Night 1

**Night 1** - Night 2 - Night 3 - Night 4 - Night 5 - Night 6
**Night 1** in the Final Nights Franchise is the Easiest Night in the game, lacking much animatronic movement and activity, this is also a night where the player can understand their environment and tools needed to survive until 6 AM and check out the location as well.

## Final Nights 2: Sins of the Father

**Night 1** is the easiest night in the game. It is also an introduction night to the game and its mechanics.

A firefighter is at the recently burnt down Fredbear's Family Diner before another firefighter calls him to come. He does but gets stopped by the sight of Burnt Freddy. He calls the other firefighter before being jumpscared by Burnt Freddy himself. Sometime before that, William Afton is at Fredbear's.  There are 2 suits in front of him: Fredbear and Spring Bonnie. If the player picks Fredbear, it will lead to The Bad Ending. The player has to pick Spring Bonnie, as it's vital for the Good Ending. After picking a suit, the game returns to present with with the player at William Afton's house.

There are 3 animatronics active on **Night 1**: Burnt Freddy, Burnt Foxy and the Brother. Burnt Freddy will be in the left vent, so the player must lock him when he's near the end. The vents will unlock automatically for a few seconds. Burnt Foxy is in the hallway, the player can flash their light on him. Then when he is at is 3rd and final phase, shut the door on him. The brother is the easiest animatronic in the game. When he tries to escape his little room, flash your light at him. Failing to follow this advice will cause an animatronic to jumpscare you and give you a Game Over.

"*Uh, hello, me. It's been a while. (Ahah... who am I kidding?) Hey, listen up; you're now hearing your own voice and every week I get some form of amnesia attack and remember fairly little of what happened. So I'm recording this message on the seventh day of the week so I can inform you on what's going on. Fredbear's Diner burnt down and Fazbear Entertainment has forced you to take the burnt suits home for repair. Now as you know, something has always been clearly wrong with them, but now they're after you. And by that I also mean "me", I guess. As you might have seen, I installed a few security monitors. Here you can track the animatronics movements. Foxy will come through the hall. He's never been all that stable when it comes to bright lights, so when he's close refrain from using the flashlight and just shut the door on him. Freddy always seems to use the left vent. Lock it when he's near the end; vents unlock automatically after a few seconds... Oh and don't forget about the Puppet. He will stumble out his little shaft on the left. Just flash your light at him and he'll cower in fear. Well, ah, good luck and... don't die on me yet.*"
-**The Technician**
## Final Nights 3: Nightmares Awaken

**Night 1** begins with a cutscene as a child is seen riding in an ambulance which arrives at Hurricane Hospital. The child is soon wheeled into the hospital and he is then taken into Intensive Care. Before the actual night begins, Fredbear Plush will give the player a tutorial on the controls behind each mechanic.

"*Hi there, it's me. I will teach you how to survive your worst nightmare! To get off the bed, click the center of the room or press "W" on your keyboard.*
Once in the center, you can turn left or right using "A" and "D" on your keyboard. You can move around the room by clicking on areas of interest.
Click on the hallway door. Once at the door, press "A" or "D" to turn and look into the hallway. Or press "SPACEBAR" to close the door. When looking at the hallway, press "SPACEBAR" to flash your light. To get back to the center of the room, press "S" when at the door.
Click to run up to the closet. When at the closet, click on the door to close it, or press "SPACEBAR" to flash your light.
Click to close the curtains. Click to get on the bed. Hold "SPACEBAR" to sleep. Time will only progress when sleeping.*"*
-**Fredbear Plush**
When the actual Night begins, the player must sleep in order to progress through the night and to the next night. When Reaper Spring Bonnie moans, the player will have to turn to the hallway door and shine their light down the Right Hall in order to get rid of him. The player will also have to check in the cabinet for Reaper Balloon Boy's progression. If Reaper Balloon Boy's hand is out of the cabinet, the player will have to shut the door to reset him. Reaper Puppet will appear at the window and slowly progress, If Reaper Puppet is close, the player must run up and close the curtain in order to make Reaper Puppet leave. If the player sleeps, a Grandfather clock can be seen, indicating that the player is asleep, when the hand reaches 6, the player has completed the Night and can proceed to the next night. Failing to fend off the Reapers will trigger a jumpscare and a Game Over.

"*Hello, it's me your best friend. To survive, use these tips!*
1. You must sleep to progress.
2. No sleeping if Reapers are in.
3. Scare away Puppet man when he's closest.
4. Close closet!
5. Close door when my friend is closest!
Sleep tight. Your time is not up!
-Yet*"*
-**Fredbear**
## Final Nights 4: Fates Entwined

**Night 1** doesn't begin until after the player (playing as Max Donovan) completes Investigation 1.

On Night 1, the player (now playing as Henry Stillwater) is greeted by William Afton, who left a message for Henry to help him survive against the animatronics. The only animatronics that will be active are Fredbear and Spring Bonnie. Fredbear will wander around the location looking for people, if he doesn't see anyone, he will assume the place is empty and turn off the power, the players have alarms around the building that can be used to prevent this and to lure Fredbear to their Office. When Fredbear is in Party Room 1, the player must use the alarm near their office by pressing the left shift button. Fredbear will then walk towards the office and then leave (the player can move while Fredbear is near).

Spring Bonnie will wander to your office. When Spring Bonnie is in the office, You will have to stay still (You can still move your mouse, BUT you cannot turn left or right). Once Spring Bonnie leaves, you can now move. The time is located next to the monitor before entering the cameras, once the hand reaches 6 AM, you have completed the Night. Failure to fend off the animatronics will trigger a jumpscare and a Game Over.

"*Hello there, new night guard and welcome to my establishment! [*Chuckles*] I'm just messing with you, Henry. I'll give you the quick rundown on how the animatronics and the building systems you requested actually function. First up, you have your cameras up front. Activate them by pressing space in the keyboard in front of you. You can press "S" to exit back out. I took the liberty of going into some state-of-the-art tech for us here; a screen that could detect your finger locations with invisible lasers. Pretty fancy stuff. Anyway, touch upon your buttons to switch cameras. any room with a green triangle can be selected, even the vents. Now you also have your alarm and air refresh buttons. For now, you'll only need the alarm. Pressing it will signal a bright, loud and red alarm to ring whatever room you have selected on the camera. You can ring the alarm near your office by using the left shift key. And now on to your animatronic buddies, courtesy of me of course. [Coughs] Fredbear is up first, taking the role of power management basically. If he notices the lack of people he will go to different rooms and try and find guests or staff members. If he decides the place is completely empty, he'll shut off the power. Not something you want now, is it? Now, all you have to do is lead him to you. He'll go after any noise, so whenever he's taking a break to take in any sounds or signals, try ringing the alarms in nearby rooms leading him towards you a couple of times. Once he's close enough, say, Party Room 1, then ring the alarm near your office. That's the shift key, remember? Bonnie, however, is a bit of a different beast. He'll wander around looking for intruders. Normally, if you wear your guard uniform, he'll read a chip inside it and not register you as an intruder. However, you didn't exactly fit the last guard's uniform. So until you can tailor yourself a new one, just try to avoid any contact with him. But if he does manage to enter your office, try and stay completely still. One of his parameters for checking if someone's human is if it moves. Thusly, if you stay completely still, he probably won't register you as a human and thus not as an intruder. Alright, hope you got all that, good luck, and I'll see you tomorrow.*"
-**William Afton**