Attic (Story Mode)

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Bedroom • Living Room • Office • Basement • **Attic**

*Were you looking for Attic: Ignited Foxy from The Joy of Creation: Reborn?*
**Attic Navigation**

**Overview**
History
Gallery
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Trivia

Attic (Story Mode)

Memory Number:
5

Location:
Cawthon family attic

Player Character:
Scott Cawthon

Enemies:
CreationIgnited Golden FreddyEndo B "Angel"Endo R "Blue"Endo C "Mouth"Endo F "Red"

Level Goal:
Survive against all enemies that are in relentless pursuit of the playerFlash Ignited Golden Freddy twelve times total to exorcise the spirits inside the house and gradually eliminate the time loop the player is trapped in

Location Status:
Reconstructed

**Attic** is the fifth and final memory in *The Joy of Creation: Story Mode*. In this memory, the player controls Scott Cawthon for the second and last time while his own creations attempt to murder him without the lenience of actually being able to reach 6 AM, also for the second and last time, as this is the second and last level where the player is forced to control the result of reaching that time and is unable to just wait out until the period comes. The player is confronted by Creation, Ignited Golden Freddy, and The Fallen. This is the second and last level where the player is confronted by characters aside from The Ignited while separated.
At the end of the memory, the player receives their fifth and final newspaper.
In this memory:
* Creation is the final boss and main antagonist;
* Ignited Golden Freddy is the secondary antagonist;
* The Fallen are the tertiary antagonists.

**Appearance & Room Infrastructure**

In the attic, the entire house is trapped in the spiritual realm of the enemies attacking the player character, and as such, it has the most convenient structure for everyone involved.
The two hallways from the left and right sides of the player extend infinitely into an abyss that the two running endoskeletons are fabricated from.
Inside the room, there is a trapdoor positioned underneath a window leading to the outside centered in the area all the way on the opposite end of the player. This is divided by racks and a desk with a fan positioned on it.
Closest to the player when coming from the trapdoor is two doors and a swivel chair positioned by a monitor system with two levers to the left and right, a Fredbear plush on the right side of the monitor system.

**Opening Cutscene**
Scott wakes up to find himself strapped to a chair in the attic as the monitor in front of him turns on to show the basement. Notably, the monitor is presenting to the player 02 of the basement, as there is a furnace present in the middle of the room with a seemingly blank area surrounding it. He makes a few attempts to pry himself from his imprisonment, and after temporarily losing the strength to do so, he stares over at the Golden Freddy plush located next to the breaker lever on the right of the monitor, as if to indicate that it was never there beforehand, neither a plush or a Freddy's-themed prop on the desk. Michael then appears on the radio and starts to tell Scott that the animatronics are becoming unstable.

**Michael:** *"You've been on this for too long, Scott. They're barely holding themselves together any--"*
**Scott:** "**WHY!?!?** *I HAVE BEEN A* GOOD *MAN!!* WE'VE BEEN GOOD PEOPLE!!! *WHY HAVE YOU* DEMONS *COME TO* TORTURE *ME & MY* **FAMILY?!?!**"
**Michael:** *"Uh, I, uh, I- I was saying, uh, that we've gone-"*
**Scott:** *"STOP IGNORING MY* QUESTIONS!! *If I'm going to die, at* least *I wanna know WHY!!! CAN YOU* AT LEAST ***GIVE ME*** **THAT!?!?**"
**Michael:** \*sighs\* *"Look, I'm sorry, it's just the way things have to go. It's just a* part of life! *Um, for us, I mean... Their bodies are hardly keeping themselves together, so they've gathered themselves in the basement. They can't just, uh, kill you directly, you know. And I promised them I'd leave you to them, so I brought you here to, uh, at least* try *to talk to you before they arrive. So before they get here, and everything burns...*
As Michael continues, Creation's roar forms into existence as he appears on the monitor in front of Scott, indicating to the player the enemy they have to confront. Scott looks at the screen in confusion and inquisition as his enemy appears in front of him during Michael's monologue. The previously-closed furnace is now opened, implying Creation gathering The Ignited together was a process manifested from the fire of the furnace.

*...I'd like to thank you, for giving us this opportunity to see the world* through *the eyes of* your *creations. Being* Michael Schmidt *has been an* INCREDIBLE *experience...*
Creation then peers directly into the camera system, staring directly at Scott. This prompts him to further exact his methods of releasing himself from the chair however possible to.

*...I-I mean, I feel... I feel* fantastic! *I want to keep feeling like this* forever!
Similarly, during his supposed last message towards Scott, Michael apologizes to him like in the ending of Basement's cutscenes for the inconvenience. It is shown that he's hesitant to commit to it, but goes along with it anyway, since his goal is to keep living eternally.
After Michael's monologue ends, Scott releases his right hand from the handcuff of the chair bindings.

*And to do that, I need you to die."*
**Scott:** *"LEAVE US* **ALONE!!!**"
Scott, with his free arm, grabs the radio, and angrily smacks the radio down against the floor, bending it. The scene ends and the screen goes black. The player hears a long, guttural roar from Creation and the game itself finally begins.

**Gameplay**
The player must stay in the chair that Scott Cawthon has been locked into and use the tools around them to protect them from The Fallen and Creation. The player may use space to change what direction they face. When facing the monitor, the player can use the monitor, which will allow the player to monitor Creation's progress, as well as searching for Ignited Golden Freddy. There are four cameras viewing the lower floors that can be viewed individually via the left mouse button.
To the left of the monitor is a switch that changes the camera view to the attic cameras, activated via the left mouse button, which show the doors to the left and right of the player when facing the monitor. To the right of the player is a breaker lever, which when used on the cameras Creation can appear on, will cause a bright flash to appear. After use, it will take some time to recharge. The breaker lever can't be used on the attic cameras.
When facing away from the monitor, the player can see two doors and the trapdoor. The player can close the doors by interacting with a lever similar to the one to change the camera modes. Only one door can be closed at a time; closing one door while the other is closed will cause the previously closed door to open. The levers can be interacted with via the left mouse button.
The only way to finish Attic is to flash Ignited Golden Freddy on the camera with the breaker lever 12 times.

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***Events***

* In the Attic level alone, there are many variants of events that can occur.
	+ There are 10 total variants of scenes the cameras themselves can be in on each of the four rooms the player has to search through for Creation or Ignited Golden Freddy, making up 40 scenes in the camera system when combined.
		- Creation in Phase 1 alone.
		- Creation in Phase 2 alone.
		- Creation in Phase 1 with Ignited Golden Freddy.
		- Creation in Phase 2 with Ignited Golden Freddy.
		- Creation in Phase 1 alone in the fire.
		- Creation in Phase 2 alone in the fire.
		- Creation in Phase 1 with Ignited Golden Freddy in the fire.
		- Creation in Phase 2 with Ignited Golden Freddy in the fire.
		- Ignited Golden Freddy alone.
		- Ignited Golden Freddy alone in the fire.
	+ In the Attic itself when looking at the monitor and looking behind at the steel doors The Fallen enter through as well as the trapdoor Creation enters through, there are X total variants of scenes that can occur, barring the aforementioned on the camera.
		- The Golden Freddy plush to the right in the first stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the first stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the first stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the second stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the second stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the second stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the third stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the third stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the third stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the fourth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the fourth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the fourth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the fifth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the fifth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the fifth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the sixth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the sixth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the sixth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the seventh stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the seventh stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the seventh stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the eighth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the eighth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the eighth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the ninth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the ninth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the ninth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the tenth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised.
		- The Golden Freddy plush to the right in the tenth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered.
		- The Golden Freddy plush to the right in the tenth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised.
		- The Golden Freddy plush to the right in the eleventh stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised in the fire.
		- The Golden Freddy plush to the right in the eleventh stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered in the fire.
		- The Golden Freddy plush to the right in the eleventh stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised in the fire.
		- The Golden Freddy plush to the right in the twelfth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever raised in the fire.
		- The Golden Freddy plush to the right in the twelfth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player lowered and the breaker lever lowered in the fire.
		- The Golden Freddy plush to the right in the twelfth stage of flashing Ignited Golden Freddy with the camera switch to the left of the player raised and the breaker lever raised in the fire.
		- Endo F "Red" attacking the player.
		- Endo F "Red" attacking the player in front of Ignited Golden Freddy's head.
		- Endo F "Red" attacking the player in front of Ignited Golden Freddy's head with the right door when facing the monitor closed.
		- Endo F "Red" attacking the player in front of Ignited Golden Freddy's head in the fire.
		- Endo F "Red" attacking the player in front of Ignited Golden Freddy's head with the right door closed in the fire.
		- Endo B "Angel" attacking the player.
		- Endo B "Angel" attacking the player in front of Ignited Golden Freddy's head.
		- Endo B "Angel" attacking the player in front of Ignited Golden Freddy's head with the left door when facing the monitor closed.
		- Endo B "Angel" attacking the player in front of Ignited Golden Freddy's head in the fire.
		- Endo C "Mouth" attacking the player in front of Ignited Golden Freddy's head with the left door when facing the monitor closed in the fire.
		- Endo R "Blue" attacking the player.
		- Endo R "Blue" attacking the player in front of Ignited Golden Freddy's head.
		- Endo R "Blue" attacking the player in front of Ignited Golden Freddy's head with the right door when facing the monitor closed.
		- Endo R "Blue" attacking the player in front of Ignited Golden Freddy's head in the fire.
		- Endo R "Blue" attacking the player in front of Ignited Golden Freddy's head with the right door when facing the monitor closed in the fire.
		- Endo C "Mouth" attacking the player.
		- Endo C "Mouth" attacking the player in front of Ignited Golden Freddy's head.
		- Endo C "Mouth" attacking the player in front of Ignited Golden Freddy's head with the right door when facing the monitor closed.
		- Endo C "Mouth" attacking the player in front of Ignited Golden Freddy's head in the fire.
		- Endo C "Mouth" attacking the player in front of Ignited Golden Freddy's head with the right door when facing the monitor closed in the fire.
		- Creation emerging from the trapdoor and slowly walking towards the player, then killing them.
		- Creation emerging from the trapdoor and slowly walking towards the player, then killing them with the left door closed.
		- Creation emerging from the trapdoor and slowly walking towards the player, then killing them with the right door closed.
		- Creation emerging from the trapdoor and slowly walking towards the player, then killing them in the fire.
		- Creation emerging from the trapdoor and slowly walking towards the player, then killing them with the left door closed in the fire.
		- Creation emerging from the trapdoor and slowly walking towards the player, then killing them with the right door closed in the fire.
		- Ignited Golden Freddy's head in the middle.
		- Ignited Golden Freddy's head in the middle with the left door closed.
		- Ignited Golden Freddy's head in the middle with the right door closed.
		- Ignited Golden Freddy's head in the middle in the fire.
		- Ignited Golden Freddy's head in the middle with the left door closed in the fire.
		- Ignited Golden Freddy's head in the middle with the right door closed in the fire.

**Monitors**
The monitors are used to search through the settings of the previous four memories in the appropriate order they would be constructed in, the office being at the top, the bedroom being above the living room, and the living room being above the basement.
They can also be used to track Creation's progress without looking at where he is on the cameras visually, as he is represented by a square tracked to mark his exact spot on the cameras. The reason for this tracker appearing for Creation only is due to Ignited Golden Freddy being too physically transparent for him to also be tracked on the camera, unlike Creation, who is actually physical.
The monitors feature a set of two switches, one for the camera to the left of the monitor used to switch between the lower and upper floors, and a breaker lever to the right used for a flash function that works under a timer for every use. The camera switch is flipped down to view the floors below the attic, and flipped up to view the left hall corner and right hall corner in the attic area.

**Bedroom**
In the bedroom, there is a security camera attached slightly forward from the right of the closet, pointed slightly to the right of the window.

**Living Room**

In the living room, there is a security camera attached to the right of the television next to the door leading outside.

**Office**
In the office, there is a security camera attached directly above the calendar, directly in the space between the right entrance, pointed to the left filing cabinets.

**Basement**

In the basement, there is a security camera attached on the wall to the right of the computer is a security camera attached and pointing at the stairs.

**Doors**
There are two doors located behind the player. They are positioned directly to the left and the right, and they can be accessed via the spacebar. They are used to block off access to the attic from the hallways located directly outside, and limit the accessibility of both Endo C "Mouth" and Endo B "Angel".
They are stylized like the doors from the first game, being black and yellow diagonal markers plastered onto steel rectangles.
The player can only close the doors individually due to the power source feeding directly into them being infinite, and that if they were both able to be closed at the same time, the player wouldn't have a challenge to overcome.
The doors are operated via levers.

**Creation**
Creation starts in the basement camera, and he will make his gradual approach towards the attic in an attempt to kill the player while excavating barriers between the two sections he is attempting to traverse via. He breaks through the first barrier between the wall the basement's camera is set up on and the door Ignited Freddy enters through, avoiding Scott Cawthon's computer along the way and breaking through the wall underneath the area the camera is attached to; then going through Ignited Freddy's doorway as he enters the living room, then going across to Ignited Foxy's doorway and destroying the second barrier between the two areas to reach the bedroom; after stripping down the second barrier, he will then break through the wall to the left of the camera in Nick Cawthon's bedroom, then going across to the door that leads into the bedroom himself that Ignited Bonnie uses to the third barrier between the bedroom and the office; after breaking the third barrier between the bedroom and office, he will then enter through the right entrance of the office where the backyard is, then going across to the left entrance to break the fourth and final barrier in his path; finally, he will travel up from the left entrance and into the trapdoor where the player is held and attack them.
Creation has 3 phases on each camera, and he will only move through a phase after his signature sound cue plays; in Phase 1 he is slightly off to the side and after a few moments will progress to Phase 2; in Phase 2 he is closer to the camera and is staring right at it. He can be flashed in Phase 2 to bring him back to Phase 1. If left unattended he will progress to Phase 3, in which the camera will be darkened, and he will either damage the barrier between floors or go through it and end up in Phase 1 of the next camera if the barrier is already damaged. If the barrier is not damaged, when he reaches Phase 3 he will momentarily remain in that phase, then damage the barrier before reverting back to Phase 2. If Creation makes a movement but is prevented via the flash before his sound cue ends, he will reset to his previous phase as the movement isn't counted.
While the room he is currently in is absent of fire, Creation takes a 30-second countdown before he transitions to his next phase. While the room he is currently in is present of fire, the countdown is gradually decreased to a 20-second countdown. The numbers between these countdowns are randomized between -3 to -5, however, due to Creation being an enemy designed to be slow but relentless. This means that Creation's total time to reach the attic from the basement without flashing can take **520 seconds (8 minutes and 39 seconds)** starting at Phase 1 in the basement, including the two moments in Phase 3 where Creation destroys the barrier between two floors, if the entire house is absent of fire to **270 seconds (4 minutes and 30 seconds)** starting at Phase 1 in the basement, including the two moments in Phase 3 where Creation destroys the barrier between two floors, if the entire house is present of fire.
If he gets to Phase 3 of the office camera and the barrier is damaged, he will proceed to make his way into the attic where Scott Cawthon is sitting. Once he gets there, he will do a long animation of opening the trapdoor and doing a slow front flip in order to get into the attic upright, and then he will start walking towards you before jump scaring and killing you.
If the obstacle in each floor has been damaged twice by Creation, he will advance to the next floor, in his first position. It is not possible that you can flash him when he is in the third position, however you can flash him in his first position and drive him back to the previous floor in his third position.
Once Creation has destroyed the final obstacle (which is in the office), he will rush up the trapdoor. He will then perform a full front flip with the help of his arms and his third leg in order to get out of the trapdoor. Then he will walk up towards the player and jumpscare them. This process gives you only the slightest amount of time to stop Ignited Golden Freddy and during this process, the Fallen disappear. There is no way to stop Creation unless you manage to beat the night before he kills you.
On rare occasions, you can find Creation and Ignited Golden Freddy on the same camera so you can zap both at the same time, which would be a big help, however, Ignited Golden Freddy usually teleports shortly after.
It is possible to finish the night by flashing Ignited Golden Freddy for the twelfth time while Creation is in the attic.

**Ignited Golden Freddy**
Ignited Golden Freddy's first, and only, role as a threat franchise-wide is in Attic. In order to beat the level, the player must find him in the cameras and use a charged light next to the monitor to get rid of him, repeating the process eleven more times after.
Ignited Golden Freddy will appear in any of the house cameras that Creation is not on, and sometimes will leave those cameras and appear behind you as a floating head. When he is behind you, looking at him will cause hallucinations of Ignited Freddy, Ignited Bonnie, and Ignited Chica. Death occurs if you don't turn away quick enough, specifically within 2 seconds of him appearing in the attic. However, it is necessary to look at him momentarily while he is behind you, as he will not return to the cameras until you do so.
When he is in the house cameras, you must flash him with the breaker switch to "destabilize" him. The more you do this, the more the Golden Freddy plush to the right of the screen and Ignited Golden Freddy (when he is behind you) will appear to become more and more distorted, and the house will start burning. This affects Creation, as he will move faster if the room he occupies is burning. But no matter how long the player takes to defeat Ignited Golden Freddy, you will not die from the fire.
His mechanic is subtly hinted at by combining the factors of the unorthodox objects on the player's desk, those being the incoherent digital clock to the left side of the monitor, and the Golden Freddy plush used to determine the player's progress on the right side, featuring the breaker lever used to attack him.

**The Fallen**
**Endo C "Mouth"**
Endo C "Mouth" will approach the player from the left attic camera. She will not move until the camera displays static on the left camera, nor will she move while Endo R or Endo F is moving. When Endo C makes the left attic camera display static, the player must quickly turn around and close the door to their right, if it is not already closed. Failure to do so will result in the player's death.

**Endo B "Angel"**
Endo B "Angel" will approach the player from the right attic camera. He will not move until the camera displays static on the right camera, nor will he move while Endo R or Endo F is moving. When Endo B makes the right attic camera display static, the player must quickly turn around and close the door to their left, if it is not already closed. Failure to do so will result in the player's death.

**Endo R "Blue"**
Endo R "Blue" will start running towards the left entrance at any point during the night. The player cannot see Endo R on the attic cameras and must rely on hearing it running, which gets louder the closer Endo R is to the entrance. If the player hears running coming from the left entrance, the player must close that door, if it is not already closed. Failure to do so will result in Endo R entering the room and killing the player.

**Endo F "Red"**
Endo F "Red" will start running towards the right entrance at any point during the night. The player cannot see Endo F on the attic cameras and must rely on hearing it running, which gets louder the closer Endo F is to the entrance. If the player hears running coming from the right entrance, the player must close that door, if it is not already closed. Failure to do so will result in Endo F entering the room and killing the player.

**Ignited Golden Freddy's Note**
The Golden Freddy plushie's nose will make a honking noise similar to the Freddy poster in Five Nights at Freddy's 1 when clicked.
Ignited Golden Freddy's note can be summoned by clicking the nose of the Fredbear plush to the right of the screen ten times, and then turn around. After you turn back, the newspaper will be on the plushie.
The article is not a newspaper, but rather a sheet of paper with "`COME BACK TO US NICK`" written in red ink. If you look closely, a figure in the shape of Ignited Golden Freddy appears to be engraved into the picture.

**"Come Back"**
Attic's "Come Back" scene is arguably the easiest one to achieve, as all the player is required to do is wait for Ignited Golden Freddy to teleport behind them as a floating head and carelessly stay on the side of the doors for three seconds total, as the period of time it takes for him to attack is much quicker than the total length of the sound of the echoing moan that plays half a second after his appearance. He will attack Scott Cawthon about a decasecond after this moan crescendos. Note that if a member of The Fallen manages to enter the attic before Ignited Golden Freddy has a chance to attack, the scene won't trigger.
Once the player allows Ignited Golden Freddy to attack, a cutscene will play. The cutscene shows a wooden floor with blood splattered onto it. The sounds of distant vibrating on the right can be heard and the source of that sound is revealed urgently. The source is a phone, lying on the floor with Tobias calling Nick in an attempt to gather context on his status. The screen will then turn completely black, and instead of saying "`COME BACK`" it says "`…`" This illustrates the moment of Nick Cawthon's death inside the house after returning to it.

**Ending**
Once you have successfully flashed Ignited Golden Freddy twelve times, the screen distorts and fades out like in the other four nights. At the outside with rain, the newspaper that appears displays the following:

"MAN FOUND DEAD IN HIS OWN HOUSE"
"BODY FOUND BY LANDLORD IN RECENTLY REPAIRED COUNTRY HOUSE"
After the screen fades to black indicating the end of the newspaper cutscene, the following cutscene takes place.
Scott frees his left hand from the last restraint, but then he gets hit by what appears to be a loose wooden plank from the ceiling above. Offset from the impact, he slowly crawls across the floor, attempting to call out for his family, before running out of breath. However, despite Ignited Golden Freddy being defeated, leading to the final exorcism of all of the faux mechanical spirits of the game, the digital clock to the left of the monitor is seen still remaining with the passage of time looping rather than displaying "6:00", implying that Scott Cawthon is missing something important to finally complete the journey.

**Scott:** *"Val... Sam, Anthony...Nick... Where...where are you?!"*
*Michael then speaks to Scott through the same radio that's thrown off the desk. Noticeably, it's misshapen from the impact.*

**Michael:** *"You really* love *your family,* don't *you?*
Scott ignores Michael's recognition of compassion and continues crawling. While crawling, Michael points out to Scott a second time why Scott must die, and that the night of the haunting will not officially end until he complies and does as he is obligated to.

**Michael:** *You gotta die here, y'know? Survive the night, just wait for 6 AM & it'll all be over? That's how it worked there before, right? But these are not your games, Scott... This night won't go away, until you've been consumed by the fire."*
**Scott:** *"What about them? If I have to go, will you at least promise me they'll be safe?*
Static plays from the radio only.

**Scott, weakly:** *Promise* me, that you won't hurt them... *Please!*" *(Sobbing)*
Scott looks up to see a figure with a burnt face and black, glowing eyes (supposedly Michael). The figure picks him up, and its eyes glow brighter, blinding the screen. The screen then goes black. Scott is then heard loudly screaming in pain of his death.
Afterwards, a new cutscene begins, showing the burning house from outside, and a conversation between "Scott" and his family.

**Nick:** *"Mommy! Daddy's coming out of the house!"*
**Val:** *"Honey?!"*
**Scott:** *"Val! I'm here!"*
**Nick, happily:** *"Daddy!"*
**Val, sobbing:** *"Oh, hon, I was SO* worried!*"*
**Scott:** *"It's okay, Val. It's okay... We're safe now. Have you called 911?"*
**Val:** *"Yes... Yes, I did.* As soon as we got out *I called them. Like, a-a few hours ago... They said they'll be there as soon as they could... Oh, my God. You stayed inside there for so long! I thought you-"*
**Scott, monotone:** *"But I didn't. Don't worry. Everybody is fine."*
**Anthony/Sam:** *"Daddy, what happened to home?"*
**Nick:** *"Why is it burning?"*
**Anthony/Sam:** *"Is Michael still in there?"*
**Scott:** *"You're safe. \*mumbling\* all that matters. You're safe."*
**Nick, worried:** *"Dad?"*
**Val:** *"Everything... Everything is* gone!*"*
**Scott, robotically:** *"You are safe. That's all that matters."*
**Nick:** *"Dad! You're acting weird!"*
**Scott, higher pitch:** *"You are safe now. That's all that matters."*
**Val:** *"Honey, are you alr--?"*
**Scott, low pitch:** *"You are safe... That's all that matters.."*
**Nick, scared:** *"Daddy, NO!!!"*
Scott keeps repeating himself.

**Val, crying:** *"Oh my god, oh my god!"*
About two repeats of unstable, robotic "You are safe now. That's all that matters" phrases pass. Scott continues repeating himself, and his voice starts glitching. As the voice finishes repeating, the screen fades to black.

**Animatronic in Scott's voice:**  *"See? They're safe now. Just as you wanted... Thank you for your cooperation, Scott Cawthon. I'll take care of everything from here..."*
The credits then roll.

**Audio**
The Remnants Of Joy leitmotif for Attic.

"Ignite The Flame", the ambient track that loops throughout the entire level.