Night 3

* FNaTL
* FNaTL 2
* FNaTL 3: T. E. G.
* TTLA

**Night 3** is the third night of *Five Nights at Tubbyland*. Here, the animatronics become more active and the Music Box winds down faster. Dipsy also becomes active for the first time on this night, and the Fume mechanic appears in Dining Room 1 and starts becoming a necessity.

## Strategy

Dipsy is now active, which means the fumes machine must be used often to stop him. Use it about every 30 seconds so he won't be able to come to the office in time. As for the rest, the player should have gotten the drift by now.

## Trivia

* Dipsy activated on the third night and drained power, similar to the Original, which was meant to be a Dipsy animatronic as well, and activates on the third night as well as having its mechanic as draining power, and Tinky Winky from the second game, who also activates on the third night and took away power.

**Night 3** is the third night of *Five Nights at Tubbyland 2*. The animatronics get more aggressive than before, and Tinky Winky starts to become active, giving the player another task to keep up in the cameras.

## Strategy

Tinky Winky is now active, which means he must be watched very frequently to prevent him from cutting the power, which is extremely dangerous due to leaving the player helpless against other tubbybots for a large amount of time. Laa-Laa is also extremely active from this night on, so be prepared to use the smoke machine.

## Trivia

* Tinky Winky had something to do with taking power and activated on the third night, similar to Dipsy from the first game who activates on the third night and drained power and the Original who also activates on the third night and drained power.

**Night 3** is the third night of *Five Nights at Tubbyland 3: The End Game*. This night is usually where the difficulty ramps up heavily, and a strategy is usually needed to pull the player through the night. The Original also starts being active on this night, giving the player another thing to watch out for.

## Strategy

The Original is now active, which means that the player must remember to open the door when hearing heavy footsteps running towards them. Most tubbybots are very active, appearing very often and attacking quicker. As doors drain a lot of power, try to keep as little doors open as much as possible, as well as keeping all threats out (other than Original).

## Cutscene

After every night, the player gets to listen to a cutscene. As they listen, short phrases like 'Are you still there?', 'You did this', and 'Leave now' pop up on the screen for split seconds. The two voices are the phone guy from the first game and an unknown CEO character. The CEO is voiced by Critolious.

CEO:"Actually, for now I just need you to watch over the Noo-Noo."
E#3:"Wait, you found... him?"
CEO:"He seems to have been hidden in a boarded up shed in a warehouse, though, the reason for that is unknown."
E#3:"Well, anyways, i-i-it's about time for me to leave. Bye, sir."

— Conversation between Employee #3 and the CEO

## Trivia

* The Original was meant to be a Dipsy animatronic, and activates on the third night as well as having its mechanic as draining power, similar to Dipsy from the first game who also activates on the third night and drained power and Tinky Winky from the second game who activates on the third night too and took away power.

* Act 1

**Night 3** is the third night of *The TubbyLand Archives: Act 1*. The difficulty starts steadily increasing this night, as Po and Laa-Laa become more active. Tinky Winky is properly introduced after his brief activity at the end of the previous night, making the Flashlight more of a necessity.

## Phone Call

—
Employee 03, Night 1

## Minigame

In this minigame, the player takes control of Laa-Laa, who must find Noo-Noo. Noo-Noo can be found pouring out bones and meat chunks into a box (or "taking out the trash") at the bottom right of the Party Room.

## Trivia

* TBA