also forcibly pull down the Monitor or remove the gas mask if left on for some time after failing to ward him off. However, if Scratched Xans *is* warded off via equipping the gas mask, then he returns to the Hospital Wing, and his cycle repeats. It should be noted that the player must keep tabs on Scratched Xans when he is in the hallway, because staying too long in the Monitor while he's in the hallway will *immediately* trigger his jumpscare without entering the Office.

Scratcher Xans AI levels for each night are as follows:

* *Night 1:* 0
* *Night 2:* 0
* *Night 3:* 0/2
* *Night 4:* 0/3
* *Night 5:* 2/5
* *Night 6:* 5/10

From the Custom Night, night modes where Scratched Xans is active are listed as follows:

* *20/20/20/20* (20)
* Dababy Mode (20)
* *Dev Challenge* (5)
* *Rocky Fever* (10)
* *Golden Xans* (20)
Zero Organisation

***"THIS WAS YOUR DECISION; THIS WAS YOUR MISTAKE"*** - The words that were spray-painted on the Kluatauan parliament before the bomb.

Throughout the Craudoan Emergency and earlier such as the Tetrad War, communists were not the only one causing trouble in the heartlands of Craudoa. another organisation, Zero, (affectionately named and led by Noor Qifa) would be the main saboteur between all 4 countries. Holding a Fascist ideology, it was unconfirmed on where the organisation started, whether it was off-shore or on some island. It was responsible for the rail misalignment between Drighton and Kluatau, causing the Drighton Disaster. It is responsible for several other bombings throughout the 1960s throughout present day. The Zero seem to be hostile to every country in Craudoa.

It's (presumable) symbol is a 0 with a Z combined. It was declared it's symbol as whatever bombings it had caused; the symbol would show up before the bombings happened. Eg. before the Drighton Disaster and all other bombings, a 0 with a Z would be seen, making it seem like a warning.

During The Emergency, the Kluatauan Volunteer Corps only found 3 Zero bases in the jungle in total from 1960-1974, whilst they found 1,456 communist bases. It is a mystery to where it keeps its headquarters, bases, communications lines, weaponry, or members. Albeit underground or off-shore, it is unknown to why and how it is so well organised, despite nobody, not even the military whom have searched high and low, where they are. It is theorised it comes from Zeintaj or off-shore reserves. Nobody knows for sure.

The Zero uses brutal tactics like car bombing, suicide bombings, assassinations and kidnappings to conduct its raids.

## Off-shore attacks

Suddenly, out of nowhere in 2010, the Zero Organisation decides to bomb parts of Litzuv, Zeintaj and Italy *once*, without warning. This marked the first off-Craudoa bombings by the Zero Organisation, which just raises more questions to how it travels throughout the world to bomb certain areas that have no correlation to each other. Following this attack, the United States placed the Zero Organisation on the Global Terrorism Index, marking it the most dangerous and anonymous terrorist group in Asia, followed by the Taliban in the Middle East.

## Members and armaments

The governments of Craudoa do not see Zero Members as people, referring to the entire group as one singular entity, an *it*. This is because little to no Zero members have been found, but some citizens report it being in Black and White suits, with a white field cap, and that it travels in groups of fives. Civilians have also reported seeing a Cessna 172 plane above them (reported by an aviation expert) in Janj, Balcona, that was not owned by the military or civilians, and had the livery of black and white. One man and his girlfriend, in the town of Malsarih in Tiavaru, reported seeing a black and white truck, with the Zero symbol on its door.
Kwantai

Kwantai is Drighton's main weapons manufacturer, being founded in 1944, during the Japanese Occupation of Drighton to issue weapons to the Japanese *Kempeitai*. It was then handed over to the British after the Japanese capitulated on the 9th of August 1945, then to the Drish Government after Independence.

 Jurisdiction
British Empire (former)
 Headquarters
 Motto
 Employees
 Budget
Fletering

Fletering is Drighton's airplane manufacturer, manufacturing planes for Locva Servittse. It was founded by the British during the mid 30's.

Fletering, a leading airplane manufacturer based in the country of Drighton on the continent of Craudoa, has been making headlines in recent years for its state-of-the-art aircrafts. Founded in the early 1930s by a group of British aviation enthusiasts, Fletering quickly established itself as a major player in the industry by producing high-quality planes that were both efficient and reliable.

Fletering's success has not gone unnoticed, the company has been known to export their planes to other countries, including the Locva Servittse, a country that has been a long-time customer of Fletering.

With its reputation for producing high-quality aircrafts, Fletering continues to be one of the most respected and successful airplane manufacturers in Craudoa. The company's commitment to innovation, quality and safety has helped it to remain at the forefront of the industry for many years, and it is expected to continue to do so well into the future.

 Jurisdiction
 Headquarters
 Fleet Size
 Employees
 Budget
The Republic Of Greendale

*"Unfurl the banners, Look at the screen!" Unnamed student*

The Republic Of Greendale is a proxy militia that started of in a college in Ocli. The students had taken up arms from Kluatau and smuggled it into the College, slaughtering and killing the staff and teachers. After that, the students ran out of the school, burning it down, and The Kluatauan Military had been waiting to escort them out of Ocli. The helicopters had escorted them out safely, and then recruiting them into the military.

The attack started at 4:AM when 1,500 students surrounded the school, with the main force being at the main school gate. By then neither the teachers or the staff had reached the school yet, Although security stood their ground. At 4:30 am they rushed into the school, climbing fences and shooting gates. The Oclian Military could not attend to them as they were deep into Kluatauan Territory, so only untrained volunteers came. They could not fend of the thousands of armed students, who had been equipped with Mauser C96s, Kar98ks, Lee Enfields, Bren Guns, Stens, and even three Flak 38 20mm cannons. They took the General Office in Minutes, and the whole school by 10:30 am. By 12pm they fended of the untrained volunteers, and retreated into Kluatau to safety.

Casualties:

134 teachers

20 staff

5 students
People's Army

The People's Army is Ocli's National (and only) law enforcement and military. They sport green hats/helmets with red stars and olive green shirts and pants and wear jackboots.

# --Military Equipment--

## Assault Rifles:

AK74 -- Standard AR

M16 -- Standard AR

## Battle Rifles:

L1a1 -- Standard BR

Mosin Nagant -- Training Firearm

## Machine Guns:

Ultimax 100 -- Standard MG

MG3 -- Standard MG

## Shotguns:

SPAS12 -- Standard SG

FN Tactical Shotgun -- Standard SG

## --Armoured Vehicles--

Leopard 1

M24 Chaffee

Type 62

## --Aircraft--

Huey -- People's Army

Chinook

Apache

MiG 29

MiG 31

B-17

B-24

B-25

C-130

Battlebus

C-47
Drish Computer Company

The Drish Computer Company was founded in January 3rd, 1972 after the unification of The Trinty, Elentran and Bithen and Company, and The Grenner Computer Manufacturing Company in order. Their HQ is located in Terraka, Sperantia.

First prototypes were made on the 2nd of March 1972, the DCC 1010A. Their first consumer product however was released in 1973, the DCC 1620B. Personal computers were given to the leaders of Drighton, Berusferg, Ocli and Kluatau.

 Jurisdiction
 Headquarters
 Employees
 Budget
Nightmare Westbound (FNAFD4)

Nightmare Westbound will only appear in Night 5.

Nightmare Westbound will approach from either the Left Hall or Right Hall. When looking at him in the halls, flicking the Flashlight off and on will cause him to approach while closing the door will make him retreat back around the corner. At random points throughout the game, the player will hear Nightmare Westbound laugh loudly, which means that his head will appear either on the Bed (at which point the player must simply shine the Flashlight on him for a brief period of time) or in the Closet (at which point the player simply has to close the door for a brief period of time). While warding him off in these situations, Nightmare Westbound will make a loud screech sound. But be aware, if the player hears laughing and footsteps, then Nightmare Westbound is not in the Closet or on the Bed. If the player flashes the light on him and runs to the center of the Bedroom or closes the doors afterwards, the player will die. There is no known way of escaping this, which is why the player must flash the light on him and quickly close the door until his footsteps signify that he has left that location.

To defend against Nightmare Westbound's attack, the player must pay close attention to the sounds he makes as he runs to tell which direction he's going. Therefore, it is crucial to use stereo speakers or headphones with the sound turned up to an acceptable level. Likewise, the player can also hear when Nightmare Westbound has left the door in a similar manner and can return to the middle of the Bedroom.
Nightmare Derpy (FNAFD4)

Nightmare Derpy becomes active in Night 2 and can be seen in the Right Hall alongside Nightmare Grunt or the Left Hall alongside Nightmare Coolspy; he can occasionally be seen peeking around the corner in Nightmare Grunt's or Nightmare Coolspy's place, the player can predict this action by hearing fast footsteps, similar to the ones the player hears when the original Derpy runs through the West Hall in FNAFD4. As the footsteps becomes louder, depending on which ear they are heard as most, it is usually an indication that he will be at one of the hall corners, available to be seen by the player. Running to the wrong door in such occasion will allow him to sneak into the Closet and stay there the whole night, thus making the checking of the Closet necessary, compounding to the player's laborious task of checking the doors and the bed. As the player flashes on Nightmare Foxy at the hall corners, he will step back, thus momentarily stopping him from sneaking into the Closet when the player runs to the other door.

Just like in the first game, Nightmare Derpy's behavior comes in five phases, which can only be seen when approaching and inspecting the Closet with the Flashlight (that is if he has already snuck into the Closet). With every phase comes to an increase in urgency to shut the Closet doors on him, and with every night comes an increase of speed in the advancing of phases, yet an increase of difficulty in resetting him back by even a single phase.

Phases

1. Initially, only a note pad saying "He VENTED" will be found sitting in the Closet. The player can then quickly proceed to exit the Closet without worry.
2. Nightmare Derpy has replaced the pad and is standing upright, with only his lower torso, right leg, and knife in his right hand visible. It is still safe to leave him and check another location.
3. Nightmare Derpy is now in a crouching position, his gaping, toothed lower jaw exposed for the player to see. Unless Nightmare Xans' tiny 'Omens or anything else prove to be a bigger threat, the player should now hold the Closet doors shut on Nightmare Derpy.
4. Nightmare Derpy's head is now visible over his foot, his glaring visor staring at the player and his heavily toothed mouth gaping open. The first time the player checks him while he's in this phase in the night, he will snap at the player's face with an Dramatic Jump for Onaf 2. This gives the player the message to immediately close the Closet doors, or else they'll be attacked by him the next time they move elsewhere.
5. If the player is facing the Bed or walks back towards the center of the Bedroom from either the Closet or the Doors while Nightmare Derpy is in his crouched position, then Nightmare Derpy will eventually forcefully turn the player around (if they are facing the Bed) and jump at the player, screaming and shaking violently, ending the game and sending the player back to the title screen.
GV VYTSEER

GV VYTSEER, also known as the Drish Construction Workforce, works on the development and transformation of the environment sector, in order to improve Drighton’s living environment. GV oversees areas such as safety, quality, inclusiveness, sustainability and productivity, all of which help to achieve their mission to transform the industrial sector and shape a livable and smart built environment for Drighton.

 Jurisdiction
 Headquarters
 Workers
 Budget
THE FNAFD HISTORY

FNAFD 1: Grey Ports is the nightguard of the developer establishment. The developers hate people when they are in the building at night (Unless it's theirselves, of course). Grey Ports must survive 5 nights until he gets his paycheck.

FNAFD 2: In attempt to avoid another person being nightguard, they set off an explosion. Unfortunately, it fails. The devs eventually buy another place and set up buisness. Except it is haunted (lol). Oh. By the way someone else, Jeremy Dezenro, applies for nightguard there. Here we go again.

FNAFD 3: After the events of FNAFD2, Jeremy sets the building on fire, thus killing all the devs except for KitKat. The souls of Golden Xans and Coolspy were released. The rest were turned to phantoms. NeonCorpse has risen out of the ash.

FNAFD 4: Jeremy burns down the building again, killing them all. He tells his friend Alt Coolspy about it. But right now, Alt Coolspy is a kid. So he was given nightmares from this. These nightmares brings the devs back to life.

FNAFD 5: Alt Coolspy is now a teenager. Archeologists have spotted a underground building. They recruit Alt Coolspy to check it out. But some things should be left buried.

FNAFD 6: Alt Coolspy is now an adult and has decided to make his own building. He decided to make robots. The robots have became sentient though (Admit it, you saw this coming). It is up to him to follow in Jeremy's footsteps.

FNAFD 7: Alt Coolspy blows up his building. But he gets intense burn marks, even into his brain. He is brought to the hospital and has his front lobe removed. The devs have gotten there, and they are gonna end him once and for all.
Xans (FNAFD)

Xans is the first one ever created. But he is lazy, so he only the most active during nights 3 and 5. He may be lazy, but he is sneaky. When he is at a door, a rolling noise will be heard at the opposite door. Close the wrong door or wait too long and he will enter and scare you. He will also enter the room if the power goes out. He has 2 forms(Normal and BEdrock.)

Xans on the stageXans in the dining roomXans in the bathroomXans coming down east hallXans coming down west hallXans at east entranceXans at west entranceXans icon in custom night
FNAFD5 (Night 3)

Strategy:

On Night 3, the player is tasked with performing maintenance on Funtime Xans. This task involves avoiding Funtime Derpy whilst crossing Funtime Auditorium, opening Xans to retrieve a power module, and playing a game of pseudo-hide-and-seek with his Coolspy hand puppet to retrieve a second power module.

### Funtime Auditorium

Funtime Derpy is motion activated. The player needs to walk intermittently to avoid getting attacked. The beacon can be used to drive off Derpy's approach, similar to the flashlight in *FNAFD2*, by flashing it at Funtime Derpy several times until it disappears. Continue to do this to cross the room.

### Parts & Service

HandUnit will direct the player in how to open Funtime Xans up by clicking a series of buttons on his face. The real challenge comes when retrieving the power module from the button on the Coolspy handpuppet as it disappears off of Xans hand upon getting the first. The easiest way to catch him is to keep him moving around until he reaches Xans right shoulder. The player should be careful moving the light over this area and slowly pan to check for Coolspy using just the edge of the light. Wait for Coolspy to slowly rise out from behind Xans until his button is visible. The player must then quickly click Bonnie's button to finish the challenge.

Funtime Auditorium may be crossed in a normal manner, but Funtime Derpy will jumpscare the player near the exit and immediately start Night 4.
ANTIPATHY (FNAFD6)

During gameplay, the previously unknown animatronic Antipathy will appear in the alley behind the building. As it would turn out, Antipathy is also a haunted animatronic, though not in the traditional sense. It is heavily implied that he was built by Jeremy to trap Dumby inside of Antipathy, as a part of his plan.

Unlike previous games in the franchise, the animatronics of this game share the same behavior: all four are attracted to sound. During the management portion of the day, the player must do tasks such as ordering supplies, printing flyers and doing maintenance. Each of these, as well as the computer itself and the fan above, all make noise that draws in the animatronics. However, they can be thrown off the scent using an audio system to lure them around the vents and the player can also reduce their presence by shutting down the computer and the fan. Should an animatronic be ready to attack in the vent, the player can shine their flashlight into the vent to force them away.

Antipathy is one of the salvageable animatronics in the game, yielding $5000 in income should the player successfully complete the salvage portion of Thursday night. However, the player also has the option of buying Lefty from the Rare Finds Auction for $5 as soon as it becomes available, and if the player has a stage that can support heavy animatronics. However, doing so is a net loss for the player of $5005 in the long run as well as increasing the difficulty of the management portion of the game earlier than usual. Placing this animatronic in the restaurant raises the Entertainment value by 9, but also increases Risk by 9 as well.

If the player buys Antipathy, he is labelled in the "Rare Finds Auction" category from the Catalog menu, and is classified as a "Heavy Animatronic" and in "Very Good" item condition. His stats are as follows:

* **Atmosphere: 0**
* **Health & Safety: 0**
* **Entertainment: 9**
* **Bonus Revenue: 0**
* **Liability Risk: 9**

To unlock the "Combat Time" achievement, the player needs to buy Antipathy along with Deimos, Tricky, Jebus, and Sanford, and put them on the stage.

Antipathy appearence represents Antipathy Hank.

In the Insanity ending, blueprints for Antipaht are found. This reveals that its name is an acronym for **A**nimatronic, K**N**own as, **T**herapy, **I**nsolation, **P**artygoing, **A**live, **T**ruth, **H**elping, **Y**outh. A note is beside it that says, "Don't you think thats a little long?"
Senepeng

Senepeng, meaning "Firearm" in Kluatauan, is a government owned firearm company; which manufactures guns and weapons for the militaries of Kluatau, Drighton, and Berusferg. Founded by Viktor Eskola in 1949 after the issue of finding reliable small arms to use in the Kluatauan Military, Senepeng was made to manufacture reliable firearms for the Allies in the Tetrad War after the communist takeover of Ocli in 1943. In 1952, the start of the war, gun companies in Ocli had come up with the OCMG52, a machine gun with a very high rate of fire. In response to this, Senepeng decided to make Kluatau's standard issue rifle, the SG-R23 "Kuting" (cat in Kluatauan) in 1953 after a few tests months before. It would become the most manufactured weapon in Kluatau, at a total number of 8,134,090.

Senepeng, to avoid logistical nightmares, uses cartridges of the same type. Every pistol and machine pistol made by Senepeng would shoot out a 9x19mm caliber bullet. Rifles, submachine guns, and light machine guns would shoot 7.62x51mm bullets. This is done to reduce manufacturing large varieties of bullets.

Senepeng
 Founder
 Products
 Headquarters
 CEO

## Products

### Metallic cartridge revolvers

* *SNPG-14 Kihah (1949)*
* *SNPG-25 Pojeh (1949)*
* *SNPG-56 Cinto (1949)*
* *SNPG-12 Minta (1950)*

### Semi-automatic Pistols

* *S-P96 Jelah (1950) -* Senepeng uses a new classification system. (Senepeng - Pistol Type 96)
* *S-P19 Mat (1950)*
* *S-P07 Bimu (1951)*
* *S-P24 Bato (1959)*
* *SNPG61 (1964)*
* *SNPG06 (1970)*
* *SNPG01 (1979)*
* *SNPG85 (1985)*
* *SNPG67 (1995)*
* *S-P19 Haik (2007)*
* *S-P21 Mira (2010)*

### Machine Pistols

* *S-MP52 (1952)*
* *S-MP29 Ulah (1952)*
* *S-MP06 Lipas (1960)*
* *S-MP06 Lipas Panjang (1960) - Longer Barrel.*
* *S-MP40 Kangkah (1971)*
* *S-MP42 Enah (1980)*
* *S-MP56 Wilah (2004)*

### Submachine Guns

* *S-SMG78 Manaea (1952)*
* *S-SMG57 Pizhah (1952)*
* *S-SMG98 Kilat (1955)*
* *S-SMG01 Nyla (1956)*
* *S-SMG09 Lailah (1970)*
* *S-SMG12 Dmi (1978)*
* *S-SMG03 Deena (1996)*
* *S-SMG89 Vee (2017)*

### Rifles

* *SG-R89 Binahang (1951)*
* *SG-R23 Kuting (1953)*
* *SG-R95 Kacau (1958)*
* *SG-R43 Melanah (1958)*
* *SG-R56 Sairah (1975)*
* *SG-R55 Nuyantarah (1989)*

#### - Bolt Action Rifles

* *Senepeng Raifel Panjang 1952 (SRP52)*
* *Senepeng Gunuh Geru 1968 (SGG68)*

### Shotguns

* *S-S96 Kladivo (1952)*
* *S-S92 Bkolos (1987)*
* *S-S82 Baltdjur (1993)*
* *S-S21 Torreh (2003)*

### Machine Guns

* *K-MG56 (1956)*
* *K-MG64 (1964)*
* *K-MG89 (1989)*
* *K-MG13 (2013)*
Photo-Negative Coolspy (FNAFD2)

PN Coolspy starts at the Show Stage with the other two, PN Xans and PN Grunt. He will always become active before the others, similar to his counterpart, though the older ones can move before him on later nights. PN Coolspy begins his path by moving to Party Room 3. Next, he will move to Party Room 4 and will stare into the camera, just as he did in the Backstage in the first game. He then proceeds to Party Room 2, where he can be seen crouching by the vent, about to crawl inside of it. Finally, he sneaks into the Right Air Vent in order to reach the Office. Unlike his counterpart from the first game, he doesn't backtrack when heading to The Office, nor is he able to teleport along his attack route.

PN Coolspy is a very common animatronic to encounter, just like the original Coolspy in the first game, especially on much earlier nights. He is always the first animatronic to move offstage, which makes him extremely similar to his original counterpart. PN Coolspy appears to move very slowly and takes his time when going through the vents. However, ignoring Toy Bonnie and spending too much time viewing the Monitor will likely result in him attacking the player.

Once the player sees PN Coolspy in the Right Air Vent's blind spot, the player must equip the gas mask. If done correctly, the player will see the lights briefly flickering on and off as PN Coolspy slides from the right to the middle of the room, staring closely at the night guard before vanishing. Failing to equip the mask, then raising and lowering the Monitor, will result in a *Game Over*. However, there is a chance, mainly on later nights, that he will not attack immediately. The player will still need to equip the head to get rid of him, otherwise he will end the night the next time the Monitor is used. After he leaves the Office, he returns to Party Room 3, and his cycle repeats.

Just like the other Photo Negatives, PN Coolspy is very inactive during later nights, though he becomes more active again from Night 5 and onward.

From the Custom Night, night modes where Toy Bonnie is active are listed as follows:

* Photoshop (10)
* *Double Trouble* (20)
* *Dev Challenge (5)*
* *Rocky Fever* (10)
* *Golden Xans* (20)
Photo-Negative Xans (FNAFD2)

Unlike his original counterpart, PH Xans is active on the first two nights. He starts at the Lounge, then wanders into the Game Area. He then continues into the hallway outside the Office and heads towards the night guard from there. His position while in the hallway can be revealed via the Flashlight.

While PN Xans leans in before entering the Office, putting on the gas mask will prevent him from entering. When he is in the Office and the player lowers the Monitor, PN Xans will stand in front of the desk as the lights flicker before he vanishes, in an identical manner to Scratched Xans, Bruised Coolspy, and Damaged Grunt.

The player must immediately put on the gas mask the moment they see PN Xans to avoid imminent death. Delaying or neglecting to equip the mask will cause PN Xans to seemingly disappear, only to return to attack when they next take off the mask and/or put up and lower the Monitor, resulting in a Game Over. He may also forcibly pull down the Monitor or remove the gas mask if it is left on some time after failing to ward him off. If the player does equip the head in time, he will return to the Show Stage and repeat his cycle.

Just like the other Photo Negatives, PN Freddy is very inactive on later nights, though he starts to become more active again beginning on Night 5.

From the Custom Night, night modes where PN Xans is active are listed as follows:

* Photoshop (10)
* *Dababy Mode* (20)
* *Dev Challenge* (5)
* *Rocky Fever* (10)
* *Golden Xans* (20)
Nightmare Dumby (FNAFD4)

Nightmare Dumby behaves almost exactly as Shadow Wesbound, meaning that it can attack from the Bed, Closet, Left Hall, and Right Hall. As a version of Shadow Westbound, Nightmare only appears in Night 7.

When Nightmare Dumby is active, the music of the Eleggtroswing from Onaf 3 will play. Nightmare Dumby will also occasionally laugh, similar to Nightmare Westbound and Shadow Westbound. But the music may make hearing these audio cues a little harder. Using the same strategy for Shadow Westbound and Nightmare Westbound, the player must pay close attention to the stepping sounds Nightmare Dumby makes, in order to tell which direction it's going when defending themselves.

Similar to Golden Xans from the first game while jumpscaring the player, Nightmare Dumby's close-up screen will appear with light-bluish colors, and a lack of teeth. In addition to its jumpscare, it shares the same strange radio-like noise as Shadow Westbound, and will also return the player to the main menu upon being jumpscared.

He takes longer than the others to be sent back if he is on the bed or in the closet.
Grunt Gaming (FNAFD)

Like Coolspy and Xans, Grunt Gaming starts the night at the Lounge. When he leaves the lounge, he may then go to the Kitchen, Restrooms, Dining Room, and East Hall.

His movements are somewhat random, but he always approaches from the right side. The player can activate the Hall Lights to check if he's in the blind spot.

As Grunt Gaming gets closer to the Office, he stands near the entrance. He also seems to stare ath the cam when he's at the East Hall Corner.

He's also the only animatronic who can access the Kitchen area on the first two nights (as Xans, who is the only other animatronic who enters the Kitchen, does not become active until the Night 3). A clashing of pots and pans will be audible, and he will not be visible in any other room.

Grunt Gaming will generally head towards the night guard's position, similar to Coolspy, but she also wanders to the Kitchen and Restrooms. As opposed to Coolspy, Grunt will show up at the door less often, but will generally linger there, waiting longer and stealing more of the player's energy, whereas Coolspy will show up more often but leave quickly.

Like the others, he becomes more aggressive as the nights progress, with the amount of time the player has to close the door before he enters decreasing.

If the player fails to check the right-side blind spot and close the door while he's at the window, he will sneak into the Office, though she cannot be seen. After he accesses the Office, the buttons to both the door and light on the right side of the Office will no longer function, but rather play an error sound when activated. Another indication that Grunt Gaming has entered the Office is by listening for whispering that both he and Coolspy make when waiting for the player to lower the Monitor.

During this phase, he will attack the night guard as soon as they lower the Monitor. The only way to survive the night after this occurrence is to not view the Monitor for the remainder of the night or to avoid lowering it if they're close enough to 6 AM, though Grunt may still manually pull down the Monitor regardless as to whether or not the player pulls it down themselves.

On later nights, when Grunt Gaming is in the East Hall Corner, his appearance becomes more erratic.

Unlike Coolspy, who can teleport around the building, Grunt can only move to adjacent rooms. This is especially noticeable with Cheat Mode enabled.
FNAFD5 (Night 2)

Like the previous night, the voice exclaims:

The Suspad now explains of different voices.

Because the keypad is glitchy, it will always autocorrect it to Sussy Baka.

Strategy:

Dark Gallery

For the first part of the night, the player must climb under the desk and block the opening with a metal sheet. Once the sheet starts opening, they must simply hold the right side of the metal sheet keeping the Spider-Grunt out. They should not try to drag it and should instead just follow the spot marked in the beginning of the segment. After closing the sheet twice, Baby will give the player some advice and then the player will be instructed to report to Cool Gallery.

Cool Gallery

Shadow tells the player they must move slowly in the Cool Gallery. However, the player is allowed to run so long as they stop moving when Cool's music (Hard 2 Break) gets louder. Continuing this process will allow the player to reach the Breaker Room unharmed.

Breaker Room

Funtime Xans is breathing down the player's neck at all times during this segment. Opening the Break Panel will increase Xans approach and attempting to restart anything will put danger up to the red. The key here is to partially restart a part of the system, exit out of the panel view, and play an audio clip with spacebar. Once the danger meter reaches green and Xans is back on his stage, reopen the panel and repeat. Each system can be done in two parts using this method. Upon completion, the player may freely go back through Cool Gallery and finish the night.
Derpy (FNAFD)

His starting location is behind the curtain in Derpy's Room, from which he will emerge and sprint towards the Office to attack the night guard on any given night if he is not monitored enough. Unlike the other animatronics in the game, Derpy will hide for a while before coming to attack the night guard on the first night. This is because that he likes attention.

Derpy is a unique character in the game because, unlike the other animatronics (excluding Xans), his movement pattern is entirely set. He starts at Derpy's Room, inside of the closed curtain, next peeking out of the curtain, then starts to walk for the West Hall. However, once he becomes aggressive from not being viewed enough, he leaves Derpy's Room and rushes down the West Hall towards the Office. He does not appear anywhere else.

Derpy hides behind his curtain in Derpy's Room throughout the game. Over the course of the night, the player must use the Monitor periodically. They must also monitor Pirate Cove very regularly to prevent Foxy from emerging from his curtain and sprinting towards the Office.

When Derpy retreats, he will sometimes immediately return to Phase 2 rather than Phase 1.

Contrary to popular belief, it is not necessary to look specifically at Derpy's Room to prevent Derpy from attacking, as looking at any camera will accomplish the same thing.
Bruised Coolspy (FNAFD2)

Like Scratched Xans and Damaged Grunt, Bruised Coolspy is incredibly active, as he can leave the Hospital Wing as early as 12 AM and can sneak into the Office around 3 times in an hour. Unlike in the first game, Bruised Coolspy follows a fixed path and no longer teleports along his attack route. Bruised Coolspy starts with the others in the Hospital Wing and travels to the Main Hall. He then heads to the hallway outside the Office, staring at the night guard from just outside. After that, he travels into Party Room 1 to climb into the Left Air Vent to enter the Office, completely bypassing the Left Air Vent's blind spot.

When Bruised Coolspy is in the Office and either the player lowers their Monitor or Bruised Coolspy forces it down, Bruised Coolspy will stand in front of the desk as the lights constantly flicker before he vanishes. The player has less than a second (even in earlier nights) to put on the gas mask the moment they see him to avoid imminent death. Delaying or neglecting to put the head on will cause the screen to black out as normal, only for Bruised Coolspy to return and kill the night guard after they lower the Monitor. Just like the others, he may also forcibly pull down the Monitor or remove the gas mask if left on sometime after failing to ward him off. After he is warded off when the player equips the mask, Bruised Coolspy returns to the Main Hall, and his cycle repeats.

From the Custom Night, night modes where Bruised Coolspy is active are listed as follows:

20/20/20/20 (20)

Double Trouble (20)

Dev Challenge (5)

Rocky Fever (10)

Golden Xans (20)
Damaged Grunt Gaming (FNAFD2)

Like Brusied Coolspy and Scratched Xans, Damaged Grunt is incredibly active, as he can leave the Hospital Wing as early as 12 AM and can sneak into the Office around 3 times in an hour. Unlike in the first game, Damaged Grunt follows a set path. He will begin moving from Night 3 onward. Damaged Grunt starts with the others in the Hospital Wing, moving to Party Room 4 and then Party Room 2 to enter the Right Air Vent. While in the Right Air Vent, as Bruised Coolspy does, he completely bypasses the vent's blind spot and may enter the Office while the Monitor is pulled up.

When he is in the Office and the player lowers the Monitor, or when he forces it down, Damaged Grunt will stand in front of the desk as the lights constantly flicker before he vanishes. The player must immediately put on the gas mask the moment they see Damaged Grunt to avoid imminent death. Delaying or neglecting to put the mask on will cause the screen to black out as normal, only for him to return and kill the night guard after bringing up and lowering the Monitor or taking off the gas mask. He may also forcibly pull down the Monitor or remove the mask if left on some time after failing to ward him off. Once the player equips the mask and Damaged Grunt leaves, he returns to Party Room 4, and her cycle repeats.

From the Custom Night, night modes where Damaged Grunt is active are listed as follows:

* *20/20/20/20* (20)
* *Among Us Sus* (20)
* *Dev Challenge* (5)
* *Rocky Fever* (10)
* *Golden Xans* (20)
Dumby (FNAFD2)

The Puppet is located in the Music Room and will only appear if the Radio is left unchanged for too long.

Phone Guy mentions that the night guard needs to keep the Radio going, as they have a schedule where they attempt to find sources of noise for potential customers. The source, in this case, is the Office. Keeping the Radio on is vital to keep Dumby at bay; if it is left off for too long, Dumby will exit the Music Room and will attack the night guard, ignoring the gas mask, resulting in a *Game Over*.

The Radio can be changed remotely by going to CAM 11. As it plays, a warning sign will appear next to the CAM 11 box on the camera map, as well as on the bottom right of the screen when not using the Monitor. The warning sign starts out orange, signalling that there is only one piece of the counter left before the music nears its end. It then blinks red when the timer has run out, meaning the music is about to end, and Dumby is seconds away from beginning its attack. Once the red exclamation mark disappears, action must be taken immediately, or the player will be completely helpless against Dumby.

It was previously thought that once the timer ran out, there was no way to stop Dumby, but this is not true. Since Dumby will not move while the light is on it, it is possible to hold the light on Dumby and change the Radio, keeping it there as long as the Radio is still wound. If the Puppet is caught in its first stage of exiting the box, the player still has one last chance to stop Dumby in its tracks and prevent it from reaching the second and final stage. The player must still treat this as a normal Radio rewinding, as the others can still attack the night guard.

Regardless of what happens after it begins its attack, even if the Radio is on up after it has left the Music Room, Dumby will still make its way towards the Office, attacking in a manner very similar to Withered Derpy. There is no way to stop it once it has begun its approach and will kill the night guard, even if they are wearing the gas mask; the only way of surviving at this point is making it to 6 AM. The player will know it has left if they hear the song "Flumpty Bumpty's Jam" begin to play. The player will be unable to find Dumby on any camera once it has left the Music Room to attack, except in rare cases of seeing it in the Main Hall camera in at least three different images as a hallucination. Depending on the night, it will take anywhere from as long as 2 minutes to as little as 6 seconds to reach the Office. This is mainly demonstrated by the Custom Night where its attack time is based on other A.I.s.

Dumby's AI cannot be changed in custom night and he will appear regardless.
Phantom Grunt Gaming (FNAFD3)

Phantom Grunt randomly appears in CAM 07 in the arcade machine's monitor in a brightly contrasted, black-and-white, close-up image, similar to Phantom Zai. After closing the Monitor, he will appear in the Office to the left of the player, jumpscaring them.

Phantom Grunt lacks a movement pattern, but rather randomly replaces the arcade machine's monitor at CAM 07 with a distorted, grunge vector-styled image of his face. The frequency of this occurring increases as the week progresses.

If the player does not change Monitor views when this occurs, Phantom Grunt will appear in the left side of the Office and proceed to jumpscare the player if viewed, disappearing and disabling the ventilation system.

Phantom Grunt will immediately jumpscare the player if the player fails to avoid him, as he will forcibly pan the player's view to his jumpscare, which is on the left side.
Nightmare Xans (FNAFD4)

Unlike the other nightmares, Nightmare Xans only appears in the Bedroom if the player has failed to ward off the three 'Omens, Nightmare Xans three miniature friends. Due to the 'Omens appearing on the Bed, it seems that Nightmare Xans may already be in the Bedroom from the start of the night, perhaps hiding under the bed.

Nightmare Xans has a much different AI mechanic than the others do in the fourth game. As the nights progress, the player must check the bed behind them to see if the 'Omens are lurking there. Once the player has shined the Flashlight on the bed, the 'Omens will generally disappear almost immediately in a paranormal manner. Depending on how long the player stalls to check the bed, there may be one, two, or even all three 'Omens sitting on the surface. It takes noticeably longer for three Freddles to disappear than it takes one or two and the animation is different, as they zip off the side instead of just instantly fading away. However, if the player still fails to check the bed in a consistent manner, Nightmare Xans will appear in their place and will proceed with his attack.
Phantom Xans (FNAFD3)

Phantom Xans has no movement pattern, however, he can occasionally appear in the hallway, right in front of the player, slowly shuffling to the left, before disappearing. He then appears inside the Office, jumpscaring the player.

Phantom Xans will randomly appear to walk across the window in front of the player. The player must be viewing either the Monitor or the Maintenance Panel until Phantom Xans finishes walking across the length of the window to avoid triggering his jumpscare. If the player fails to do this while Phantom Xans is wandering, he will disappear, completely removing himself from the player's sight. He will then jumpscare the player a few moments later. He only appears from Night 3 and beyond, alongside the other active phantoms.

A very simple strategy to avoid Phantom Xans is to simply ignore him. The player is advised not to stray away from the camera's view for too long, as this can trigger his attack. The moment the player exits the camera, Phantom Xans can attack.

If the player stares at Neon without pulling up the Monitor or Maintenance Panel when he is in the window or the doorway, Phantom Freddy can attack with no warning, disabling the ventilation system.

Also, if the player is on the Monitor or Maintenance Panel, they can wait until Phantom Xans finishes walking across the length of the window. This is recommended, as Phantom Xans will never jumpscare the player if this is attempted, though this can prove to be a little risky, as this involves staying in the Monitor or Maintenance Panel, and the player needs to use both to locate Neon and reboot the systems, respectively.