All of my wall 2

Introduction

Welcome to my FNAF guide. Here, you will find some of the best strategies for beating the game.

This guide will cover the PC version only. The mobile version is *not* included because I don't own it. It has different mechanics from the PC version, the most obvious difference being the shorter duration of the nights.

Most of the screenshots in this guide are provided by me. The only ones that aren't are the picture of the guide and two of the Golden Freddy pictures (I couldn't get him to show up).

Now, let's begin.

The Mechanics

The game's mechanics are simple to learn.

You can't fight the animatronics, but you *can* ward them off. Your tools for that are the monitor, the doors, the hall lights, the power indicator, the clock, and a pair of good ears.

The game requires a mouse to play. The mouse is responsible for all inputs in the game, from controlling the player's view to using the door controls to checking the cameras.

To pan to the left side of the office, move the mouse towards the left of the screen. To pan to the right, move the mouse to the right.

The ***monitor*** is used to watch the animatronics' movements throughout the restaurant. It can also be used to prevent Freddy and Foxy from moving.

To activate the monitor, simply scroll down to the giant rectangle with the double arrows at the bottom of the screen.

The monitor will then pull up.

Now, you have access to all the cameras in the building. You'll see a mini-map of the entire building on the right side of the monitor screen. This map has clickable boxes that represent the camera feeds of all the rooms. The camera feeds are labeled with numbers and letters, and the monitor will display the name of the currently selected camera feed at the top of the map.

To view any of these camera feeds, simply click on the one you want to see. You can switch to a different camera feed at any time.

When you're done using the monitor, scroll down to the double arrows at the bottom of the screen again to put it away. Now, you're back in full view of the office.

The ***left and right hall lights*** are used to check for Bonnie and Chica when they try to enter the office from the ***doorways***. These doorways are also known as your ***blind spots*** because the camera can't see those areas. Thus, you can't get away with simply checking the cameras; you must also use the hall lights. The reverse also applies.

This is the left hall light:

Use it to spot Bonnie when he appears.

This is the right hall light:

Use it to spot Chica when she appears.

To use a hall light, scroll over to the appropriate light button and click on it. Both the light button and the doorway will light up.

To turn off the hall light, just click on the button again.

The hall lights ***must*** be used whenever you can't find Bonnie and Chica in the cameras, whenever they cause the cameras to go out while they move, or whenever they make footstep sounds. This is important for avoiding deaths.

Anyway, you can only use one hall light at a time. Using one light while the other light is on will automatically shut off the first light you used.

Sometimes, the lights may not turn off after you've clicked on them. This is because there's a bit of a delay. To remedy this, you can do one of two things:

1. Wait about a half-second before turning the lights off.
2. Open the monitor. Bringing up the monitor will instantly turn off either light. This is a useful maneuver for the later nights where you need to be faster with your tools.Foxy and Freddy **CANNOT** be checked with the hall light. The hall lights are only effective against Bonnie and Chica. The ***left and right doors*** are the only way to prevent *any* animatronic from entering the office once it has the chance to strike. Here is the left door: Use it to protect yourself from Foxy and Bonnie. Here is the right door: Use it to protect yourself from Freddy and Chica. To use the doors, simply mouse over to the door buttons and click on them. The buttons will turn green, and the doors will drop. To deactivate the doors, click on the door buttons again. The buttons will change back to red, and the doors will rise. Unlike the hall lights, both doors can be used at the same time. Fail to close the doors at the right time, and it's game over. This will be explained in more depth in each of the animatronic sections. ***Your ears*** must be used to listen to certain in-game sounds that will warn you of approaching animatronics. The only animatronic that completely bypasses this mechanic is Foxy. This will be further explained in the sections about the animatronics. The ***clock*** is found in the upper right side of the screen. This thing tells you the time and number of the current night. The clock will start from 12AM and will go all the way up to 6AM. Use this to keep track of what you should be doing at certain times of the night. The monitor, hall lights, and doors all use up ***power***. How much power you're using is displayed by the ***power indicator*** at the bottom left side of the screen. Using no tools will use up only one bar of power. Using one tool will use up two bars of power. Using two tools will use up three bars of power. Using three tools will use up four bars of power. The left and right doors are separate tools. The same goes for the hall lights. Along with the monitor, that makes five tools to use at your disposal, but you can only use up to three of them at a time. Once the power hits 0%, all the tools that you can use to protect yourself will disappear from the screen, and you will be unable to use any of them. If the monitor is already up when the power goes out, it will drop and stay down. If either hall light is on, it will turn off automatically. If the doors are closed, they will suddenly open. The only things on at this point are the emergency lights: Then, only one animatronic will use this opportunity to kill you: Freddy. Freddy will commence his final attack after a short period of time. This will be explained further in the "Freddy" section. However, the clock will still run after the power goes out, so not all is lost when there's no power. In any case, practice with the mechanics during the first two hours of Night 1, and you'll quickly understand how to play the game.

The Objective of the Game

The goal of the game is to last from 12AM to 6AM for each night, which, in real time, corresponds to exactly 9 minutes [11]. Each in-game hour is 90 seconds [11]. Once 6AM hits, a chime will be heard, the screen will turn black, and the clock will be in the center of the screen, changing from 5AM to 6AM, like this:

The trick of the game is NOT to use up too much power before 6AM hits. If you use up the power too early, Freddy *will* kill you.

Newer players may frantically and profusely check the cameras, use the hall lights, and close the doors, wasting a lot of power. You *must* use your tools as sparingly as you can.

However, if you run out of power, you can still make it to 6AM. This is because the clock still runs even after the power goes out. Thus, it is entirely possible, though not guaranteed, to reach 6AM before Freddy has the chance to do his final attack.

As the nights progress, the animatronics will get faster and more aggressive. As a result, there is no point in checking all the cameras to monitor all the animatronics, especially past Night 2. Just use the cameras for only Freddy and Foxy while using the hall lights for Bonnie and Chica. This tactic will be explained in more depth in the "General Strategies" section.

The Animatronics

Now, I will explain each animatronic in full detail. They are very easy to understand and counter. I will post the mechanics of each character in separate sections.

Before you read those sections, here's a picture of the whole animatronic family (without Golden Freddy):

If you get caught by one of them, you'll get their jumpscare screen. Next, you'll get some static, like this:

...and then, you'll get a GAME OVER screen, where you get stuffed inside a Freddy Fazbear suit. Here's the picture:

On the other hand, with Golden Freddy, you'll only get his jumpscare screen, and then he'll crash the game.

To learn how to prevent any of this from happening, keep reading.

Bonnie

The fastest animatronic. He will only show up at the ***left door***.

Bonnie's movement path is much less linear than Chica's path, so he'll often jump to a room that's disconnected from another room. This makes Bonnie seem as if he's teleporting. Also, Bonnie has certain choices for his next destination depending on his current room, but his choices are very random, so he doesn't have a set path.

Still, Bonnie will always start from the show stage (Cam 1A). Once he leaves the show stage, he will never return there. He will then move only in the other rooms on the *left* side of the map, which includes Cam 1B but excludes Cam 1C (Pirate Cove). He will never show up anywhere else.

Because Bonnie is very fast, he shows up at the office more often than the other animatronics. When he appears, he will stare right into the office from the left door.

To prepare yourself for him, listen for “pit-pat” footstep sounds. These could be either Bonnie's footsteps or Chica's footsteps, so you must check BOTH hall lights. If Bonnie is in the left hall light, like so...

...drop the door *immediately*.

You only have a few seconds to react, and if you don’t close the door in time, ***Bonnie will jam the door and enter your office***. You will also be unable to use the door to protect yourself from Foxy, and the light switch will not work. Additionally, different sound effects will play when the light and door buttons are pressed.

Before using the monitors again, once Bonnie shows up at the door, ***check the other door as a precaution***. It is not that uncommon (though not that frequent, either) to have both Bonnie and Chica attacking at the same time.

Bonnie can even show up at the door (and make pit-pat sounds) while you're using the cameras. If that happens, drop the camera and check both hall lights ***immediately***. Sadly, you may not always be able to hear these footsteps. Thus, you'll want to avoid taking too long on the cameras while the doors are open.

If Bonnie jams your door, he will only attack if the player uses the monitor and puts it back down. Once the monitor is up, Bonnie will make groaning sounds. If the player takes too long putting the monitor back down, Bonnie will pull it down himself. Here's what you'll get if you put up and put down the monitor while Bonnie's in the office:

*Game Over.*

However, if you're close to 6AM, and Bonnie jams your door, you may still make it through the night if Foxy doesn't use this opportunity to attack. Just do NOT flip up the monitor. You don't need to worry about the right door. Freddy can't come in if the player is not using the monitor, and when Chica jams the door, she works the exact same way as Bonnie.

If the monitor is already put up after Bonnie has jammed the door, just keep it up for as long as possible and ignore the groaning sounds. Hopefully, 6AM hits before he forces the monitor down.

These desperation tactics are not guaranteed to work, but they can help. But, if you're too far away from 6AM, either let Bonnie kill you or just restart the game. Hopefully, your next try will be more successful.

If the door is closed in time, however, do ***not*** open it until Bonnie leaves, or you’ll risk allowing him to jam the door. To see if he has left, look for a large, rabbit-shaped shadow in the left hallway against the wall when the light is used.

If there is no shadow, like so...

...then Bonnie has left, and you can open the door. He will also make footsteps when he leaves, but remember--***check the hall light before opening the door***. Again, the footstep sounds you hear may not always be Bonnie’s footsteps; they may also be Chica’s footsteps. As a precaution, check the other door after Bonnie has left.

Upon a successful counter with the left door, Bonnie will always return to the Dining Area [12]. Then, he will try to make his way to the door again.

If you’re looking at the cameras, and Bonnie’s in a room, he causes the cameras to temporarily go offline and emit static sounds whenever he moves to a different location. The camera feed will go back to normal a few seconds later.

Phone Guy says on Night 1 that you should always check the door lights whenever the cameras go offline, but that isn't necessary. Bonnie will only "jump" to the left doorway from either the Supply Closet or the West Hall Corner [12]. He can't jump to the doorway from any other location. Moreover, as I've said in a different section, you won't have time to check all the cameras past Night 2, so Bonnie can't catch you off-guard on the cameras.

Still, you can check the doorway whenever the cameras go out if you want to feel safe. If the cameras go out while Bonnie's in the room, drop the monitor and check the left hall light ***immediately***. To be extra safe, check BOTH hall lights whenever the camera feed goes out.

If you hear warbled robotic sounds outside the office, then that means that Bonnie or Chica is nearby. If you view Bonnie in Cam 2B or Chica in Cam 4B, these sounds can be heard more clearly. Also, you will see both animatronics twitch. This can only happen in Night 4 and above and will occur randomly [8]. You can use the warbled robotic sounds to help warn you of Bonnie and Chica, but do NOT rely solely on them to decide when to check the hall lights.

There's one more thing that I must mention. If Bonnie still manages to jumpscare you, his jumpscare can be interrupted once the power goes out. Then, he'll disappear. However, *you'll still get a game over*. Fortunately, Bonnie's jumpscare can *also* be interrupted if the clock hits 6AM, and this time, you'll survive. Again, try to make it to 6AM if Bonnie attempts to kill you.

Chica

The least aggressive animatronic. She will only show up at the ***right door***.

Chica generally takes longer to get to the door than Bonnie does, but her AI is actually higher than Bonnie's AI on Nights 3-6. Night 2 is the only exception [11]. This programming is most likely to compensate for Chica's slower movement. Also, Chica can actually skip cameras like Bonnie, but her path is much more linear, giving the player the illusion that she doesn't skip cameras.

Moreover, Chica tends to attack at much less consistent intervals than Bonnie. This is because unlike Bonnie, Chica doesn't go all the way back to the beginning after being blocked at the right door. She goes to the East Hall instead. From there, she can choose to go back to the Dining Area or to the right door again through the East Hall Corner.

Much like Bonnie, Chica's choices in her path are entirely random. She will always start in the Show Stage (Cam 1A) and will never return there once she has left the area. Unlike Bonnie, she will move around only in the rooms on the *right* side of the map, as well as Cam 1B. She will never show up anywhere else. Additionally, Chica moves through the same rooms as Freddy.

If Chica's right next to the office, and if the right hall light is used, she will stare into your office from the hallway window, *not* from the door, like this:

Other than that, she works the exact same way as Bonnie. Listen for footsteps, check BOTH hall lights, and drop the door if Chica’s in the hallway. Again, ***check the hall light before you open the door***. If she has left, then you won’t see her through the window anymore when you check the right hall light, like this:

Before using the monitors again, check the other door once Chica has left to make sure that Bonnie isn't there, too.

Remember--much like Bonnie, Chica can appear at your door while you're using the cameras. Again, it's possible to hear footsteps while using the cameras, but you may not always be able to do so, so don't take too long on the cameras.

Once Chica shows up at the door, ***check the other door as a precaution***. Again, it is not that uncommon to have both Bonnie and Chica attacking at the same time.

If you fail to close the door at the right time and if you use the monitor afterwards, Chica *will* want to greet you, like this:

*Game Over.*

When Chica jams the door, it's not as bad as when Bonnie jams the door, especially if you're close to 6AM. Unlike Foxy, Freddy can't walk into the office while the monitor is down. At this point, all you need to do is ***not*** to use the monitor. You *will* need to close the left door, however, as Foxy may attack you.

Anyway, you can hear Chica when she’s in the kitchen as she will make noises with pots and pans. The kitchen is two rooms away from the East Hall Corner, so Chica can’t attack you from here. Thus, you don’t need to check on the right light when she can be heard in the kitchen. However, once the noise stops, you ***must*** resume checking the right hall light.

Chica can also disable the camera feed when she moves, but again, checking the door every time this happens is not necessary. Like Bonnie, Chica will only jump to the door from certain rooms. Unlike Bonnie, Chica will only attack from one place: the East Hall Corner. In other words, you only need to check the right door if Chica is in Camera 4B and causes the camera to emit static.

Still, if you want to feel extra safe, ***drop the monitor and check the right hall light*** whenever Chica disables the camera. Check BOTH hall lights to be really safe. Much like Bonnie, if you hear groaning sounds while viewing the monitor, then Chica is in the office, and you’re dead. You can try to keep the monitor up if this occurs, but like Bonnie, Chica will eventually pull it down.

Much like Bonnie's jumpscare, Chica's jumpscare can't be interrupted by a power outage, so try not to run out of power when she's about to attack.

Foxy

A peculiar animatronic. Surprisingly not as unpredictable as he seems, despite what many people think.

Foxy spends most of his time in Pirate Cove (Cam 1C). However, he can come out and attack if the player isn’t watching him regularly. If this happens, Foxy will run down the West Hall (Cam 2A) and will barge into the office through the ***left door***. If the left door is open when he does this, he will jumpscare you, like so...

...and it’ll be *game over*.

Phone Guy says that checking on Foxy with the monitor regularly will slow him down, but that is also not necessary. You don't need to check on Pirate Cove (Cam 1C) ***specifically*** to "stun" Foxy; you can use any camera to stun him. This is because Foxy CANNOT move while the monitor is up *unless* he's already left Pirate Cove.

Still, you’ll obviously need to use Cam 1C from time to time to check on Foxy. After all, you won’t be spending all your time on the camera, so Foxy may take that opportunity to ready himself for an attack. The trick is not to go TOO long without using the monitor. If you do, Foxy will be more likely to strike.

Moreover, contrary to popular belief, you can’t really check on Foxy *too much*, only *too little* [8][10]. Foxy will *not* come out more often if you spam the cameras or have the monitor up for a long time, regardless of his AI level.

Sadly, Foxy may *still* attack even if you try to watch him correctly. To better explain Foxy, I need to explain his movement patterns. He has four stages, which are analogous to his four stages in FNAF4. Here they are:

* **Stage 1** - Foxy is fully hidden behind the curtains in Pirate Cove. He can’t attack at all in this stage.
* **Stage 2** - Foxy is partially hidden behind the curtains but peeks out of them, leaving his face and some other parts of his body visible. He still can’t attack in this stage.
* **Stage 3** - Foxy is completely out of the curtains. In front of Pirate Cove, he will appear on the left side of the camera in a stance that indicates that he’s ready to run. Also, his head will be tilted to the player’s right. Moreover, the curtains will be somewhat open. Foxy still can’t attack in this stage but is getting ready to do so.
* **Stage 4** - Foxy has left the area and is heading towards the office via the West Hall. The curtains are completely open, with the sign for Pirate Cove right in the middle.

	+ In the first three stages, this sign will say “Sorry, out of order.” The final stage will also have this sign normally:
	+ However, in the final stage only, this sign will occasionally say “IT’S ME” instead:

Foxy may *sometimes* skip the first stage and go right to the second stage after returning to Pirate Cove, so watch out for that.

A guideline that I use for checking on Foxy is this: I check on him sometimes when he's in Stage 1 or Stage 2, and then I check on him more often when he's in Stage 3. This method often works for me, even in 4/20 mode.

Once you see that Foxy has left Pirate Cove, you must act quickly, for you have a very limited time before he kills you. You can do one of two things:

1. Drop the monitor and close the left door ***immediately***. Do ***not*** change cameras, or you will waste time. Also, you ***must*** avoid changing to Cam 2A, or you’ll trigger Foxy’s running animation too soon. When the door is closed, ***then*** you can switch to Cam 2A to trigger Foxy’s running animation (if he hasn’t reached the door already) so that he attacks sooner and goes back to Pirate Cove.
2. Change the camera to Cam 2A to trigger Foxy’s sprint. Then, ***immediately*** close the left door. Again, do ***not*** change cameras once Foxy sprints, or you will waste time.Either method will protect you from Foxy. Method 1 is much safer, but method 2 drains a little less power. It’s your call. For those who don't understand this strategy, we look at Cam 2A to trigger Foxy's running animation early, so that we can open the left door sooner and waste less power. Foxy will take a longer time to attack if he isn't triggered in Cam 2A, and if you don't close the left door soon, he will burst into the room without warning. Once Foxy makes it to your office, and the left door is closed, you will hear four bangs. Once those bangs have subsided, Foxy has returned to Pirate Cove. ***You only need to open the door after the first bang***; the other bangs are irrelevant. Do this to save a bit of power and to quickly get back to whatever you were doing. ***After Foxy leaves, remember to check for Bonnie before you open the door.*** He can appear while Foxy attacks. Foxy will steal some of your power every time he bangs on the door. Foxy starts out with 1% power and adds 5% every time after that. In other words, he'll steal 1% power the first time, 6% power the second time, 11% power the third time, etc. In any case, you do NOT want Foxy to attack more than twice. Allowing only one attack or even no attacks is better. If Foxy attacks too many times, just restart the night. Interestingly, Foxy's jumpscare can be interrupted by a power outage, and the game will not end. It even happened to Markiplier at one point. You would have to be precise for that to happen, though. One final note: you may hear Foxy singing from time to time, and you can hear this more clearly in Cam 1C. Ignore this because it means nothing, though it can serve as a useful reminder to check on Foxy.

Freddy - Part 1

*If you want a TL;DR on the Freddy sections, skip to the bottom of the last section.*

The most elusive animatronic. Ironically, he's also the most predictable.

Unlike Bonnie and Chica, Freddy follows a set path. Much like Chica, Freddy travels through the right side of the map, but unlike Chica (and Bonnie), he does NOT backtrack or wander around. In other words, he heads straight to your office without turning back once.

Freddy follows this path:

1. **Show Stage (Cam 1A).** He ALWAYS leaves after Bonnie and Chica leave.

	* Freddy will often look like this:
	* ...but only when he's alone, he may look at the camera sometimes, like this:
2. **Dining Area (Cam 1B).** He's not that hard to spot here.
3. **Restrooms (Cam 7).** He's even easier to spot here.
4. **Kitchen (Cam 6).** This camera is audio only, so you can't see anything. I decided to show this camera feed anyway so that newer players know what it looks like.
5. **East Hall (Cam 4A).** Probably the hardest camera to spot Freddy in.
6. **East Hall Corner (Cam 4B).** He's impossible to miss here as he will stare right into the camera.
7. **The Office.** Once he makes it here, it's *game over*. Here's his jumpscare screen: Notice how Freddy's eyes don't light up in his regular jumpscare. However, in his other jumpscare during a power outage, his eyes do light up. Anyway, Freddy will appear in these same places every single time. Note how he tends to favor dark spots, though his eyes will still be visible. However, he CANNOT be seen if Bonnie or Chica are in the same room. He'll be there, but his image will be "covered" by the images of Bonnie and Chica. Once Bonnie and Chica leave the room, Freddy will be seen again. The game should have mentioned this fact, but it did not, so don't be confused by Freddy's apparent disappearances. I should mention one other thing. Unlike Chica, Freddy "skips" the right blind spot before entering the office, so he can't be seen before he attacks. This gives him the illusion of teleporting or busting through locked doors. He can't do that; only Golden Freddy can. In any case, this means that once Freddy is in Cam 4B, *he is only one step away from killing you*. You *must* be careful once he gets that close. Moving on, Freddy lets out a single series of laughs and makes running footsteps every time he moves to a different room, and these sounds get louder as he gets closer. You can use the number of laughs to pinpoint Freddy’s location. For example, if Freddy has left the show stage, he will have laughed only once. Once Freddy has reached the East Hall Corner, he will have let out five laughs. If he laughs six times, then he got into the office, and you’re dead after a few seconds. However, Freddy ***may not*** always let out the right amount of laughs that corresponds to his location. This may happen because other in-game sounds may make it hard to hear Freddy’s laugh or because Freddy may move too quickly. A level 20 Freddy can seemingly enter Cam 4B in under 5 laughs. Still, your ears (and the monitor) are the best weapon against Freddy. Thus, I recommend listening to the volume of the laughs ***along with*** the current number of them. If the laugh is pretty loud, and the number of total laughs is at least three, then Freddy might be in Cam 4B, assuming that you didn’t let him into the office. Additionally, once Freddy’s in the kitchen, he will play his music that he normally plays when the power goes out. When you hear that music, you don’t need to worry about him just yet because he’s two rooms away from the East Hall Corner. That, and if Chica's also in the kitchen, you will hear her banging the pots and pans, too.

Freddy - Part 2

Now, let’s discuss how Freddy moves.

If Freddy's not at Cam 4B, he will only move when the monitor is down. However, using the monitor to look at him will halt his movements. Also, Freddy will not move if Bonnie and Chica enter or leave a room.

The only exception to these rules is the Show Stage. Freddy can't move from the Show Stage unless both Bonnie and Chica leave first, but once they leave, Freddy may or may not move while the monitor is still up. Fortunately, that room is the furthest room from the office, so this isn't a problem.

Still, you can exploit Freddy's movement patterns. Since Freddy doesn't move when the monitor is focused on him, you can lock him at any camera you want. This is great because Foxy is stunned whenever you use the monitor on *any* camera, not just Pirate Cove's camera, so periodically spamming the monitor on one camera will effectively slow down both Foxy and Freddy.

Once Freddy gets to Cam 4B, things change a bit. There are four situations that can occur when Freddy reaches Cam 4B:

1. You have the monitor down.
2. You have the monitor up and on Cam 4B.
3. You have the monitor up and on any cam except Cam 4B. The right door is *not* closed.
4. You have the monitor up and on any cam except Cam 4B. The right door *is* closed.

*Freddy can only attack you in situation #3.* This makes sense because this situation is the *only* position where the night guard CANNOT see Freddy or block him with the door. In any other situation, Freddy can't attack him.

You do *not* need to close the right door in the first two situations, which will save you a lot of power. Also, situation #4 only happens when you stop locking Freddy in Cam 4B to check on Foxy in Cam 1C. (If you don't understand what I mean by this, check out the "General Strategies" section.)

In short, the game wants you either to watch him closely or to protect yourself if you can’t keep an eye on him. To reiterate, *close the right door before using the monitor only when you're viewing any camera except Cam 4B.* When you're done with the monitor, open the right door after you select Cam 4B *before* putting the monitor down.

Furthermore, because Freddy can't walk in if you're not using the cameras, you can idle in the office without touching the right door if you're running out of power. It doesn't matter if Chica jams the door. Just do NOT pull up the monitor. However, be sure to close the left door if you feel that Foxy may attack...unless Bonnie jams the door beforehand. Just hope for best if this happens.

You can actually get Freddy to leave Cam 4B, but he'll only go to the previous room (Cam 4A). Freddy will move back to Cam 4A while laughing if you're using the monitor on another camera *and* if the right door is closed (in other words, if situation #4 applies). However, because Freddy will always head right for the office, he'll just come right back to Cam 4B if you don't keep him at Cam 4A. In my opinion, it's best to just let Freddy stay at Cam 4B to avoid wasting power.

Now, if you don't know where Freddy is, but you're sure that he's not in the office, close the right door BEFORE using the cameras and look for him right away. If Chica's in Cam 4B, and you can't find Freddy anywhere else, assume that he's in Cam 4B either until Chica leaves or until he laughs.

Freddy - Part 3

Once Freddy makes it into the office, he will kill you after a short period of time if you have the monitor down. The time that he takes to kill you is completely random [12].

However, if you put the monitor up before Freddy has the chance to attack you, he will not be able to kill you. Unlike the other three animatronics, Freddy CANNOT pull the monitor down. Instead, he'll just wait until you put the monitor down yourself before killing you. Also, if he manages to jumpscare you, you can't put the monitor back up because he'll just force it down. The same applies to Foxy.

I didn't know this before, but thanks to someone on YouTube, I now know one important fact. When Freddy gets into your office, he has a 25% chance to kill you every single second [14]. Again, this is halted whenever the monitor is up. Putting the monitor back down will continue but ***not*** reset the attack timer.

This attack timer seems to have no upper bound. Essentially, this means that Freddy can attack you in a single second or never. It depends on how lucky you are. That being said, most people seem to get killed by Freddy within ten seconds or so.

There is one error in reference 14. On line 2 where the page says "*if "viewing" = 0 (if freddy is not viewed on any camera),*" it should say, "*if "viewing" = 0 (if the monitor is not up).*" This line in the coding means that Freddy's attack timer comes into play ONLY when the monitor is ***not*** up, which is in accordance with what I said three paragraphs ago.

In any case, you could try using the monitor to prevent a Freddy jumpscare, but it usually doesn't work out very well for three reasons:

1. ***Not*** closing the doors before putting the monitor back up ***will*** leave you vulnerable to the other animatronics.
2. While it is possible to close the doors in time and put up the monitor, it's not guaranteed because Freddy's attack timer is random, so you may not always have enough time.
3. Even if you *do* manage to close the doors and put the monitor up in time to prevent Freddy’s jumpscare, this last-ditch effort wastes a lot of power, so it has limited use.The only use I've found for using the monitor to stop Freddy from jumpscaring you is if you already knew you messed up and wanted to soft reset without getting killed first. Who wants to die to an animatronic bear, anyway? In any case, it’s obviously best to keep Freddy out of the office. Interestingly, Freddy's jumpscare can be interrupted when the power goes out without resulting in a game over, much like Foxy's jumpscare, but again, you would have to be precise for that to happen. Because Freddy's attack timer is randomized whereas Foxy's is not, using a power outage to interrupt a Freddy jumpscare is much harder to do. Now, let's discuss what Freddy does when the power goes out. **Stage 1**First, the emergency lights will turn on, like this: Next, Freddy will come to the office through the West Hall (while making footsteps). **Stage 2**Freddy will then play his music while his eyes repeatedly light up. Sometimes, Freddy will immediately start playing his music after the power goes out. **Stage 3**Freddy will stop playing his song, and the emergency lights will go out, leaving you in total darkness. At this point, the only thing you can see are the outlines of the doorways. Freddy will then look around for the night guard while making footsteps. After a short period of time, Freddy will then attack the night guard, ending the game. Sometimes, Freddy will attack soon after the emergency lights go out. Sadly, the only way to avoid Freddy's final jumpscare is ***to reach to 6AM before the jumpscare occurs***. The clock stops when Freddy does his final jumpscare, so you can't reach 6AM while Freddy attacks. However, once 6AM hits, Freddy can no longer attack. You can reach 6AM during any of the aforementioned stages. Contrary to popular belief, not moving the mouse will ***NOT*** make it less likely for Freddy to attack you [8]. How long Freddy will take to attack you is completely random. Stage 1 can range from 0-20 seconds, stage 2 can be 5, 10, 15, or 20 seconds long, and stage 3 can be 5, 10, 15, or 20 seconds long [11]. Doing the math, that means that Freddy can kill you in 10-60 seconds. Still, if Freddy's presence in the darkness is making you uneasy, look at the right hallway, do not touch the mouse, mute the game, and look away from the screen. Alternatively, you can predict Freddy's jumpscare. If you move the mouse after all the lights go out, pay attention to the outlines of the doorways, shown here. They will move while you pan the camera. If they freeze in place, you are unable to pan the camera in the office anymore. Then, Freddy will attack a second later. You can use this to predict when he will jumpscare you. ***TL;DR - Close the right door every time you check the cameras UNLESS you're already looking at Cam 4B, and do NOT run out of power. If the power goes out, pray that Freddy doesn't kill you before 6AM hits.***

Golden Freddy

A very spooky animatronic. He's essentially a recolor of Freddy, but he's no less scary.

This animatronic isn't even worth worrying about. According to this source, he has a 1 in 100,000 chance of appearing in Cam 2B.

The Freddy poster in Cam 2B will warn you of Golden Freddy's presence. It goes through three stages that don't necessarily work in this order:

1. The first stage is "normal Freddy." If you see Freddy on that poster without any sort of change to his appearance, you don't need to worry. Here is a picture:
2. The second stage is "warped Freddy." If you see a distorted version of Freddy where he appears to rip his head apart, you still don't need to worry. This has a 1 in 100 chance of appearing, according to this source. Here is a picture:
3. The third stage is "Golden Freddy." If you see Golden Freddy on the poster, it means that you have summoned him accidentally and will hear a little girl's laugh. This will only happen if Bonnie isn't in the room. Start worrying when you see this picture (NOT my picture): When the third stage occurs, putting down the monitor will cause Golden Freddy to teleport into your office, bypassing the doors completely, whether or not they were open. He will appear in a slumped position on the floor in the office, like so (again, NOT my picture): To make him go away, simply flip the monitor up and down. He will leave as soon as you do that. If you do not use the monitor within 5 seconds, Golden Freddy will jumpscare you and crash the game, like this: To avoid triggering his presence, simply avoid looking at Cam 2B. This may be hard for newer players who may want to look at Cam 2B to avoid Bonnie, but checking the left hall light regularly, especially whenever footstep sounds are heard, will be enough to keep the rabbit at bay. Again, the second stage of the Freddy poster is not dangerous, but if you happen to accidentally trigger it, drop the monitor and open it again. The poster should go back to normal. Changing the cameras will *not* make the poster go back to normal. Interestingly, Golden Freddy's jumpscare can also be seen at will if you type in "1-9-8-7" in the Custom Night menu, like this: Golden Freddy will appear right after you press the "READY" button, and again, he'll crash your game. Try it if you want.

General Strategies

I decided to post a separate section for these strategies for quick access.

Here are some general strategies that can be used to beat the game's most difficult nights (Nights 3-7). Not all of them are equally effective, however. It doesn't help that the game uses RNG (random number generation) elements quite a bit.

**Strategy 1**

If Freddy is *not* in Cam 4B...

1. Check Freddy (wherever he is).
2. Check Foxy.
3. Check Freddy again.
4. Check the hall lights. Don't forget about the footstep sounds.
5. Repeat.You can change up this strategy any way you wish. For example, you could check on Foxy every 3 cycles instead of every cycle. This can work because Foxy can be stunned by looking at *any* camera, rather than just Cam 1C. Thus, you will save a bit of power and can check the hall lights faster. This strategy will NOT work for 4/20 mode because Freddy will move too fast for you to keep up. It will only work up to Night 6. **Strategy 2**Now, if Freddy *is* in Cam 4B, do NOT use the previous strategy, or else you might accidentally let him in. If he's made it to Cam 4B, you can use the following strategy:

1. Close the right door.
2. Check Foxy. Leave the monitor on Cam 1C if you haven't done so already.
3. Check the right hall light.
4. Open the right door.
5. Check the left hall light.
6. Repeat.YouTuber BigBug used this strategy and became the first person to beat 4/20 mode. YouTuber Markiplier used a very similar tactic and became the second person to beat 4/20 mode. However, this strategy drains your power a bit too much. DJ Sterf himself says that you waste about 10% power closing the right door before doing a camera check. Thus, I cannot recommend this strategy. **Strategy 3**An alternative strategy that saves even more power, especially when Freddy's at Cam 4B, is this. First, switch the monitor to Cam 4B. *If Freddy's already too close, close the right door before switching to Cam 4B.* Then, follow these steps based on Foxy's current stage. If Foxy is in Stage 1 or Stage 2...

1. Check the left hall light.
2. Check the right hall light.
3. Flip up the monitor. Do NOT get off Cam 4B.
4. Whenever Bonnie or Chica try to jam the doors, close both doors.
5. Use this opportunity to check on Foxy in Pirate Cove. Then, switch back to Cam 4B.
6. Open the doors again after checking for Bonnie and Chica.
7. Flip up the monitor.
8. Repeat the process.If Foxy is in Stage 3...

1. Check the left hall light.
2. Check the right hall light.
3. Flip up the monitor. Do NOT get off Cam 4B.
4. Close both doors and check on Foxy every 5 cycles of steps 1-3. Then, switch back to Cam 4B.
5. Open the doors again after checking for Bonnie and Chica.
6. Flip up the monitor.
7. Repeat the process.On Nights 6-7, you will have to flip up the monitor in between checking each hall light to keep Foxy away for a longer period of time. In the community, this technique is known as "camera-stalling." YouTubers Kevin Kevin, MrBuu423, Bagel the Bagel, and DJ Sterf used variations of this tactic to beat 4/20 mode. "Camera-stalling" is a technique where the monitor is used to prevent an animatronic from jumpscaring the player or from moving from its current location. Remember that simply using the monitor slows Foxy down, so we don't need to get off Cam 4B to stun him. This also prevents Freddy from coming into the office and killing us, even when the right door is open, saving us some power. Additionally, to save even more power, if Foxy is in Stage 1 or Stage 2, we check on him only when someone tries to jam the door. If Foxy is in Stage 3, however, we'll have to check on him more often (every 5 cycles or so is enough). Alternatively, you could stay on Cam 1C to watch Foxy more closely, and then you could switch to Cam 4B only when Freddy arrives in the East Hall Corner. This won't work in Night 7, however, as Freddy will move to Cam 4B really fast. **Strategy 4**There's an even better way to save power. Essentially, execute strategy 3, but ignore step 2 in *both forms* of the strategy by checking *only* the left hall light. You can do this because Chica will ALWAYS show up in Cam 4B before she tries to attack, and her image on the camera feed replaces Freddy's image when both are in the same room, so you'll always see her coming. Whenever Chica causes static to appear after being in Cam 4B, *then* you can check the right hall light for her. She may or may not have advanced to the right door. *One important thing to note is that you must check the cameras frequently enough.* It's very easy to let Chica jam the right door if you're not paying enough attention on the monitor. This has happened to some people. Nonetheless, this strategy saves even more power than strategy 3 because you're using only one hall light instead of two. DJ Sterf used this strategy to finish 4/20 mode with 13% power left [6]. This is actually the world record right now. **Conclusion**Strategy 3 will save quite a bit of power, so I recommend this one. Strategy 4 is even better, but you'll have to be even more careful with Chica. Strategy 2 can work, but you would have to be *really* careful with your power usage. Strategy 1 is good, but once again, it will only work up to Night 6. You can even alter or combine these strategies if you wish. Do what works for you. How fast these strategies must be executed depends on the difficulty of the night. For Nights 3-4, you don't need to be that fast. (Don't be too slow, though.) For Nights 5-6, you'll need to be fairly fast. For Night 7 (a.k.a. 4/20 mode), you'll need to be really fast. Did you get all of that? Good. Then, let's get right into the game nights!

Night 1

Now, let's start a new game.

To get started, simply click on the option you want. Alternatively, you can use the arrow keys and the Enter key to make your selection.

Upon starting a new game, you will see this screen:

Once the job ad disappears, the first night will commence. Click on the screen or press the Enter key or the Escape key to make the job ad disappear faster.

Welcome to your first night at Five Nights at Freddy's! Are you ready for the graveyard shift? If so, let's start!

**Difficulty: *Easy***

The first night is by far the easiest in the game as the animatronics will not be very active.

By the way, I've decided to post the general strategies for beating all nights in the "General Strategies" section. I did this because I didn't want to make the sections about the nights too long. Be sure to read that section whenever you can.

Upon starting the game, a recorded message on the phone will play after a few seconds. This character's name is "Phone Guy," and he'll tell you a bit about the pizzeria. He'll also give you a few tips on how to survive the night. ***Listen carefully to his message if you want to beat this game.***

Phone Guy will call you on Nights 1-4, and someone else will call you on Night 5. Nights 6 and 7 don't have phone calls.

If you don't want to listen to any of these phone calls, you can mute them by pressing the "Mute Call" button that shows up in the upper left corner of the screen.

You only have about 20 seconds to do this before the button disappears, forcing you to listen to the entire call.

Again, the animatronics are only slightly active, but they are still a threat. Bonnie is the biggest threat on Night 1 as he is the most active. Chica is the second most active on this night. Both characters are very capable of coming to your door before 6AM, so watch out for them.

Freddy will *never* move on this night, so you do not need to worry about him at all. If you want, you can look at the show stage to check on him.

Foxy isn't very active but can still attack. If you don't use the cameras at all (or very little), Foxy ***may*** attack at around 4AM or 5AM. To avoid this, just check Pirate's Cove at least several times every hour (maybe every 10-15 seconds or so).

You can listen to Phone Guy's message (which lasts until about 2AM) without worrying about the animatronics because no one will move until 2AM at the earliest [8][12]. You can use this time to familiarize yourself with the controls. However, you can get away with this ***only*** on Night 1 as the animatronics will be quite active during the phone calls on all the other nights.

In any case, keep an eye on Foxy with the cameras and check the hall lights for Bonnie and Chica whenever you hear footstep sounds. For added safety, check the hall lights before and after you use the monitor. Do these things, and Night 1 is easily beaten.

You may also take this time to use the monitor to study Bonnie's, Foxy's, and Chica's movements.

If you want, you could simply close the left door for the whole night to protect yourself against Foxy, but I wouldn't recommend doing this until after Phone Guy has finished talking (or, for those who muted his call, until 2AM). If you close the left door the moment the night starts, you may still be able to survive, but you'll run out of power far too soon.

Anyway, once you close the left door, you don't need to worry about the right door. Even if Chica jams the door, you'll be fine if you don't touch the monitor. Freddy is, once again, not active, and even if he is, he can't come in if you're simply looking at the office.

If you don't want to use that method either, you can close both doors once 5AM or even 4AM hits, provided that you have a lot of power left.

Occasionally, you may see flashing images of Bonnie and Freddy with the text "IT'S ME". These are called hallucinations, and they will display on the screen randomly [8]. They mean nothing and are only here to scare you, so just ignore them.

Once the clock hits 6AM on this night (and any other night), you will get a screen in which the clock changes from 5AM to 6AM, like so:

If you get this screen, then congratulations! You beat the first night! Every time you complete a night, you unlock the next night.

Now, can you handle the rest of the nights? If so, let's head to Night 2!

Night 2

**Difficulty: *Easy***

This night is considerably more difficult than the first night, but it's still quite easy.

Phone Guy will call again at the beginning of the night and will tell you a bit about Foxy's and Freddy's mechanics this time. Do note that Phone Guy says that Foxy becomes more active only when the cameras aren't being used, ***not*** that Foxy will become more active if you use the cameras too much. This is, once again, a common misconception. Just don't stay off the cameras for too long, and Foxy will not progress through his stages as fast.

Phone Guy will also warn you that the animatronics *may* move while he's talking on the phone, so pay attention to your surroundings while he talks.

Freddy still won't move from the Show Stage, but the other three robots will try to attack you more frequently. Still, the procedure for warding off the animatronics is the same. Check the hall lights whenever you hear footstep sounds, and check on Foxy regularly. Because Night 2 is harder than Night 1, you'll have to check on Foxy more often.

I wouldn't recommend closing the left door for the whole night. However, if you're at 4AM or 5AM with a lot of power, either you can close the left door and not use the monitor, or you can close both doors. It's your call.

Night 3

**Difficulty: *Medium***

Night 3 is not that much harder than Night 2, but it is where things start getting interesting.

Phone Guy himself even says this in his call. He will also tell you that if you get caught by one of the animatronics, you could try "playing dead" to fool them into thinking that you're just an empty costume. However, he also mentions that even if you try that, the robots might try to put a metal endoskeleton into you, so it's better not to get caught in the first place.

And, this is where another misconception comes in. I cannot stress this enough, but playing dead when the power's out and when Freddy's about to kill you will do ***absolutely nothing***. The only reason it seems that way is because the time it takes Freddy to kill you during a power outage is entirely random. There's nothing in the code that can prevent Freddy from killing you whenever he wants, unless 6AM hits before he gets the chance to do so.

Anyway, Night 3 is going to be more difficult because Freddy will now become completely active (though he's still a bit slow compared to Nights 4-6). I've been fortunate to have him come to Cam 4B only once on Night 3, but other people haven't been as lucky as me. In other words, Freddy can very much kill you on this night, so you'll have to keep an eye on him.

Either you can keep Freddy from coming to Cam 4B by watching him on the monitor every few seconds, or you can freeze him at Cam 4B. Both strategies work well. Just remember not to view or switch to another camera while Freddy's in Cam 4B ***unless*** the right door is closed first.

If you have no idea where Freddy is, but you're sure that he's not in the office, just close the right door until you can find him on the cameras. If you need more help on finding and dealing with Freddy, check out the "Freddy" section of this guide.

Additionally, the other animatronics will show up at your door more often. Fortunately, they can still be countered with the same procedure for the other two nights. You'll just have to be faster here.

Once more, if you're pretty good on power, and it's 4AM or 5AM, either you can close the left door and not use the monitor, or you can close both doors. This will probably be the last night where you can get away with doing this. Nights 4-7 are relatively tough.

Follow these tips, and Night 3 will be complete.

Night 4

So, you've made it to the fourth night! Congratulations! This is good news.

Sadly, Phone Guy's call during this night is the last call he will ever make to you. During his last message, he is (presumably) killed by Freddy (or Golden Freddy--who knows?). Poor man.

No time to grieve during this night, though! We must press on!

**Difficulty: *Medium***

Night 4 is just a somewhat harder version of Night 3. It's still very much beatable, however. Continue to use the same strategy for everyone, but be faster this time.

Freddy is even more active than before and will most likely reach Cam 4B before the night ends. Once he arrives at Cam 4B, remember to close the right door every time you want to check a different camera.

Anyway, Night 4 is probably the last night where you aren't likely to run out of power if you're careful. You may even finish with over 10% power left.

Unfortunately, Nights 5 and 6 are a whole different story.

Night 5

The phone call at the beginning is from a mysterious entity. Some demonic voice will spout some random gibberish before hanging up the phone.

This message means nothing, though. It *seems* to be just some backwards distorted version of some text from a random book, but that's not confirmed to be true. If you want to know more about this, look here[freddy-fazbears-pizza.wikia.com].

Anyway, let's talk about Night 5.

**Difficulty: *Hard***

Night 5 is going to be fairly tough, but it's not unbeatable. The same tactics for Nights 3 and 4 still apply here, but you'll have to be even faster and more vigilant.

This may be the first night where you may actually lose power despite playing carefully. This night may even take you a few tries. If you happen to fail a few times, don't give up. You will beat it.

Upon completing the night, you will be presented with your first paycheck!

Congratulations! You beat the first five nights of the game! You'll earn a star on the main menu screen, and you'll also have access to Night 6 on the menu.

Night 6

Wow! You made it to Night 6! Now, get ready for a challenge!

**Difficulty: *Hard***

Night 6 actually isn't that bad compared to 4/20 mode (Night 7). Night 6 is indeed hard but consistently beatable.

All the animatronics are more aggressive than ever before, but the biggest problem here is Foxy. Foxy will be much more active this time, so you'll have to check the cameras much more frequently to prevent him from draining your power.

If you want a specific battle plan, I've posted strategies for Nights 3-7 in the "General Strategies" section. For Night 6, I strongly recommend strategies 1 and 3. Strategy 4 is good, but it is not necessary since the animatronics don't move as fast in Night 6 as they do in Night 7. Strategy 2 can work, but it is not optimal.

Like Night 5, Night 6 may take you a few tries, but you can do it!

Upon completing the night, you will be presented with another paycheck for overtime work!

An extra fifty cents. Wow. At least the picture has a slightly different color.

Beating this night will earn you a second star on the main menu. You will also have access to the final night in the game, labeled "Custom Night" in the main menu.

Now, are you ready for the hardest night in the game? Here we go....

Night 7 (a.k.a. "4/20 mode")

Welcome to the 7th Night! Through your hard work and perserverance, you have made it this far. Congratulations!

However, there's still one more challenge that the game would like you to do.

Starting the 7th Night, also known as "Custom Night" in the main menu, will take you to a different menu. Here, you can control the AI level of any of the animatronics. Here's a screenshot of the default level selections:

Play around with the settings if you want. Just don't type in the numbers 1, 9, 8, and 7 in that order unless you want Golden Freddy to jumpscare you.

"4/20 mode" or "20/20/20/20 mode" is the highest difficulty of any night. This mode is often simply called "Night 7," though Night 7 can be of any difficulty.

This mode is not scary because it is nothing more than a speed test. Every robot is extremely aggressive, but your only major issue here is Foxy, who can steal your power if you can't keep up with him. You need every bit of power if you want to beat this mode, so try not to let Foxy attack more than once.

Fortunately, I have listed strategies in the "General Strategies" section that are effective. For Night 7, I strongly recommend strategies 3 and 4. Strategy 2 requires a lot more power management than necessary, and strategy 1 will *not* work at all.

Do note that this game has a luck component, so you may do everything right but still run out of power and lose. Still, I believe that you can do it. Don't give up.

In any case, if you're ready for 4/20 mode, crank up everyone's settings to level 20 and press the "READY" button at the bottom right corner of the screen. Good luck!

Upon defeating the night, you will receive a nice little piece of paper:

Oh, screw them, then. You wouldn't want to work here, anyway.

Anyway, once this screen disappears, you'll get your third and final star on the menu.

Congratulations! You beat the entire game! Well done!

Conclusion

Thanks for reading the guide! I hope it was useful, though it was pretty long, heh.

I don't know if I'll ever do any other guides on the FNAF games, especially since I have yet to beat the most difficult nights of every other FNAF game. Who knows? Maybe I'll beat them someday.

I welcome any positive feedback and corrections. My guide would be even better with those in mind.

I would like to thank MrBuu423 (YouTube), Zanarathas, Bagel the Bagel (YouTube), Kevin Kevin (YouTube), DJ Sterf (YouTube), BigBug (YouTube), Markiplier (YouTube), Combine11 (Reddit), and Boxfigs (Reddit) for the strategies and interesting information for the game!

Anyway, see you later!

Community content is available under CC-BY-SA unless otherwise noted.

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fnaf world character guides

Character recruitment in FNaF World works a little differently from most RPGs, and is in a sense closer to Pokemon than, say, a Final Fantasy. As you progress through the game you will occasionally get into a fight with one of the iconic members of the Five Nights at Freddy’s crew, and if you manage to beat them in battle they will join your party. These characters can range from absolutely easy to dead difficult - though, admittedly, by about halfway through the recruitment fights get pretty simple regardless of who you’re fighting. Early on, though, *watch out*.

Characters do not necessarily appear based on which area you’re in. They *do*, however, only seem to start appearing once you *reach* certain areas. Character levels also seem to come into play to some degree, so you typically won’t fight animatronics that are *too* strong for your teams. The further down the list an animatronic appears, the stronger it will typically be at lower levels. (Which isn’t to say that the starter animatronics are automatically useless as a result. You’ll just have a harder time beating the game with them.)

Can’t find a specific animatronic? Move on to the next area. Your chances of finding it will be greater. I’m pretty certain you can run into *all* of them by the time you reach Pinwheel Funhouse. The Find: Characters Chip makes locating them easier, as well. Beside each animatronic I'll also provide the area where I found them, in case you're having trouble tracking down any particular animatronics.

There are forty animatronics to recruit in all. I’ll provide a brief analysis of each of them below, in order of appearance.**I REPEAT:** **You can find these animatronics in any area. The locations listed beside their names are just a general reference for where you *may* start seeing them. IF YOU CAN'T FIND AN ANIMATRONIC, JUST KEEP LOOKING. Preferably in Pinwheel Funhouse.**

**Freddy (Starting Character)**

* Mic Toss
* Pizza Wheel
* Birthday

The main star! Freddy's a decent character for the first few areas of the game. Mic Toss is rather outclassed by Pizza Wheel, essentially negating one of Freddy's three attacks, but Birthday is a good enough buffing move that Mic Toss is forgiven. All told, pretty solid, though once you start getting into the Phantom animatronics Freddy will be swiftly outclassed and probably forgotten.

**Bonnie (Starting Character)**

* Bite
* Bash Jam
* Happy Jam

*Possibly* the best starting character, but that's a matter of opinion. Bonnie's Bite is an okay attack, but you're almost always going to want to use the multi-hitting Bash Jam instead. Bonnie also has Happy Jam, a healing move that more or less negates the need for a dedicated healer in your party. Alas, he suffers from the same power restrictions as the other starting animatronics, and will become antiquated after a while.

**Chica (Starting Character)**

* Cupcake
* Party Favors
* Regen Song

Poor Chica. As a healer Chica is pretty great, I will admit, but her almost complete inability to harm the enemy is bad. (You can do *some* damage with Party Favors, but nowhere near enough to be worth the effort.) Bonnie can fill in as healer. I prefer swapping out one of the Toy animatronics for Chica and ditching her early.

**Foxy (Starting Character)**

* Hook
* Jumpscare
* Hot Cheese

Not bad. Hook is strong early on, and Hot Cheese is a good draining skill. Foxy's likely to get the most long-term longevity because of Jumpscare, which can be used to good effect against many of the late-game bosses. He will *not* be a hard hitter, though, which is a shame.

**Toy Bonnie (Starting Character)**

* Bash Jam
* Munchies
* Prize Ball

Kind of an inferior version of his normal counterpart. Bash Jam and Munchies are both good damage-dealers, but Prize Ball is too damned random to be much use. The loss of Happy Jam really hurts.

**Toy Chica (Starting Character)**

* Cupcake
* Birthday
* Waterhose

By contrast with Toy Bonnie, Toy Chica is *better* than her normal counterpart. Cupcake is an able healing ability, Birthday is nice for buffs if you don't use Freddy, and Waterhose is excellent at taking down recruitable animatronics if the rest of the team can whittle their target down to 30% of their full health. Not a long-term character, but still handy.

**Toy Freddy (Starting Character)**

* Mic Toss
* Party Favors
* Speed Song

Meh. Not great. Mic Toss is a weak attack, Party Favors doesn't hurt or heal enough to be worth your time, and Speed Song, though longer-lasting than Birthday, isn't *quite* enough to save Toy Freddy. The original Freddy is better.

**Mangle (Starting Character)**

* Hook
* Poppers
* Prize Ball

Ehhhh... could be better. Hook is a decent single-hitting attack early on, but Prize Ball is too random to be of great use. Poppers is Mangle's saving grace, and is best implemented if you have another character with Poppers, though you'll have to wait a few turns before the little things go off. (Though combined with a speed buff from another character you can potentially hurl a lot of Poppers onto the field, resulting in more damage.)

**Balloon Boy (Fazbear Hills)**

* Balloons
* Hot Cheese
* Munchies

Despite the general dislike of the little guy, Balloon Boy's a fairly effective early-game animatronic. Balloons is unpredictable: either the balloons will do virtually *no* damage or they'll pound up the pain in a hurry. Fifty-fifty, really. Hot Cheese is always good for draining enemy health, and Munchies does more or less the same. A decent replacement for Chica if you find Bonnie to be an able enough healer on his own.

**JJ (Fazbear Hills)**

* Balloons
* Poppers
* Unscrew

JJ is deceptively useful. Balloons is an unpredictable multi-attack, and Poppers takes two turns to be effective, but JJ has a secret weapon in Unscrew. Insta-death attacks typically suck in other games, but they're quite useful in FNaF World, *particularly* in Hard Mode, because they stand a good chance of sticking (roughly one in four uses of Unscrew will kill). This makes her a great choice when recruiting animatronics early on, as they're often *very* strong compared to your party... but are vulnerable to Unscrew.

**Phantom Freddy (Fazbear Hills)**

* Gloom Song
* Sludge
* Rainy Day

Looooove this guy during the early stages. Phantom Freddy is the consummate debuffer, and all three of his moves target enemy stats. He can't do any damage himself, but these three skills are *amazing* for quickly whittling the earlier bosses down to size. You may find the effects less useful once the later characters unlock the upper-tier versions of these moves, but Phantom Freddy is nevertheless a great character for much of the game.

**Phantom Chica (Choppy's Woods)**

* Toxic Bite
* Sludge
* Unscrew

Not bad. Toxic Bite is a solid group attack with lingering effects, Sludge is a decent debuff, and Unscrew has an okay chance of killing normal enemies in one hit. She won't last for a *really* long time, but Phantom Chica has slightly better longevity than her earlier incarnations since she's better at handling bosses.

**Phantom BB (Choppy's Woods)**

* Toxic Balloon
* Gloom Balloon
* Rainy Day

Meeeeeh. Phantom BB does things that other animatronics do better. The Balloon attacks are okay, but Toxic Balloon takes longer to cast than Phantom Chica's Toxic Bite, and Gloom Balloon takes longer than Phantom Freddy's Gloom Song. Phantom Freddy also already has Rainy Day, so... meh. Decent if you're a fan of BB, but, well, you probably aren't a fan of BB.

**Phantom Foxy (Choppy's Woods)**

* Jumpscare
* Toxic Bite
* Unscrew

Pretty good. Phantom Foxy seems a tad underwhelming when you first get him, since Toxic Bite and Unscrew are not *amazing* attacks, but he has decent longevity since he's a Jumpscare user. He can be relatively effective at delaying the final boss if your other Jumpscarers are busy attacking. Sort of mid-tier, like the other Foxies, and useful for it.

**Phantom Mangle (Mysterious Mines, Choppy Woods Northern Entrance)**

* Toxic Bite
* Mystery Box
* Pizza Wheel 2

Not half bad. Toxic Bite is a good attack for poisoning enemies, and Pizza Wheel 2 is a solid damage-dealer for a fairly long time, whether you're fighting bosses or mobs of enemies. That leaves Mystery Box, an attack I recommend only using for lulz. You could wind up with a good party, orrrrr you could end up with a big 'ol heap of trash. Definitely avoid it during boss battles.

**Withered Bonnie (Choppy's Woods)**

* Eye Beam
* Pizza Wheel
* Unscrew 2

Situational. Withered Bonnie is largely an attack character, and Eye Beam / Pizza Wheel have the potential to hit pretty well, so long as you're applying debuffs. The main reason to use him is Unscrew 2, which will quickly chew through enemy formations and make level grinding much less of a slog, particularly if you pair him with Reaper Bytes. He's not that amazing against bosses, though, which limits his long-term viability as a party member.

**Withered Chica (Mysterious Mine, Choppy's Woods Northern Entrance)**

* Bite
* Cupcake
* Prize Ball 2

A fairly solid 'meh'. Cupcake is an okay healing attack, and Bite is... not amazing... so the main draw here is Prize Ball 2. This may turn out really well for you, oooooor it may not. I don't like randomization in my party *that* much, so Withered Chica gets the heave-ho unless you don't have a better healer.

**Withered Freddy (Mysterious Mine, Choppy's Woods Southern Entrance)**

* Mic Toss
* Gloom Song
* Esc Key

Decent. Mic Toss is bad by the time you get Withered Freddy, but Gloom Song is a nice debuff, and Esc Key is a decent way to wipe mobs of stronger enemies, so long as you're lucky. Good for grinding for Tokens in Mysterious Mine against normal enemies. Also, enthusiastic about his job.

**Withered Foxy (Dusting Fields)**

* Hook
* Rainy Day
* Hot Cheese 2

Solid. Hook is underwhelming by this point in the game, but Rainy Day is a solid debuff and Hot Cheese 2 is a pretty great move for chewing away at bosses or large groups of normal enemies. His usefulness won't last *too* long, but there are far worse animatronics than Withered Foxy.

**Shadow Freddy (Mysterious Mine, Choppy's Woods Northern Entrance)**

* Unscrew
* Esc Key
* Waterhose

Want to fight normal enemies? Shadow Freddy is great. All three of his moves have the potential to result in insta-death, and are good at various stages of any given fight (Esc Key for mobs, Unscrew when there are only one or two enemies left, Waterhose if the fight is dragging on and enemies are low on health). Problem is, he is completely and utterly useless against bosses. Keep him out of any parties that are about to face a big bad.

**Marionette (Lilygear Lake)**

* Prize Ball 2
* Mystery Box
* Esc Key

Not terribly amazing, because all of Marionette's movies are basically crapshoots. Prize Ball 2 might give you a really good attack, orrrrr it might suck. Mystery Box might give you a really good team, orrrrr it might suck! And Esc Key, well, it might kill the whole enemy team, or... that's right... it might suck. Okay for grinding teams thanks to Esc Key, but ultimately too random to be worthy of attention.

**Phantom Marionette (Blacktomb Yard)**

* Jumpscare
* Hot Cheese 2
* Mystery Box 2

Pretty solid. Mystery Box 2 is a crapshoot you usually want to avoid, but Hot Cheese 2 is good for gradually sapping enemy health, and Jumpscare is great for stalling any form of enemy. I found Phantom Marionette particularly useful against Security, where stunning attacks really drag out its use of Alarm to annihilate the universe. An overall good choice if you don't mind its somewhat underwhelming damage output.

**Golden Freddy (Blacktomb Yard)**

* Jumpscare
* Rainy Day 2
* Haunting

Freddy's listless counterpart is pretty good for much of the game. Golden Freddy is another character who can't dish out damage like other characters, but he's excellent at stalling: Jumpscare is a great stunner for bosses and normal enemies alike, and Haunting is tremendous at freezing normal foes for long periods of time. The addition of Rainy Day 2 makes him a pretty good character for boss fights, and you can use him long into the end game.

**Paperpals (Deep-Metal Mine)**

* Prize Ball 2
* Mystery Box 2
* Mimic Ball

Similar to Marionette, Paperpals is a crapshoot animatronic, if you can call them an animatronic. Prize Ball and Mystery Box could be great, or they could do little to help you. (Hell, Mystery Box can straight up hobble you if your luck is bad.) Its major advantage is Mimic Ball, which summons a little dude who will copy all of your moves so long as he's deployed, allowing you to hit twice. Pretty solid... at least until you get RXQ, which *also* has Mimic Ball, and some other, better moves besides. Don't expect the Paperpals to last long.

**Nightmare Freddy (Deep-Metal Mine)**

* Bite 2
* Sludge
* Freddles

A decent multi-hitting animatronic. Bite 2 hits reasonably hard, Sludge is a good debuff for some of the heftier bosses, and the unique attack Freddles is basically a better version of Pizza Wheel. Nothing absolutely outstanding, but a solid later-game hitter. And hey, he looks cool, amirite?

**Nightmare Bonnie (Deep-Metal Mine)**

* Bite 2
* Rainy Day 2
* Pizza Wheel 2

One of the better Nightmare animatronics, Nightmare Bonnie's moves are all solid. Bite 2 and Pizza Wheel 2 are both good damage-dealers (though you'll almost certainly use Pizza Wheel the majority of the time), and Rainy Day is a great debuff. A great choice if you have a gap in your final team.

**Nightmare Chica (Deep-Metal Mine)**

* Bite 2
* Bad Pizza
* Waterhose

*Probably* the worst of the Nightmare animatronics. Nightmare Chica isn't *bad*, per se, but her moveset is rather underwhelming: Bite 2 is a common move, and Waterhose has limited usefulness since you need to do a lot of damage before it does anything. Nightmare Chica's primary boon is the all-hitting, powerful attack Bad Pizza, but it takes so long to cast that you're better off with something else instead.

**Nightmare Foxy (Deep-Metal Mine)**

* Bite 2
* Unscrew 2
* Hot Cheese 2

Solid enough. Bite 2 is good, Unscrew 2 is great for grinding, and Hot Cheese 2 is handy in virtually every battle in the game. Altogether pretty good - except that Unscrew will be useless against bosses, limiting Nightmare Foxy's usefulness when compared with other late-game animatronics whose entire repertoires are good against the final foes.

**Endo 01 (Pinwheel Circus)**

* Power Song
* Armor Song
* Endo Army

Buffing hooooo. Endo 01 is a decent combo of status attacks and longer term damage dealing. Power and Armor Song are both fairly good buffs, but since buffs often don't last that long against the strongest of enemies (since you *die* a lot) he might not be the greatest choice, particularly since he's so similar to the superior Crying Child. Endo Army is a somewhat underwhelming offensive move, as well. Overall, the least useful of the Endos.

**Endo 02 (Pinwheel Circus)**

* Speed Song
* Endo Army
* Neon Wall

Like Endo 01, Endo 02 is only okay. Speed Song is perhaps the best buff late in the game, and Endo Army is an okay, but not great, attack. That said, Endo 02 is pretty much a staple character for two of the last fights in the game, as Neon Wall protects against the otherwise-apocalyptic Alarm attack. Expect Endo 02 to wind up in your party if you decide to go after the final Hard Mode boss.

**Plushtrap (Pinwheel Circus)**

* Toxic Bite
* Bad Pizza
* Sludge

Decent, not amazing. Toxic Bite has potential to sap health and Sludge is a good debuff, but Bad Pizza, though strong, is just too slow to be of great help in the later fights. The full-grown Springtrap is better.

**Endoplush (Pinwheel Circus)**

* Neon Wall
* Eye Beam
* Waterhose 2

The last of the Endos, and possibly the best. Eye Beam is a solid attack, and Waterhose 2 makes grinding enemies substantially easier than its weaker counterpart. Similar to Endo 02, though, Endoplush's greatest asset is Neon Wall, which protects against the Alarm attack. The chances of surviving the final boss on Hard Mode are preeeeetty slim without Neon Wall. Build up Endoplush whether or not you like him, 'cause you'll need the help.

**Springtrap (Pinwheel Circus)**

* Bite 2
* Springlocks
* Rainy Day

Could be better, could be worse. His Springlocks ability is pretty good at dishing out some fierce damage to an area, and Bite 2 is... okay. (You probably won't use it because of Springlocks.) Rainy Day is serviceable as a debuff, though given how late in the game you get Springtrap Rainy Day 2 would've been more useful. Not bad, not amazing.

**RXQ (Pinwheel Funhouse)**

* Haunting
* Mimic Ball
* Gift Boxes

Pure utility, but quite useful for it, at least at first. RXQ does not damage on its own, but Haunting is a great move for freezing problematic enemies, and Gift Boxes is *always* useful for later battles, as it revives everyone on your team. If / when you pick up the Auto: Mimic Chip, however, RXQ loses its novelty, and the other two Gift Boxes users (Crying Child and Funtime Foxy) wind up as better choices.

**Crying Child (Pinwheel Funhouse)**

* Power Song
* Armor Song
* Gift Boxes

One of those rare characters who can't *possibly* do any damage, Crying Child is pure support. Power Song and Armor Song are both fantastic buffs for your whole party, and Gift Boxes will revive anybody who dies. A vital support character if you couldn't care less about healing, and a solid choice for taking on late-game Hard Mode bosses.

**Funtime Foxy (Pinwheel Funhouse)**

* Happy Jam 2
* Cosmic Song
* Gift Boxes

Proooobably one of the best characters in the game. Funtime Foxy is a fantastic healer with Happy Jam 2, can hit reasonably hard with Cosmic Song, and is absolutely *brilliant* at keeping a party alive with Gift Boxes. It's a tossup whether Foxy or Crying Child are better staple support characters for the end game, and since she can also attack, I prefer Foxy.

**Nightmare Fredbear (Pinwheel Funhouse)**

* Toxic Bite 2
* Bad Pizza
* Mega Bite

Decent. His attacks are strong, and all hit multiple targets - but along the same lines, they all do kind of the same thing, just at varying levels of strength. A good hitter, and cool-looking, but not all that interesting.

**Nightmare (Pinwheel Funhouse)**

* Toxic Bite 2
* Rainy Day 2
* Mega Bite

A slightly better version of Nightmare Fredbear. Rather than walking around with the super-slow Pad Pizza, Nightmare gets Rainy Day 2 instead. Two area attacks and a debuff is a much better combo than three area attacks.

**Fredbear (Pinwheel Funhouse)**

* Mega Bite
* Regen Song
* Mimic Ball

Decent, but... not amazing. Especially considering he's *the* NPC of the game. Fredbear runs the gamut of attack, defence, and support, but he's not that amazing at any of them. Regen Song is nice for some of the longer battles, and Mimic Ball is always fantastic (at least until you get the Auto: Mimic Chip), but Mega Bite underwhelms compared to some other attacks. Fredbear's hardly *bad*, but he's not amazing, either, particularly given how long it takes to get him in your party.

**Spring Bonnie (Pinwheel Funhouse)**

* Springlocks
* Happy Jam 2
* Cosmic Song

Dang, talk about OP. Springlocks is a great single-hitting attack, Happy Jam 2 is excellent for healing, and Cosmic Song is good for crowd control or just hitting a single enemy multiple times. Spring Bonnie can fit into just about any party, and his / her usefulness is stunted only by the fact that it will take so long to get him / her. (Though if you're already using Funtime Foxy, Spring Bonnie may not seem as great a character.)

**The Fan**

Yesssss! It had to be in here. The Fan appears automatically as a fifth, invincible, uncontrollable character once you get the forty normal animatronics. The Fan has two moves: first, it buffs your team automatically, and second, it randomly unleashes a torrent of energy blasts at the baddies, hitting everything in a straight line. The Fan has no health, can’t be killed, and is just generally awesome. If you’re struggling with the final bosses, getting The Fan will make your life a lot easier.

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Brilliant tobbw·47m

fnaf world guides

Welcome to Freddy Fazbear's Pizza, where all of your magic, wonderful dreams come true! Tonight you're starting work as the night watchman, and it's your job to keep an eye on the premises and make sure nothing bad happens. The animatronics are a bit feisty, so... oh, wait, wrong game.An offshoot title to the spectacularly successful horror franchise Five Nights at Freddy's, FNaF World is another, cheerier dip into the world of the animatronics. Created more or less solo by Scott Cawthon, video game making machine, FNaF World gives the animatronics a chance to be the heroes for the change - though they do seem to have moments of malevolence. Because, you know, that is how an animatronic do.**SPECIAL FANTASTIC SUPER-HAPPY-FUN NOTE:** Guys, I keep seeing complaints that there are things missing or that the walkthrough isn't clear. I've gone through the whole thing, step-by-step, to check for accuracy. Everything you need to know to get through the game, *particularly* routes through the sub-tunnels, is here. I'm forced to assume you're skipping paragraphs and not reading everything I've written. Consequently, I will not reply to questions that are answered *just by reading the walkthrough.* Stop being lazy. If you can't be bothered sparing a few minutes to read through text, go check YouTube or something. Lots of videos on there.**SECOND SUPER FUN NOTE:** I've taken down the page for Update 2 for the moment, since a) I don't have time to update it right now so it's fully accurate and b) I just honestly don't want to play this game anymore. If you need help with FNaF World I suggest consulting either the FNaF World Wiki or asking for help on one of the franchise's innumerable fan forums.**Main Walkthrough**Part One: Fazbear HeightsPart Two: Choppy's WoodsPart Three: Dusting FieldsPart Four: Mysterious MinePart Five: Lilygear LakePart Six: Blacktomb Yard and Deep-Metal MinePart Seven: Pinwheel Circus and Pinwheel FunhousePart Eight: The Key, the Locks, and the Final Battle(s)**Miscellaneous**Animatronic Recruitment and Move GuideClock Ending GuideEndings GuideMap LocationsRed Chest Location GuideTrophy Guide

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Brilliant tobbw·15/04/2021

fnaf ucn guides part II [sorry too long]

Rockstar Chica

Rockstar Chica: She stands outside your office waiting for her chance to jumpscare you (she can approach from either side.) Closing the doors will not cause her to leave. To make her leave, double-click the "wet floor" sign to place it in front of the door that she is standing at. This will discourage her from entering (she will be afraid of slipping), and make her go away.A.I.The higher Rockstar Chica's A.I. is, the more frequently she will appear, and the less time you will have to move the Wet Floor Sign.Tips:Rockstar Chica will always appear on the opposite side of the wet floor sign's location. For example, if the sign is on the left, she'll always appear on the right. Moving the Wet Floor Sign to the opposite doorway after scaring Rockstar Chica is a recommended strategy.Jumpscare:

Rockstar Foxy

Rockstar Foxy: His parrot will occasionally fly through your office, and if you're able to click on it before it gets away then Rockstar Foxy will appear in your office. While the other Foxies are here only to torment you, Rockstar Foxy isn't quite as hostile. In fact, he will probably offer a few interesting boosts to help you get through the night, such as increasing your power meter by 1%, restoring the temperature to a cool 60°, soundproofing your office for five seconds, or giving you 10 Faz-Coins. However, choosing to summon Rockstar Foxy isn't without risk. If you catch him in a bad mood, he may just greet you with a jumpscare and end your run.A.I.The higher Rockstar Foxy's A.I. is, the more likely he will be in a bad mood, and the less often his parrot will spawn.Tips:It's recommended to only use Rockstar Foxy if it isn't too risky, like if it's early in the night or you might die if you don't.+1% Power: Recommended if your power is 20% or lower, or you don't need any of the other options. Otherwise it isn't very useful.60°: Recommended if you've been at 120 degrees for 10 seconds or more and have Jack-O-Chica and/or Lefty activated.Soundproof: Recommended if Music Man or Lefty is getting too angry.+10 Faz-Coins: Recommended if you have the Plushie Demanding Animatronics on, Rockstar Freddy, or if you want a Death Coin.Rockstar Foxy will stay in your office until you choose a task, so you can use him whenever you feel like it.Jumpscare:

Music Man

Music Man: He is behind you, always, and he is sound activated. If you continue to make a lot of noise, he will slowly become more active, crashing his cymbals together faster and faster, finally ending your run with a startling face-to-face jumpscare.A.I.The higher Music Man’s A.I. is, the more sensitive he is to noise.Tips: Music Man has an invisible meter. (Which we'll call the "Music Man Meter" for simplicity) The Music Man Meter increases depending on the level of noise being made. If the Noise Meter is filled up a bunch and blinking, that means the Music Man Meter is increasing rapidly. Decreasing the noise meter will decrease the Music Man Meter. Once the Music Man Meter is full, Music Man will jumpscare you. Certain sounds that don't trigger the noise meter to be raised (like Helpy's Air Horn) will still anger Music Man and fill up his Music Man Meter.Jumpscare:

Scrap Baby

Scrap Baby: Once per night, she will appear on the other side of your desk, slouched over and appearing to be decommissioned. There will be a shock panel sitting next to her. You can shock her at any time by clicking on this button, but it will drain 1% of your power each time you do so, and it will have no effect until she is poised to attack. You must refrain from pushing the button until you notice that she has moved. Shocking her at this stage will cause her to leave your office and not return. If you fail to notice that she has moved and bring up your monitor again, you'll have nothing but a jumpscare to look forward to.A.I.Changing Scrap Baby's A.I. has some sort of effect on how she acts, we just can't figure out what it changes. If you have any evidence suggesting what it may be, please let us know in the comments.Tips:Always check if Scrap Baby is ready to attack before flipping up the monitor.Helpy can be difficult to see if Scrap Baby is on, as she is right in front of him. If you move to the left you can see him.Jumpscare:

William Afton (Scraptrap)

William Afton (AKA Scraptrap): Afton has the distinction of having the simplest mechanic in the game, but also possibly the scariest. He will only attack once per night, and there will be no way of knowing in advance when this attack will happen, or if it will happen at all. He will always attack from the vent on the right wall, and when he does, there will be a violent clamoring sound in the vent and the lights will flicker. When this happens, you will have only a fraction of a second to close the vent door or your run will end with Afton screaming in your face.A.I.The higher Afton’s A.I. is, the more likely he will attack, and the less time you will have to block himTips:Not only will Scraptrap make a ruckus in the vents, he also will darken the screen. In fact, the screen will darken even before he makes noise, so use this to your advantage.Jumpscare:

Lefty (LEFTE)

Lefty: He sits in the closet off of the left hallway. He becomes more and more agitated if the office becomes too noisy or too hot. This state of agitation increases slowly, and will eventually end with Lefty jumpscaring you. Lowering the noise won't reverse the effects, nor will reducing the temperature, and doors won't prevent Lefty from getting to you. The only way to ease his temperament is to switch on the Global Music Box (which soothes all music box animatronics at the expense of extra power being drained). A.I.The higher Lefty’s A.I. is, the more sensitive he is to heat and noise.Tips:Lefty has 5 stages.Stage 1: Nothing to worry about.Stage 2: Nothing to worry about.Stage 3: Lower either your heat or noise. Only use the GMB if you can afford it.Stage 4: Use the GMB now.Stage 5: You are basically screwed at this point. Turn your fan on and put the GMB on and hope Lefty spares you.Jumpscare:

Dee Dee (DD) and XOR (Grayscale Dee Dee, Shadow Dee, etc.)

Dee Dee: She appears at random and can add a new animatronic to your game. The animatronic added will not be announced, so you will have to quickly look at your cameras and other systems to find out who it was! Dee Dee also has the potential to add one of six characters not listed on the character select screen.Tips:The quickest way to check who Dee Dee possibly spawned is by checking the ducts, vents, Computer Room, Funtime Cove, and Pirate Cove.It's better to let the animatronic Dee Dee spawns come to you, rather than waste too much time searching for it.XOR: She will appear at random and add all of her secret animatronics to your game. The order they are added will not be announced, so you will have to quickly look to see which one was added. Her appearance is guaranteed if you are playing 50/20 mode.Tips:Pray to Pan Stan, because you're screwed.Activating DD Repel on 50/20 has no effect. XOR will appear no matter what.

RXQ/RWQFSFASXC (Shadow Bonnie)

RXQ aka Shadow Bonnie: He will cause your office to become pitch black for about ten seconds. There is no way to avoid him.Tips: Shadow Bonnie can block out Springtrap's face in the vents, so always shut the front vent when flipping the monitor up while Shadow Bonnie is active.

Plushtrap

Plushtrap: He will appear on a specific screen and sit in his chair. If you don't scare him out of his chair fast enough, he will jumpscare you. To scare him out of his chair, watch Funtime Cove until he disappears (In about 3-5 seconds).Tips:It’s recommended to quickly check Funtime Cove if Dee Dee spawns someone in, because you want to get rid of Plushtrap as soon as possible.Jumpscare:

Nightmare Chica

Nightmare Chica: Nightmare Chica will attempt to devour you. When Dee Dee summons her, you'll see her jaws start to close on you. Turn on the A/C quickly to fend her off. Once her jaws close on you completely, she'll jumpscare you.Tips:Get rid of Nightmare Chica as soon as possible, otherwise she may jumpscare you if you're preoccupied.Jumpscare:

Bonnet

Bonnet: Bonnet will streak through your room at random after you close your monitor. Click on her nose before she leaves the screen.Tips:Nightmarrione can cause a problem when trying to deactivate Bonnet. Be careful.Jumpscare:

Minireenas (2)

Minireenas: These Minireenas will appear at random and block your view in the office. They will eventually disappear.Tips:Minireenas can block your view of animatronics like Nightmarrione and Bonnet. Be extra careful.

Lolbit

Lolbit: Lolbit will appear, block the center of the screen, and fill up half of your audio meter. Type L-O-L to deactivate Lolbit.Tips:Lolbit will block the CAMs and Office, so get rid of him quickly. She also can get Music Man and Lefty angry.

Bears Attack 1

Congratulations, you're doing your first challenge! While at first glance, this challenge might look hard due to there being quite a few animatronics, it really isn't!

* Immediately Turn the Generator On to Save Power
* Keep the Camera on the Left Hall for Freddy
* Don't bother looking for N. Fredbear or Nightmare, just listen for them.
* For the Duct System, Nedd-Bear usually goes for the right duct. Keep the right duct closed, and place the audio lure here.
* Leave the fan on so Lefty doesn't become active.
* Try Paying Off R. Freddy as much as possible, and only use the Heater if you have 0 FazCoins.

Congratulations, you just beat your first challenge! But don't celebrate just yet, there's still 15 more to go.

Bears Attack 2

Welcome to Bears Attack 2! This one is practically the same as the last one, except now these bears are gonna move faster, and you gotta deal with a new bear: Toy Freddy.

* Switch the camera between Left Hall and Parts/Service
* Keep a closer eye on Nedd Bear, but use the same strat: Close Right Duct, and place the audio lure here.
* Just listen for the Nightmares.
* Only use the flashlight on P. Freddy when he's about to jumpscare you to save power.
* Use the Death Coin on Lefty.
* Check on Toy Freddy everytime you reset the ventilation (remember to switch back to the left hall afterwards.)

Phew, you got it? Great job, sport! But now, ya gotta face the final ambush from the bears...

Bears Attack 3

Welcome to Bears Attack 3, the last of the Bear Challenges! This one is pretty much the exact same as the last one, except now everyone is faster!

* Exact Same Strategies as Bears Attack 2

Not much else to say.

Pay Attention 1

Welcome to Pay Attention 1, the easiest challenge in the game!

* Turn the fan off and the Power Generator on immediately once you start the night.
* Leave the Power Generator on for 10 seconds, then leave the GMB on for 10 seconds. Repeat this the whole night.
* Make sure to mute Phone Guy, because you don’t want Music Man getting angry.
* Check Funtime Cove for showtime.
* Buy a Death Coin and use it on Funtime Foxy.
* Now, simply prepare for Afton (If he hasn’t came already) and check Nightmare BB everytime you go to wind up the Marionette.

Now, time to pay EVEN MORE attention!

Pay Attention 2

Welcome to Pay Attention 2! This one is basically the same as the first one, just everyone is more difficult.

* Same exact strategy as last time.

Congratulations on being able to pay attention! Now onto the Ladies Nights...

Ladies Night 1

Welcome to the Ladies Nights!!!These are probably some of the easiest challenges, but if you're still having trouble, here's some help!

* Put the camera on Kitchen, then go to the Vent or Duct Systems, you can still change the music from there.
* Place the audio lure here and put the vent snare on the left. You can always move the snare if they aren't going torwards it.
* Every now and then, check the halls for Rockstar Chica or Circus Baby
* Collect 10 Coins
* Keep the power generator on all night

See? Easy!

Ladies Night 2

Welcome to Ladies Night 2! This one is relatively easy.

* Keep the camera on the Kitchen, and constantly check the vent system.
* Keep the Right Duct closed, and put the audio lure before the Left Duct to keep Happy Frog out.
* Constantly check the Left Hall and Right Hall for Plush Animatronics or Rockstar Chica.
* Get as many FazCoins as possible.
* Keep the Power Generator on all night no matter what!.

Good luck, and get ready for the last Lady Night!

Ladies Night 3

Welcome to Ladies Night 3! The last of the Ladies Nights. In this one, everyone is faster and a new character is added: Funtime Foxy.

* Same Strategy as Ladies Night 2.
* Use the Death Coin on Funtime Foxy.

Congrats on beating the Ladies Nights! Now onto some less friendly looking animatronics

Creepy Crawlies 1

Welcome to Creepy Crawlies 1! This challenge is recommended for those who want to familairize themselves with the Vent Crawlers and Duct Dwellers.

* Turn the fan off and the Power Generator on immediately.
* Remember to turn the Power Generator off when you hear cymbols.
* Place the audio lure here.
* Place the vent snare on the left. You can always move it later, but this is the best place to put it first.
* Quickly get 10 Fazcoins (I recommmend using the "3 Coins" powerup) and buy the Death Coin. Use it on the Marionette.
* Always shut the front vent when you are about to flip up the monitor.
* Check on the Vent Crawleres and Duct Dwellers everytime you reset the ventialtion.

Great job! But they only get creepier from here...

Creepy Crawlies 2

Welcome to Creepy Crawlies 2! It's the same as Creepy Crawlies 1, but everyone is faster. Also another animatronic is here: Afton.

* Same strategy as last time, but with a few more tips.
* Be ready in case Afton attacks
* If you didn't use the heater for Creepy Crawlies 1, you're going to have to for this one.

Now onto some even sPoOkIeR aniamatronics...

Nightmares Attack

Welcome to Nightmares Attack! This one is pretty easy. Only can 4 animatronics can easily kill you.

* Turn the Power Generator on and the Fan off immediately. Only turn off the Power Generator when Music Man starts making noise. When you hit 90 degrees turn the fan back on until you hit 60 degrees.
* Get 10 Fazcoins ASAP so you use the Death Coin on Lefty.
* After using the Death Coin on Lefty, only stay on CAM 2.

Now onto a much easier challenge...

Springtrapped

Welcome to Springtrapped! The challenge that literally only has 2 (possibly 3) Springlock suits.

* Turn the Power Generator on and the Fan off immediately.
* Always shut the right vent when using the monitor. Leave it shut until you flip the monitor down.
* Get 10 Fazcoins ASAP to Death Coin Lefty
* Keep your mouse in the top right or bottom left corner to evade Nightmarrione.

Congratulations on not getting Springlocked! Now time to meet some Old Friends...

Old Friends

Welcome to Old Friends, what many consider to be one of the hardest UCN challenges, and while at first it can be pretty hard, it can become one of the easiest if you get the strategy down.

* Immediately turn on the Power Generator.
* Turn on the Global Music Box about every ten seconds for ten seconds to deal with Marionette.
* Close the left door before opening your monitor to deal with Freddy, just like the original strategy for 4/20 mode.
* Keep the camera on Toy Freddy, and only switch to Foxy when the Foxy figure is on the desk.
* Check the vent system about every 15 seconds to make sure Mangle doesn't get in.
* Turn the fan off to save power.
* It's pretty easy to harvest FazCoins in this challenge thanks to Balloon Boy. Check the right hall about every 30 seconds for Circus Baby.

Have fun, and good luck!

Chaos 1

Hello, and welcome to one of your last challenges! You are now in the final three chaotic messes. Thankfully, the first chaos really isn't too bad.

* Turn the Power Generator on IMMEDIATELY.
* Keep the Right Duct closed and put the audio lure here.
* Keep the camera on Toy Freddy the whole night.
* Keep the fan on so you don't have to deal with Jack-O-Chica.
* Turn on the Global Music Box about every 15 seconds for ten seconds to deal with Marionette.
* Try paying off Rockstar Freddy as much as possible.

Have fun!

Chaos 2

Welcome to Chaos 2! This challenge may look scary, but isn't too bad.

* Turn the Power Generator on and the Fan off immediately. Turn off the Power Generator when Music Man gets angry.
* Switch the Wet Floor Sign to the right side.
* Put the audio lure by the left path.
* Get 10 Fazcoins ASAP to use the Death Coin on Marionette.
* After using the Death Coin, stay on CAM 2 the whole night.
* Shut the left door and front vent anytime you are flipping the monitor up. You can open them once you get on the CAMs.

Great Job! Now on to REAL chaos...

Chaos 3

Welcome to Chaos 3! One of the most (if not) diffcult challenges. Putting on all Power Ups helps. This is gonna require a lot of luck, so good luck!

* Turn the Power Generator on and the Fan off immediately. When Music Man gets angry, turn the Power Generator off and the GMB on.
* Switch the Wet Floor Sign to the right side.
* Always keep your mouse in the bottom left or top right corner. Use Enter to get rid of El Chip Ads.
* Put the audio lure here and the vent snare on the left. You can always move the snare later.
* Get 10 Fazcoins so you can use the Death Coin on Foxy.
* Stay on CAM 2 after using the Death Coin. Only leave it until after Nightmare Bonnie leaves.

Wow! If you've been going in order, you've beaten all the challenges! Congrats~

Offices

So you want those cool looking offices? Of course you do! Here's how you get them...UCN OfficePoints Required: 0Helpy and Freddles Location:SL OfficePoints Required: 2000Reccomended Roster:Strategy: Put on Dee Dee Repellent, then literally AFK it. You don't even have to reset the ventilation...Helpy and Freddles Location:FNaF 3 OfficePoints Required: 5000Reccomended Roster:Strategy:

* Use Dee Dee Repellent.
* Turn Fan off and Power Generator on immeditaly.
* Go to CAM 2. Never switch CAMs.
* Flash Phantom Freddy occasionly.
* Put on the Freddy Mask whenever you hear a Toy Animatronic.
* Whenever you go to reset the ventilation, always shut the left door and middle vent. Open them when you put the monitor up.
* Repeat the 4th, 5th, and 6th steps until you win.

Helpy and Freddles Location:FNaF 4 OfficePoints Required: 8000Reccommended Roster: Strategy:

* Use Dee Dee Repellent.
* Turn Fan off and Power Generator on immeditaly.
* Never let the office get above 90 degrees, always turn the Fan on before then.
* Go to Ducts and put the audio lure in the usual spot.
* Go to CAM 2. Never switch CAMs.
* Always put on the Freddy Mask when lowering the monitor
* Flash Phantom Freddy occasionly.
* Put on the Freddy Mask whenever you hear a Toy Animatronic.
* Whenever you go to reset the ventilation, always shut the left door, middle vent, and right vent. Open them when you put the monitor up.
* Repeat steps 6-9 you win.

Helpy and Freddles Location:Congrats! You've unlocked all the offices!

Trophies

Secrets and Easter Eggs

FNaF World Characters

TangleBouncepotWhite RabbitThese characters can appear randomly when flipping down your monitor. They will stay on your office until you flip the monitor up again.Old Man Consequences's MinigameTo get this minigame, you must set OMC on 1 and catch a fish.You then can walk to OMC, who will talk to you.You then can also wade in the lake by walking towards it while spamming "A" and "D". Doing so long enough will crash your game.This minigame is very similar to an ending in FNaF World. What's fascinating is completing this minigame will actually unlock the ending in FNaF World.That gives this line a lot more meaning, ey?Fredbear JumpscareSimilar to the OMC Minigame, to get this you must set Golden Freddy to 1.After starting the game, get 10 Fazcoins by searching the CAMs, then buy the Death Coin.Doing this will spawn Fredbear/Golden Freddy's hat on your desk.Keep flipping the monitor up and down until Golden Freddy spawns. Then use the Death Coin.Doing this will grant you a Fredbear jumpscare.The One You Shouldn't Have Killed (THOYSHK)THOYSHK is a character that can appear on the Game Over Screen, the front vent, and when flipping down the monitor (No way I'm getting a screenshot of that last one).They are also mentioned in a couple voice lines:Originally posted by **Mangle**:He’s here and always watching, the one you shouldn’t have killed.Originally posted by **Withered Chica**:I have seen him, the one you shouldn’t have killed.Originally posted by **Nightmare Freddy**:I am remade, but not by you. By the one you should not have killed.Originally posted by **Jack-O-Chica**:Greetings from the fire and from the one you should not have killed.There are also other voice lines that have whispering during them. These are presumed to be TOYSHK manuplating them somehow.Originally posted by **Happy Frog**:We’ve only just begun. I’ll never let you leave, I’ll never let you rest.Originally posted by **Nedd Bear**:This is how it feels, and you get to experience it over, and over, and over again, forever. I will never let you leave.Originally posted by **Orville Elephant**:He tried to release you, he tried to release us. But I’m not gonna let that happen. I will hold you here, I will keep you here, no matter how many times they burn us.If you've found any other Easter Eggs or Secrets, feel free to share them in the comments.

Special Thanks

Thanks to:Glaiceraircraft, lkenos, JMaster, Jentrap, Onemario1234, and The Earthdragonninja for providing some of the screenshots.Onemario1234 for helping me figure out what adjusting some of the A.I. of certain animatronics does.The True Old Sport for helping create most of the strategies in the challenges section.Thanks to my editors: ₣Ù𝕞ᎯŃ𝕔ℌ𝕖Ꮤℤ, The True Old Sport, and Spark.Plushie Salesman: KnϕxAnd....Scott Cawthon for creating this game!

Cutscenes

Change Log

This will include any changes that are made to the guide.7/13/2018, 11:58 PM, ESTBB's Icon was removed oddly... It's in now.7/14/2018, 12:02 AM, EST"Plushie Demanding" is now the "Salesman Trio" (Thanks to Knϕx)7/13/2018, 10:30 PM, PSTAdded Knϕx to the Special Thanks.7/15/2018, 6:26 PM, ESTFixed a couple grammatical errors.7/19/2018, 10:46 PM, ESTAdded how to wade in the lake, as someone was asking about that and I wanted to clear confusion for future visitors as well.7/20/2018, 10:22 PM, ESTMajor Update #1: Every character (minus a select few) has a "Jumpscare" section now. You should be able to guess what's in it.7/21/2018 9:36 AM, ESTAdded Marionette’s jumpscare.7/29/2018 6:50 PM, ESTI accidentally called Pigpatch Porkpatch in the Basics section. It is fixed now.8/20/2018 4:56 PM, ESTFixed a typo in the Nightmares Attack section.10/5/2018 11:01 PM, ESTMajor Update #2: Funtime Chica has (I think) all of her poses. XOR got a new picture. Strategies to unlock the offices has been added, along with other information related to them. Placeholders for upcoming sections have been added as well.11/23/2018 8:52 PM, ESTGot rid of vent snare for Chaos 2. Not sure why it was there to begin with honestly...1/31/2019 3:26 PM, PSTUpdated Jack-O-Chica's article to be more accurate, as Scott's description before the game released, the description we used, was not entirely accurate.1/31/2019 3:31 PM, PSTUpdated Phone Guy's tips to be more accurate, and added a new tip, acting as more of a fun fact.1/31/2019 3:39 PM, PSTUpdated Rockstar Chica's tips to be more accurate.1/31/2019 3:41 PM, PSTFixed a typo in Rockstar Foxy's hints.1/31/2019 3:44 PM, PSTUpdated Scrap Baby's "A.I." info to be more accurate to what we've noticed during testing.1/31/2019 3:49 PM, PSTAdded a new tip for XOR.2/3/2019 12:08 PM, PSTUpdated the A.I. info for Funtime Foxy and Scrap Baby.2/3/2019 12:11 PM, PSTAdded a new tip for Funtime Foxy.2/6/2019 8:42 PM, PSTAdjusted one of Ballora's tips to be more accurate and helpful.2/8/2019 9:18 PM, PSTAgain, Scott's info of Rockstar Foxy's behavior was not entirely accurate to the final game, so that was modified to be more accurate, mentioning the 10 Faz-Coins. The A.I. section was reworded as well. In Rockstar Foxy's tips, renamed "Fazcoins" to "Faz-Coins". Replaced "60 degrees" in both mention sections with "60°" instead.2/8/2019 11:29 PM, PSTIn the Salesman Trio info, changed all instances of "Fazcoins" to "Faz-Coins."2/8/2019 11:32 PM, PSTRemoved the link to Nightmare's and Nightmare Fredbear's laughs, as the link referenced Nightmare's laugh being lower pitched, which was not true, as the link led to a fanmade video. Nightmare's laugh is, in fact, not lower pitched than Nightmare Fredbear's.2/14/2020 9:44PM, ESTUpdated the basic guide information section to acknowledge that this is the #1 rated UCN guide!!! Thank you so much for all your support! Additional wording of some section was also altered. A revamp of the guide and a potential completition(?) is being considere

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Brilliant tobbw·15/04/2021

fnaf ucn guides

The Basics

This section will teach you the bare basics.The EntrancesThere are 8 different entrances to the Office.The Left Door- AThe Front Vent- WThe Right Door- DThe Right Vent- FThe Two Tubes (Or the Duct System)The TrapdoorHere is a list of every entrances each character uses:**Left Door:** Freddy Fazbear, Nightmare Fredbear, Jack-O-Chica, Ballora and Rockstar Chica.**Front Vent:** Mangle, Withered Chica, Springtrap, Ennard, and Molten Freddy.**Right Door:** Nightmare Bonnie, Nightmare, Jack-O-Chica, Nightmare Mangle, Circus Baby, Ballora, and Rockstar Chica.**Right Vent:** BB, JJ, and (William) Afton.**Duct System:** Happy Frog, Mr. Hippo, Pigpatch, Nedd Bear, and Orville Elephant.**Trapdoor:** Toy Bonnie, Toy Chica, and Withered Bonnie.**Cameras:** Bonnie, Chica, Foxy, Toy Freddy, Marionette, Phantom Mangle, Phantom BB, Funtime Foxy, Trash and the Gang, and Lefty.**Office:** Golden Freddy, Phantom Freddy, Nightmare Freddy, Nightmarionne, Nightmare BB, Trash and the Gang, Helpy, Rockstar Freddy, Rockstar Bonnie, Rockstar Foxy, Music Man, and Scrap Baby.**Appears at all:** Old Man Consequences, El Chip, Funtime Chica, and Phone Guy.The Freddy MaskThe Freddy mask is activated by swiping down on the left, reddish arrow. It prevents jumpscares from Toy Bonnie, Toy Chica, Withered Bonnie, and Golden Freddy.The CamerasThe cameras are activated by swiping down on the right, white arrow. Pictures of all cameras are provived below.**The Right Hall**This is where the plushie-demanding animatronics appear, as well as Ballora and Rockstar Chica.**The Kitchen**This is where the Marionette's Music Box can be found, as well as Chica.**Funtime Cove**This is where Funtime Foxy can be found.**The Prize Corner**This is where the plushies for Nightmare Mangle, Nightmare Bonnie, and Circus Baby can be bought. It also is where the death coin can be bought.Fazcoins are acquired by blocking an animatronic by shutting it out, or by hovering over a Fazcoin logo found on the cameras.The Death Coin can disable an animatronic it is used on. The animatronics susceptible to the Death Coin are Bonnie, Foxy, Lefty, Toy Freddy, Funtime Foxy, Marionette, and Rockstar Bonnie.**The Computer Room**This is where Toy Freddy can be found playing Five Nights With Mr. Hugs.**Pirate's Cove**This is where Bonnie and Foxy hang out.**Supplies Closet**This is where Lefty appears.**Left Hall**This is where Freddy Fazbear, Rockstar Chica, Ballora, and Jack-O-Chica appear.The VentsThere are 5 vent Crawlers: Mangle, Withered Chica, Sprintrap, Ennard (who only breifly appears on the cameras), and Molten Freddy.Vent Snares can be used on Withered Chica and Mangle. Think of them like doors that only work on those two characters.The DuctsThe Duct Dwelers are: Happy Frog (The Green !), Mr. Hippo (The Purple !), Pigpatch (The Red !), Nedd Bear (The Brown !), and Orville Elephant (The Orange !)The Heater can be used to push the Mediocre Melodies back, except for Happy Frog, who is immune to it.The Audio Lure can be used to, well lure them!The "Open Duct" button will cause whatever duct you push the button on to open. The Time1am- 0:45 2am- 1:303am: 2:154am: 3:005am: 3:456am: 4:30The HotkeysThese are pretty self explaniatory...UtilitiesThese are the things that will assist you in the Night. Only 1 can be activated at a time.1- **Power Generator:** Contrary to the name, the power generator does NOT generate power, it only slows down power drainage. Activating it will cause your noise meter to raise a little bit.2- **Silent Ventilation:** This will cause you to get hotter slower. Activating it will cause more power to drain. 3- **Heater:** This heats up the room quickly. Activating it wiill cause power to drain a little quicker and your noise meter to rise.4- **Power AC:** Think of this like a reverse heater. It cools down the room quickly. Similar to the heater, activating it wiill cause power to drain a little quicker and your noise meter to rise.5- **Global Music Box (GMB):** This will calm down certain animatronics. Activating causes power to drain quicker.6- **All Off:** Turns everything off.Other Features**The Fan:** Turn it off with the "space" button. It will drain power and raise the noise meter, but also cool you down. You can have it on with another utiltiy.**Ventilation-** This will need to be reset about every 30 seconds. Otherwise your screen will black out. (Note: Even if the screen is blacked out you still can click the "Reset Ventilation" button)Ventilation will need to be reset more often if your office reaches 100+ degrees.And that's basically all you need to know. Now, on to the characters!

Freddy Fazbear

Freddy Fazbear: He approaches from the left hall, emerging from the darkness and progressing in stages toward your door. Keep track of him on the monitor and shut the door when he is standing in the doorway to turn him away. He moves faster as the building gets warmer, so try to keep him at a cool 60 degrees whenever possible.A.I.The higher Freddy's A.I. is, the quicker he moves.Tips:Freddy has 4 stages:Stage 1: Nothing to worry about.Stage 2: Still nothing to worry about.Stage 3: Keep a close eye on himStage 4: Shut the left door NOW!Jumpscare:

Bonnie

Bonnie: Poor Bonnie has been forced to share a cramped stage with another animatronic, Foxy, and he's pretty upset about it. These two will take turns looking out from the curtain, but whereas Foxy will hide himself when viewed on camera, Bonnie will do the opposite, and become more agitated. If Bonnie is looking out from the curtain when you view Pirate's Cove, he will take the opportunity to flash his blinding eyes and scramble the cameras, all of them, for a significant amount of time. Needless to say, losing the ability to use your cameras for this long will most likely be a death sentence. The only way to tell who is actively looking out from Pirate's Cove is to observe a tiny figurine on your desk. This figurine will change from Foxy to Bonnie depending on who is active in Pirate's Cove. Not paying attention to this detail and thereby looking (or not looking) at Pirate's Cove at the wrong time can cost you your run.A.I.The higher Bonnie's A.I. is, the longer he scrambles the cameras.Tips:Always check the figurine on your desk to see who if it is. If it's Bonnie don't check. Bonnie can ruin you from shutting the doors in Five Nights With Mr. Hugs and from buying items. So avoid him at all costs.

Chica

Chica: She hangs out in the kitchen, being generally clumsy and knocking over lots of pots and pans. In Custom Night, the kitchen is also where the music box happens to be, and while Chica doesn't care if the music box is wound up or not, she can grow tired of the music selection playing. As long as you hear the pots and pans, Chica is content. If she stops making noise, however, then she has grown tired of the song, and you only have a short amount of time to change it. Don't get too eager to change music selections though, because if you change the music while Chica is happy, then she will leave the kitchen to come get you. Once she leaves the kitchen, there is no way to make her go back.A.I.The higher Chica's A.I. is, the less tolerant she gets of music.Tips:It is recommended to check on Chica every 20-30 seconds.Wait 4-5 seconds for banging before switching music. The Global Music Box can be used to keep Chica content.Jumpscare:

Foxy

Foxy: He inhabits Pirate's Cove along with Bonnie, and while you shouldn't view Pirate's Cove when Bonnie is active, it's a necessity when Foxy is. Foxy will gradually make his exit if you don't check on him regularly, and once he's out, there's no way to make him go back. He also has a new trick up his sleeve to get into your office: he gets in piece by piece. He will find any vulnerability in your office and slip in chunks of himself (arms, legs, head, torso) through any open vent or open door, until all of his fragments are inside. Once there, he will wait for you to pull up your monitor before putting himself back together and jumpscaring you.A.I.The higher Foxy's A.I. is, the faster he will exit Pirate's Cove.Tips:Always check the figurine on your desk. If it is Foxy, check Pirate's Cove.Foxy has 4 stages:Stage 1: Nothing to worry about.Stage 2: You need to regularly check on him now.Stage 3: Foxy is getting ready to attack. Check on him every 5-10 seconds.Stage 4: It's basically Game Over at this point. Check him every 3-5 seconds.If you see this then Foxy has left Pirate's Cove.Foxy will begin to put parts in your office. Once they are all in there, it's Game Over. There is nothing you can do to prevent this.Jumpscare:

Toy Freddy

Toy Freddy: Relax, Toy Freddy is retired. He sits in the Parts and Service room playing video games on his big-screen TV. What game is his playing? Five Nights With Mr. Hugs, of course. The problem is that Toy Freddy has never been very good at video games, and if he loses his game, he will probably blame you for it. Check the Parts and Service cam to see how he's doing. In Five Nights With Mr. Hugs, there are three ways into the office and only one door can be closed at a time. Click the cams on Toy Freddy's monitor, then be sure that the appropriate door is closed to prevent Mr. Hugs from getting into his office. If you check on Toy Freddy and see GAME OVER on his screen, that means that Mr. Hugs has already jumpscared him, and now Toy Freddy is on his way to jumpscare you. Once Toy Freddy has been jumpscared, there will be no way to calm him down, and no way to save yourself.A.I.The higher Toy Freddy's A.I. is, the more frequently Mr. Hugs will switch cameras. Tips: Mr. Hugs tends to move about every hourAfter you find Mr. Hugs and shut the door, I recommend switching cams on Five Nights With Mr. Hugs.Mr. Hugs will never go to the same door twice in a row.Mr. Hugs at the Front Door:Mr. Hugs at the Left Door:Mr. Hugs at the Right Door:Toy Freddy has the chance to NEVER jumpscare you.Jumpscare:

Toy Bonnie, Toy Chica, and Withered Bonnie

Toy Bonnie: He sneaks in through a trapdoor to your right. There is no way to prevent him from entering your office. Your only defense is to put on your Freddy Fazbear mask to fool him. Looking directly at him will increase the effectiveness of the mask, causing him to leave a little faster.Toy Chica: She sneaks in through a trapdoor to your left, and just like Toy Bonnie, there is no way to prevent her from getting into the room. Your only defense is to put on your Freddy Fazbear mask to fool her. Toy Chica is faster than Toy Bonnie and will invade your office more often, however she is easier to fool with the mask, especially when looking directly at her.Withered Bonnie: He slips in through the trapdoor while you are viewing your monitor. You'll know he's there by the audio and visual distortions he causes just by standing there ominously. You only have a short amount of time to put on the mask to ward him off, otherwise a jumpscare is all you'll have to look forward to.A.I.The higher Toy Bonnie, Toy Chica, and Withered Bonnie's A.I.s are, the more frequently they appear.Tips:Toy Bonnie always appears on the right. Toy Chica always appears on the left.Withered Bonnie always appears in the middle.When the lights start flickering, that means you need to put on the Freddy Mask.Before putting on the mask, quickly glance left and right to see if it is Toy Bonnie, Toy Chica, or Withered Bonnie.Remember to always stare at the animatronics affected by the Freddy Mask when you have it on.Jumpscares:

Mangle, Withered Chica, Springtrap, Ennard, Molten Freddy (The Vent Crawlers)

Mangle: Mangle makes his way through the vent system, but unlike the other animatronics in the vents, once he reaches the vent to your office he will never leave, and will enter your office the moment the vent door opens. The only way to stop her is to use the vent snare, which can only be active in one place at a time, forcing you to keep track of Mangle's location in the vent's to ensure that the correct vent snare is active. Once in your office, Mangle will hang from the ceiling creating audio disturbances before eventually dropping down to jumpscare you.Withered Chica: Withered Chica can be blocked by the vent snare as well as the vent door. Unlike Ennard and the others, she gives no audio cue when she is at the door, meaning you need to track her position using the vent radar. If she reaches the vent door, she will become stuck in it, preventing you from closing it for the rest of the night. While her girth prevents Ennard, Molten Freddy, and Springtrap from passing, Mangle can still get through. While this may seem like a strategic advantage, keep in mind that Withered Chica may eventually wiggle free and jumpscare you.Springtrap: He climbs around in the vent system, making his way toward the vent opening embedded in the wall in front of you. Track him by watching the vent monitor. He moves silently, so don't bother listening for him, but when he is poised to attack you will see his face looking back at you from the vent. Close the vent door on him to send him away.Ennard: He also climbs in the vent system, but unlike the other animatronics in the vents, he is difficult to track, appearing only briefly here and there when moving. He can't be seen in the vent opening, but gives himself away by making a squeaking sound before attacking. Close the vent door on him to send him away.Molten Freddy: He also climbs in the vent system, but is much faster than the other animatronics when it comes to maneuvering his way toward you. You can track him on the vent monitor, and can hear his laugh when he is poised to attack. Close the vent door on him to send him away.A.I.The higher the Vent Crawler's A.I.s are, the quicker they move.The higher Mangle's A.I. is, the quicker she jumpscares you when he makes it to the office.The higher Withered Chica's A.I. is, the quicker she gets unstuck.Tips:Mangle doesn't seem to have a path she favors. He tends to go to just about any entrance, so be wary.Mangle will hang around the office after getting in the vents. Use this to your advantage, so if it's 10 seconds until 6 AM you don't have to worry about Mangle.Withered Chica seems to favor this path. If you don't like checking the vents and you have her on, I'd recommend putting the vent snare here.Withered Chica's... "girth" can be used to block all vent crawlers (minus Mangle). The higher her difficulty, the quicker it takes her to get unstuck.This is what Springtrap looks like when he is ready to attack.Ennard makes this[fnaf-sister-location.wikia.com] sound when he is ready to attack Molten Freddy makes this[freddy-fazbears-pizzeria-simulator.wikia.com]sound when he is ready to attack.Jumpscares:

BB & JJ

BB: He will try to sneak in through the side vent. Close the side vent and wait until you hear a thud indicating he is gone. If BB slips in, he will temporarily make a nuisance of himself, disabling your flashlight until he leaves.JJ: She will also try to sneak in through the side vent. Close the side vent and wait until you hear a thud indicating she is gone. If JJ slips in, she will disable all door controls until she leaves.A.I.The higher BB & JJ's A.I.s are, the more frequently they appear.Tips:Always check if BB or JJ is in the vents.If BB is already in the office, JJ will take an extra 2 camera flips to enter the office, and vice versa.

Marionette/Puppet

The Marionette: If you neglect its music box then it will break free of its prison. Once out, it can't be put back inside, and it will jumpscare you.A.I.The higher the Marionette's A.I. is, the faster the Music Box winds down.Tips:If you have Vent or Duct animatronics activated, it is recommended to go to the Kitchen CAM and then go to the vents or ducts. This will allow you to wind up the music box while also dealing with duct or vent animatronics.On 20 difficulty, the Marionette's Music Box takes about 17 seconds to stop playing music.The Global Music Box works on the Marionette as well.Jumpscare:

(Withered) Golden Freddy

Golden Freddy: When he appears after lowering your tablet, pull it back up quickly to get rid of him! Staring at him for too long will end your run with an unpleasant surprise!A.I.The higher Golden Freddy's A.I. is, the more frequently he appears.Tips:The Freddy Mask also works on Golden Freddy.Always put on your Freddy Mask for a second after flipping down the camera to get rid of Golden Freddy.Jumpscare:

Phantom Mangle & Phantom BB (Distractions on the Cameras)

Phantom Mangle: Will appear at random in your viewing monitor. Close the monitor or switch viewing modes to make it disappear. If left on screen for too long, Phantom Mangle will invade your office temporarily, causing audio distractions and increasing your noise meter, which can attract even more problems. Phantom BB: He will appear on your viewing monitor at random. Quickly change cameras or close the monitor to avoid his jumpscare. Getting jumpscared by Phantom BB will cause you to black-out temporarily. Phantom Mangle and BB on the CAMsA.I.The higher Phantom Mangle and Phantom BB's A.I.s are, the more frequently they appear. Tips:Switching systems (ducts and vents) will get rid of Phantom Mangle and Phantom BBPhantom Mangle usally will not disappear when you switch cameras.Jumpscare:

Phantom Freddy, Nightmare Freddy, and Nightmare BB (Flashlight Animatronics)

Phantom Freddy: He will slowly materialize in your office, fading-in from nothing. Shining your flashlight at him is the only way to make him disappear again. If he fully materializes, he will jumpscare you and cause you to black-out temporarily.Nightmare Freddy: While you aren't looking, mini-Freddies (Freddles) will accumulate on your desk and around the office. Shine your flashlight to scare them away. If you let too many of them gather together then Nightmare Freddy will be summoned, ending your run with a jumpscare.Nightmare BB: He sits in your office throughout the night, usually slouched over. When slouched, be careful not to shine your light on him. If he is standing, however, shine your light to return him to his sitting position, otherwise he will attack when you turn away.A.I.The higher Phantom Freddy's A.I. is, the quicker he materializes in the office.The higher Nightmare Freddy's A.I. is, the quicker his Freddles appear.The higher Nightmare BB's A.I. is, the more likely he needs to be flashed.Tips:Whenever you put your camera down, always flash Phantom Freddy and Nightmare Freddy.Always check on Nightmare BB before flipping up the monitor.Remember: BB can disable your flashlight, so keep an eye on him.Jumpscares:

Nightmare Bonnie, Nightmare Mangle, and Circus Baby (The Salesman Trio)

Circus Baby, Nightmare Bonnie, and Nightmare Mangle: They will all approach from the right hall, but each of them will only attack once per night, and they change their order of attack each night so that you won't know who to expect first. There are two ways to defend against them. One is to shut the right door and leave it shut for the duration of the night (which is obviously impractical as it will drain your power). The other is to purchase their plush toy from the Prize Corner. The Prize Corner has only three plush toys available to buy: Bonnie, Mangle, and Baby, and your funds will be very limited, so it's important to buy the characters in the order that they appear in the hall. You must use Faz-Coins to purchase the plush toys, and there are two ways to accumulate them throughout the night. One way is to block the attacks of other animatronics. Each successful block earns one Faz-Coin. The other way to earn coins is to find them on the cams and scan your mouse cursor over them to collect them. Increasing the difficulty of these characters will increase the price of their plush toys.A.I.Depending on the A.I, the plushies will vary in price.1-9 10 Faz-Coins10-15 15 Faz-Coins20 20 Faz-CoinsTips: Remember to check the Right Hall before buying a plush.Rockstar Foxy can give you 10 Faz-Coins, which can help you get a plushie.Nightmare Bonnie in the Right Hall.Nightmare Mangle in the Right Hall.Circus Baby in the Right Hall.If you are on CAM 2 when one of them appears, and don't leave the CAM until they are gone, they will NEVER kill you.Jumpscares:

Nightmare Fredbear & Nightmare

Nightmare Fredbear & Nightmare: This tag-team duo are invisible to the cameras and can only be seen when they reach your doorways (Fredbear takes left, Nightmare takes right), and even then only their eyes are visible. Close the doors on their faces to send them back into the darkness!A.I.The higher Nightmare Fredbear and Nightmare's A.I.s are, the more frequently they appear.Tips:Nightmare's laugh sounds different than Nightmare Fredbear's, so if you are unsure who is laughing, listen for the sound of their laugh.Depending on who's laughing, you'll hear them through your left or right ear. Use this to your advantage.Remember you can see Nightmare and Nightmare Fredbear's eyes when they are at the door.Nightmare and Nightmare Fredbear will not attack you unless you flip the monitor up. Use this to your advantage.Jumpscares:

Jack-O-Chica

Jack-O-Chica: She appears at both your left and right doors at the same time. Closing either door by itself will have no effect on her. She will slowly materialize at both doors. If too much time passes while she is fully materialized, she'll jumpscare you. Shut both doors to make her disappear. Keeping your office cool will prevent her from appearing. Jack-O-Chica only begins to appear when your office overheats. If the office if over 100 degree then closing the doors will have no effect.A.I.The higher Jack-O-Chica’s A.I. is, the quicker she materializes.Tips:When your temperature hits 100 degrees, turn the fan or AC on so doors can still effect Jack-O-Chica.Unlike most door characters, Jack-O-Chica will not make a thud to indicate her disappearance.Check on Jack-O-Chica when the temperature gets too high.Jumpscare:

Nightmarionne

Nightmarionne: His presence moves randomly to different locations in your office as you play, and begins to reappear when your mouse cursor moves over him. Be quick to avoid the area of the office that he occupies, or your run will end with a jumpscare!A.I.The higher Nightmarionne’s A.I. is, the more likely he will appear and the quicker he will materialize.Tips:Nightmarionne can’t appear in the top right or bottom left corners, so it’s recommended to move your mouse in one of those corners.Don't linger in the same spot for too long.Jumpscare:

Old Man Consequences, El Chip, and Phone Guy
Old Man Conseque