Back Up

Content List

Master Manual

Welcome

Introduction
Terms Explanation

Characters

Freddy Fazbear
Bonnie The Bunny
Chica The Chicken
Foxy The Pirate Fox
Golden Freddy

Game And Mechanics

Game Analysis
AI. Level System
AI. Level Overview
Theoretical AI. Levels
Animatronics on Lvl 20
4/20 High-Percentage Strategy
4/20 - 17% Annotation

Numbers And Relations

Power Drain And Hour Duration
Time / Power / Usage Relations
Par Percentages
Other Durations

Lore And Rare Scenes

Given Events
Theories / Assumptions
Rare Scenes
Other Rare Occurences

Help Center

Frequently Asked Questions
Complete Night Guides
How To Get Good
Shortcuts And Cheats

Fun Facts

Fun Facts And Trivia
Programming Facts and Easter Eggs
Other Versions And Ports
All Phone Calls

Thank you

Contact

Welcome

Introduction

Five Nights At Freddy's 1

Five Night's At Freddy's 1 is a highly strategic game, which will check and develop your power of observation and time management. You are provided with a limited amount of power for controlling the security cameras and door controls as light and door itself, once the power is over you will not be able to control camera or door anymore with nothing to prevent your enemies from killing you.

You are sitting in an office with two doors, each with lights and a monitor with cameras covering 11 places all over the restaurant. Close the corresponding door to prevent them from coming in but you want to keep your power supply in mind not to run out of it too quickly.

There are five main nights and an additional Night 6. Night 1 is basically to get used to the mechanics of the game but the nights will progressively get harder since the animatronics are moving faster and your power supply is also draining faster as the week progresses.

After successfully completing all 6 nights, you'll unlock your final challenge. Night 7 - Custom Night. Here you can freely choose the difficulty of each animatronic up to an absurdly difficult level, which even the developer assumed to be impossible.

I've spent so much time around Five Night's At Freddy's 1 (FNAF 1, for short) that I can now explain you every single detail of the game and this is exactly what this document is for.

We will go over the general and advanced behavior of each animatronic, through the AI. Level (difficulty) system, all times and timers, durations and the relation between them in advance over to a full 101 guide for every night including the most difficult mode: 20/20/20/20 or 4/20 Mode.

Please enjoy!

Welcome

Terms Explanation

There might be some unclear terms or even phrases throughout the document I want to get established so you know what those mean if they find application in the document.

FN1

Simply another term for "FNAF 1" or "Five Night's At Freddy's 1".

The Sprinters / The nCAs

A synonym or umbrella term for Bonnie and/or Chica. Even though they're not the fastest in punctual movement, they are over a period of time and (close to) always moving. The abbreviation nCA stands for "not camera affected".

The CAs

A synonym or umbrella term for Freddy and/or Foxy. The abbreviation CA stands for "camera affected".

Breakdown Time

The time Bonnie or Chica takes to disable your door controls.

Door Controls

The door button and light button as a combined unit.

Foxy Risk / Runtime

The time Foxy takes from the current moment until he is running (±0s) or reaching your door (+1.5s).

Flipping the monitor

Hovering over the camera button once. Hence, either way opening or closing the monitor.

Checking the camera

This is a whole cam cycle meaning opening and closing the camera once.

Blank check / Empty cam

Checking the camera that briefly, so that the actual camera screen does not load, instead just the opening/closing animation is seen. You can have a blank check confirmed by if the fan is not spinning anymore after (only works on PC). This does not load the cameras, hence it won't count as looking at the monitor.

Night 8

A synonym for 20/20/20/20 or 4/20 Mode.

WHC, SC, BS, ...

Abbreviations for camera names. Often intuitively associated with the right camera like:
› EHC (East Hall Corner)
› BS (Backstage)
› WH (West Hall)
› PC (Pirate Cove)

The Quad Cams

Also "The Quads" for short. An umbrella term for the four cameras 2A (WH), 2B (WHC), 4A (EH) and 4B (EHC).

S2

The abbreviation means Cove-/Foxy State and describes, as guessed, Foxy's position or the cove status:
› S0 Curtain fully closed
› S1 Foxy peaking through curtain
› S2 Foxy standing outside curtain
› S3 Cove open and empty
› S4 Foxy running down 2A (WH)
› S5 Foxy reaching your door

N5/3

A form/format to describe a specific hour on a specific night. Here some examples:
N3/2
› Night 3, 2 AM
N4/12
› Night 4, 12 AM
N6/0
› Night 6, 12 AM
N8/4
› Night 7, 20/20/20/20, 4 AM
10/9/4/2/3
› Night 7, 10/9/4/2, 3 AM

MO

MO stands for "Movement Opportunity" and is the moment random chance is rolled to decide whether the animatronic is allowed to move or not. To get a MO right is when the random number is in such a certain range that the character has the ability to move. Sometimes, another condition prevents him/her from actually moving but this does not influence the MO interval.

Characters

Freddy Fazbear

Role And Apperance

Freddy is the main animatronic character of the franchise, the singer of the band and he is also the leader of the small group. He is a brown bear with a black bow tie, a black top hat and blue eyes. In his right hand, he is holding a microphone. When he moves from Show Stage (1A), he won't have his mic with him anymore. He is not very well visible in the dark except for his white glowing eyes.

Basic Movement

Freddy will get active from Night 3 and above. Freddy will take the following strict pattern (cams in brackets):

› Show Stage (1A)
› Dining Area (1B)
› Restrooms (7)
› Kitchen (6) [plays jingle]
› East Hall (4A)
› East Hall Corner (4B)
› Office

Freddy can only get to your door/enter and kill you from the East Hall Corner (4B).

Behavior, Patterns And Exceptions

Whenever Freddy moves anywhere, you'll hear one of his four laughs. Once he reached East Hall Corner (EHC - 4B) he will most likely never leave. Freddy can go back but this is highly not the case. If he still does, he then falls back into his original pattern and continues. If you for example close the right door and let Freddy move from East Hall Corner, he'll laugh (moved to your door), try to enter your office, fails, laughs again (moved back to 4B) and is then back to East Hall Corner.

If Freddy reaches the kitchen you can hear his jingle play. If you go into the camera and on the kitchen, it will play at full volume but it can also be heard from the office just not that clearly. You can hear deep footsteps whenever Freddy takes a move. When Freddy is anywhere between Show Stage (1A) and East Hall (4A), he can't move anywhere as long as you look on the visible camera. If Bonnie or Chica disabled the camera he is allowed to move in that time.

Once he reaches East Hall Corner (4B), his behavior changes. He's not only able to move when the camera is not selecting the room where he is in and hence, he won't move when you look at him no matter if you have the monitor up or not. Whenever Freddy gets a successful MO, he does partially not instantly move or progress. The reason is him being held back by a small timer: Delay[frames] = 1000 - 100*AI. It basically says that if you have him at AI. Level 3, he would attack after: 1000 frames minus 100 frames times
AI. 3 => 1000 - 300 = 700 frames delay.

AI. 0 => 1000 frames (16.66 sec)
AI. 1 => 900 frames (15.0 sec)
AI. 2 => 800 frames (13.33 sec)
AI. 3 => 700 frames (11.66 sec)
AI. 4 => 600 frames (10.0 sec)
AI. 5 => 500 frames (8.33 sec)
AI. 6 => 400 frames (6.66 sec)
AI. 7 => 300 frames (5.0 sec)
AI. 8 => 200 frames (3.33 sec)
AI. 9 => 100 frames (1.66 sec)
AI. 10 => 0 frames (0.0 sec)

Freddy at AI. 0, except for the fact that he couldn't move anyway, would have a 1000 frame delay while every AI. Level that is or is above 10, Freddy does not have any delay. Interestingly though, Freddy on AI. 10+ doesn't even have a delay check. Other than Foxy, Freddy is calling MOs even while the camera is opened but will only perform his move off-camera so he'll wait until this occurs to trigger his move delay countdown. Once Freddy has successfully entered your office, he can only attack when the camera is down - hence, won't ever attack in camera. When both requirements apply, he still only has a 1 in 4 chance (25%) every full second to attack. So, with a small chance, he could potentially always miss his 25% chance and never actually attack.
Freddy can (partially) be cam stalled.

AI. Level

Freddy has the following AI. Levels throughout the 6 nights. Night 7 is not shown since you can freely choose his difficulty.

› Night 1 - AI. 0
› Night 2 - AI. 0
› Night 3 - AI. 1
› Night 4 - AI. 1 or 2
› Night 5 - AI. 2 or 3
› Night 6 - AI. 3 or 4

Freddy's AI. Level preset on several Nights has a chance to change. Freddy's AI. Level does not increment at all during a night so it'll always be the same. Else, it would be kind of problematic when Freddy would come after you from Night 1 on.

Other Information

If you run out of power, the office will turn darker and bluish, Freddy walks up to your left door (random time), plays his jingle (random time), the office will then be completely black except for around two light reflections, Freddy walks into the office (random time) and then jumpscares you. The whole series of events takes between 15 seconds to around 50 seconds. His internal name is "Freddy bear" while the rest of the characters are only referred by their 'first name' like "Bonnie" or "Chica".

With the exception of Golden Freddy's death screen, all the animatronics' death screens occur in the same "frame" as the office. But Freddy is different. The death scene that occurs when the power runs out occurs in a different frame. This and Golden Freddy's death screen are the only ones that are different to the others. Freddy's death screen when he gets you from the right door is handled the same as the rest. His jumpscare cannot be cut by the 6 AM scene.

Characters

Bonnie The Bunny

Role And Apperance

Bonnie plays the guitar in the band. He is a bluish purple bunny with a red bow tie, long ears and red eyes. In his hands, he is holding his red guitar with a white fretboard. When he moves from Show Stage (1A), he won't have his guitar with him anymore.

Basic Movement

He is moving very fast through the building compared to Freddy or Chica. Bonnie is active in every night. He is not tied to a strict pattern or order of rooms but decides randomly to what room of a set range to go next. Here are the possible rooms he can be in:

› Show Stage (1A)
› Dining Area (1B)
› Backstage (5)
› Supply Closet (3)
› West Hall (2A)
› West Hall Corner (2B)
› Office

Bonnie can either way get to your door from the West Hall Corner (2B) or the Supply Closet (3).

Behavior, Patterns And Exceptions

If you are looking at any camera right when Bonnie changes rooms, he'll disable the camera signal for a few seconds. Camera buttons and sounds do then still work.
If Bonnie reaches your door and you have successfully blocked Bonnie from entering your office, he will instantly go back to Dining Area (1B) and reset his path. Bonnie can go back but this is not happening that often. He could rather be stuck in a loop for a few turns - Dining Area (1B) / Backstage (5) for example.

If Bonnie moves within West Hall (2A), West Hall Corner (2B), Supply Closet (3) and your door, you can hear deep footsteps. If he has broken down the door and has already entered the office while you're in the cameras, there is a chance to hear him breathing/moaning. As mentioned, Bonnie does not follow a strict pattern but will randomly choose his next room. The first room is where he starts from, all following rooms are the ones he can potentially go to:

Show Stage (1A), Dining Area (1B), Backstage (5)
Dining Area (1B), Backstage (5), West Hall (2A)
Backstage (5), Dining Area (1B), West Hall (2A)
Supply Closet (3), West Hall (2A), Office
West Hall (2A), West Hall Corner (2B), Supply Closet (3)
West Hall Corner (2B), Supply Closet (3), Office
Office, Dining Area (1B)

Bonnie cannot be cam stalled.

AI. Level

Bonnie has the following AI. Levels throughout the 6 nights. Night 7 is not shown since you can freely choose his difficulty.

› Night 1 - AI. 0
› Night 2 - AI. 3
› Night 3 - AI. 0
› Night 4 - AI. 2
› Night 5 - AI. 5
› Night 6 - AI. 10

Bonnie's AI. Level does increment 3 times during a night by +1 each at 2, 3 and 4 AM. So, if you'd start off a night with Bonnie at AI. 5, at 2 AM he would be at AI. 6 and at 4 AM he would have reached AI. 8.

Other Information

His jumpscare can be cut by the 6 AM scene.

Characters

Chica The Chicken

Role And Apperance

Chica is part of the band but if she is not on stage, she'll probably serve cupcakes to the visitors assuming from her cupcake. She is a yellow chicken wearing a white bib that reads "Let's Eat!!!", has an orange peak, no ears and purple eyes. In her hands, she is holding a pink cupcake while being on stage. When she moves from Show Stage (1A), she won't have her cupcake with her anymore.

Basic Movement

Chica is not almost the slowest animatronic in the game (Foxy is slower but he is a different category). However, that also means that she won't leave your door as fast as for example Bonnie. Chica is active in every night. She has the same possible rooms as Freddy but like Bonnie doesn't have a strict pattern. Here are the possible rooms she can be in:

› Show Stage (1A)
› Dining Area (1B)
› Restrooms (7)
› Kitchen (6)
› East Hall (4A)
› East Hall Corner (4B)
› Office

Chica can only get to your door/enter and kill you from the East Hall Corner (4B).
Chica cannot be cam stalled.

Behavior, Patterns And Exceptions

Chica is able to disable your cameras during the night. If Chica reaches your door and you have successfully blocked her from entering your office, she will, depending on her AI. Go back a few rooms and then continue her path. Chica is the most likely to go back. If you have her on around AI. 1 and block her, she could even go back to Dining Area (1B). If Chica moves within East Hall (2A), East Hall Corner (2B) and your door, you can hear deep footsteps. As mentioned, Chica does not follow a strict pattern but will randomly choose her next room. The first room is where she starts from, all following rooms are the ones she can potentially go to:

Show Stage (1A), Dining Area (1B)
Dining Area (1B), Kitchen (6), Restrooms (7)
Kitchen (6), Restrooms (7), East Hall (4A)
Restrooms (7), Kitchen (6), East Hall (4A)
East Hall (4A), East Hall (4A), Dining Area (1B)
West Hall (2A), West Hall Corner (2B), Supply Closet (3)
West Hall Corner (2B), Supply Closet (3), Office
Office, Dining Area (1B)

Bonnie cannot be cam stalled.

AI. Level

Chica has the following AI. Levels throughout the 6 nights. Night 7 is not shown since you can freely choose her difficulty.

› Night 1 - AI. 0
› Night 2 - AI. 1
› Night 3 - AI. 5
› Night 4 - AI. 4
› Night 5 - AI. 7
› Night 6 - AI. 12

Chica's AI. Level does increment 2 times during a night by +1 each at 3 and 4 AM. So, if you'd start off a night with Chica at AI. 5, at 4 AM she would have reached AI. 7.

Other Information

Her jumpscare can be cut by the 6 AM scene.

Characters

Foxy The Pirate Fox

Role And Apperance

Foxy is not part of the main band. He is a red fox with a black eyepatch over his right eye and a hook as a right hand. He is entertaining visitors from Pirate Cove.

Basic Movement

Foxy can be/is active in every night. He stays in his cove until you didn't check him enough or too often and will then start to advance step by step out of the cove ready to sprint at you. If the cove is empty, you can see him running through the West Hall (2A) into your office.
Foxy is the fastest moving character in the game.

› Pirate Cove (1C)
› West Hall (2A)
› Office

Foxy can only get to your door/enter and kill you from West Hall (2A).
Foxy cannot be cam stalled.

Behavior, Patterns And Exceptions

If you check Foxy to less or too often, he'll advance, sprint and kill you unless you have the door closed. It's advised to close the door right after you've seen the empty cove and then check the West Hall (2A) to trigger his animation. However, triggering him and then closing the door is tight but also possible.

If you've successfully blocked Foxy from entering the office, he will bang against your door, he drains a certain amount of your power and will then reset back to Pirate Cove. From there he can either way start from Cove-S0 or immediately Cove-S1.
Here is the list for how much power he will drain per block/bang:

› 1st bang = 1% Power drain
› 2nd bang = 6% Power drain
› 3rd bang = 11% Power drain
› 4th bang = 16% Power drain
› 5th bang = 21% Power drain

And so on. It starts with 1% and adds 5% per bang. If you'd put it as an equation, it would look like this (in %):

"= 1 + 5*([Number of bang] - 1)"

1st bang:
= 1 + 5*([1] - 1)
= 1 + 5*(0)
= 1%

9th bang:
= 1 + 5 *([9] - 1)
= 1 + 5*(8)
= 41%

16th bang:
= 1 + 5 *([16] - 1)
= 1 + 5*(15)
= 76%

Whenever the monitor is opened, Foxy changes his state to a permanent "locked" state in which he can't move nor call MOs or progress. However, even if you would check every exact 5.01 seconds, it wouldn't completely prevent Foxy from moving so that doesn't work. After the monitor is closed, Foxy does not instantly fall back into calling action and movement. He has a delay that can vary between 0.833 seconds and 16.666 seconds. Foxy can take every single frame within that range to recover.

Foxy has a seperate countdown that prevents him from moving until about 1-17.5 seconds after the monitor is put down. This countdown is set whenever a camera is looked at. That's the reason he can't move when you are looking at the camera the entire time.

From the time his curtain is empty and he is out and you do not check cam 2A in following time, you have around 25 seconds until his jumpscare or blocked attack. That means around 15 seconds for him to leave his cove entirely at AI. 20. At any time, where Foxy is still somewhat at camera 1C (S0 to S2), you have a maximum of 40.0 seconds of idling in the office without using the monitors before he jumpscares you. The originally assumed time was between 38 and 39 seconds but it had to be said in at least this article that it is 40.0 seconds, please excuse the caused misunderstandings through this.
Foxy can (partially) be cam stalled.

AI. Level

Foxy has the following AI. Levels throughout the 6 nights. Night 7 is not shown since you can freely choose his difficulty.

› Night 1 - AI. 0
› Night 2 - AI. 1
› Night 3 - AI. 2
› Night 4 - AI. 6
› Night 5 - AI. 5
› Night 6 - AI. 6

Foxy's AI. Level does increment 2 times during a night by +1 each at 3 and 4 AM. So, if you'd start off a night with Foxy at AI. 5, at 4 AM he would have reached AI. 7.

Other Information

His jumpscare cannot be cut by the 6 AM scene. Foxy's name was originally not fully decided. Scott only needed a name for the Custom Night menu but other than that/up until that he is simply referred as "fox".

Characters

Golden Freddy

Role And Apperance

Golden Freddy is not part of the band. He is a yellow colored suit without an endoskeleton in it wearing a black bow tie, a black top hat and also holds a microphone in his right hand. It's extremely rare that she teleports into your office to kills you if you don't do anything about that.

Basic Movement

Golden Freddy can be active in every night but he has an extremely rare chance to actually appear.

› ???
› Office

Golden Freddy can enter the office even if both doors are closed.

Behavior, Patterns And Exceptions

You have to look at the poster in West Hall Corner (2B) if Bonnie is not there and with a chance of 1 in 10000 the poster will chance to a close-up of Golden Freddy. You then can hear her laughing and he'll be in your office.

She will then sit in front of you, cause massive hallucinations and kill you after 5 seconds with a static image instead of an animated jumpscare.
You can prevent that by simply flipping the monitor up and he will be gone. The random chance in 2B refreshes and can only be rolled once every second.

Golden Freddy can only occure a maximum of once per night.

AI. Level

Golden Freddy has no AI. Level because she is based on random chance to appear.

Other Information

His jumpscare cannot be cut by the 6 AM scene. You can summon Golden Freddy by entering the 1/9/8/7 in the Custom Night/Night 7 only in version 1.13 or later.

Game And Mechanics

Game Analysis

Office And Environment

The office has two doors with each a red button with a white button below it. The red one closes/opens the corresponding door, the white button toggles the light right outside the door. If the door button is triggered, it will change its color from red to green, the light button will have a brighter gray or almost white as triggered color. The colors and actions are obviously reversible by hitting the corresponding button again. Other than that, there is a poster of the main crew (Freddy, Bonnie and Chica) with the title "Celebrate" above it hanging behind the desk in the middle of the office. You can click Freddy's nose and it will play a honking sound. Nothing else, except for the monitor button of course, has interactive functionality.

Monitor And Cameras

The monitor allows you to look at 10 other places in the restaurant with the cameras being:

1A (Show Stage)
1B (Dining Area)
1C (Pirate Cove)
2A (West Hall)
2B (West Hall Corner)
3 (Supply Closet)
4A (East Hall)
4B (East Hall Corner)
5 (Backstage)
6 (Kitchen)
7 (Restrooms)

However, as listed above, there are 11 cameras. The reason is that Cam 6 (Kitchen) is disabled and can not be used for video but audio only. If Chica is in the kitchen, you can hear pots banging and other noises. Freddy plays his jingle when he is in the kitchen.

Other Numbers And Stats

FNAF 1 has exactly zero windows to the "outside world" and only two windows to outside your office. The first time in the entire franchise we see windows is in FNAF 4, in the right hallway (actual windows to the outside).
The office ambiance soundtrack plays when the situation is getting more dangerous. It will start at low volume when the first threat draws near, increase if there are two threats, reaches almost maximum with three threats near you and plays at full volume when Freddy entered your office.

Game And Mechanics

AI. Level System

The AI. Level range is between 0 and 20. If the randomly generated number (range between 1 and 20) is smaller or the same as the AI. Level, the animatronic will move. At AI. 20 (and above) they will move every single time a said number is generated since the highest randomly generated random number is 20 and the AI. is either way the same or higher than the random number. More details in the next chapter.

Movement Opportunities

MO for short. As mentioned, if the randomly generated number between 1 and 20 is lower or equal to the animatronic's AI. Level, he/she will move. Hence, on AI. 20, everyone always moves on every MO. However, all four animatronics have different durations between MOs. Here are them listed:

› Freddy: 3.02 sec.
› Bonnie: 4.97 sec.
› Chica: 4.98 sec.
› Foxy: 5.01 sec.
› Golden Freddy: N/A

Since the AI. Level is uncapped, the maximum level they can reach is not 20/20/20/20 but 20/23/22/22. This occurs in 4/20 from 4 AM on. However, even though they've increased their AI. That doesn't mean they are moving faster. Just linking back to how the move call system works:

If the AI. Level is the same or bigger than the random number, then the animatronic will move. Since AI. 20 is as much applying to that rule as AI. 23 as AI. 50 (theoretically), you'd have to change the intervals of the move call system to make them move faster. This however would also increase the general moving speed in any night.

Game And Mechanics

AI. Level Overview

By Animatronic

Freddy › 0 / 0 / 1 / [1 or 2] / 3 / 4
Bonnie › 0 / 3 / 0 / 2 / 5 / 10
Chica › 0 / 1 / 5 / 4 / 7 / 12
Foxy › 0 / 1 / 2 / 6 / 5 / 6
Golden Freddy › N/A

By Night

Night 1 › 0 / 0 / 0 / 0
Night 2 › 0 / 3 / 1 / 1
Night 3 › [0 or 1] / 0 / 5 / 2
Night 4 › [1 or 2] / 2 / 4 / 6
Night 5 › [2 or 3] / 5 / 7 / 5
Night 6 › [3 or 4] / 10 / 12 / 6
Night 8 › 20 / 20 / 20 / 20

Game And Mechanics

Normal / Theoretical AI. Levels

Nights 1 - 6

Night 1 » 0 / 0 / 0 / 0
Night 2 » 0 / 3 / 1 / 1
Night 3 » 1 / 0 / 5 / 2
Night 4 » 2 / 2 / 4 / 6
Night 5 » 3 / 5 / 7 / 5
Night 6 » 4 / 10 / 12 / 6

Nights 7 - 16

Night 7 » 5 / 12 / 15 / 8
Night 8 » 6 / 15 / 13 / 10
Night 9 » 7 / 14 / 14 / 13
Night 10 » 8 / 16 / 15 / 15
Night 11 » 10 / 10 / 17 / 16
Night 12 » 13 / 17 / 12 / 13
Night 13 » 16 / 14 / 15 / 16
Night 14 » 17 / 16 / 20 / 18
Night 15 » 18 / 15 / 17 / 20
Night 16 » 20 / 20 / 20 / 20

Game And Mechanics

Animatronics on AI. Lvl 20

General

The Animatronics on AI. 20 also have some times and patterns you want to know for optimizing a 4/20 run. These are the most important from a professional perspective:

Freddy from Show Stage to East Hall Corner:
› around 23 seconds

Bonnie from Show Stage to Blindspot:
› 19.92 seconds

Foxy until jumpscare (Idling):
› 40.03 seconds

Bonnie/Chica to break down door :
› Their respective MO

Shortest Bonnie cycle:
› 19.92 seconds

Game And Mechanics

4/20 High-Percentage Strategy

General Strategy (Short Version)

You first flip the camera up and go to cam 4B. Doing so will keep Freddy in 4B and from attacking or moving. Check the monitors very frequently to see who is currently visible at the East Hall Corner. If you see Chica, be ready to check her. If you then see Freddy again, Chica has left and she can be at your door so therefore, you now have to instanly check the right light for her. There is no point in checking her other than when the just mentioned scenario occurs. By flipping the camera that much, it will also slow down Foxy. This doesn't require the cam to be at 1C, any camera selected will do. If you're on a lower-percentage run, maybe start checking for Foxy from 3 AM on. Now simply check Bonnie very frequently at the door since he is the only one we're not keeping track of.

Phases In A Full Run

There are a few phases to a 20/20/20/20 run. These can vary depending on how optimized you are playing or how high the end percentage is you're aiming at getting at the end. Here we'll take a 16+% run as an example:

Phase 1 - Setting Up (Start)
(100% to around 95% or ~24 seconds)
=> Falling into pattern (further explained below) by checking Bonnie.

Phase 2 - Corephase A
(12 AM to 3 AM)
=> Continuing pattern and strategy (further explained below).

Phase 3 - Corephase B
(3 AM to 40 seconds before 6 AM)
=> Continuing pattern and strategy (further explained below).

Phase 4 - Playing with Fire (Dead End)
(from 40 seconds before 6 AM)
=> Stop playing. Move the mouse to the middle or top to prevent accidently slipping into the camera. Wait for either Foxy or 6 AM. Whatever comes first.

Forget About What You've Learned

Forget about checking Foxy. Forget about instantly closing the door on Chica. Forget about playing until the 6 AM screen. Forget about checking the camera a full second to see if Freddy moved or if Chica is now there.
This is the time where we need to get maximum optimization on.

Forget About Checking Foxy

Checking Foxy might sound like a good idea, especially when he is more aggressive, but not in a 16+% run.
Funny story: I, Elairyx, actually checked Foxy once in one of my big runs because of 3 main reasons:

› I was doing really good on power
› I didn't want to give it up to Foxy again especially on such a incredible good run
› Checking him is even m ore time in the monitors and I also knew where he is / how far he's gotten out yet

I can't tell if the end result could have been one percent better run if I didn't check and gotten a 40 seconds deadline or if Foxy would have just straight up killed me a few seconds before night's end. You can check Foxy as I did but I put much effort into making it as short as possible. You can check him but keep in mind that this uses power and definitely requires experience!

Forget About Instantly Closing The Door On Chica

On AI. 20 Bonnie and Chica have a breakdown time of around 3 seconds. Since you're checking if Chica could be at your door every time you look at the camera. So, if she is out, you have 3 seconds to close the door. You need approximately 1 second to check the right light for her and then you have another 2 seconds where she does nothing. This time is totally usable for 1, if you really want to know it then 2, camera checks before you close the door.

After the around 3 seconds expired, she will move. If the door is closed by then, she'll move back. Hence, you might wait a second on the closed door but can then right away open it again without risking Chica to come in.

Do not do that with Bonnie because you're not checking him that frequently. The only way to do 1 or even 2 cam checks before closing the door on him is if he appears right when you're checking the door light. But you normally don't know if he just appeared two frames before you hit the light button or if he is half a second away from breaking the door down so always close Bonnie's door instantly.

Forget About Playing Until The 6 AM Scene

For as long as Foxy is in any way visible in Pirate Cove - 1C, he has an around 39 second deadline (40 seconds to be exact but you don't want to lose it to not even a single second, right?). That means that you should stop doing anything 39 seconds before the 6 AM screen to save as much power as possible. Bonnie and Chica are being office stalled, Freddy can't enter because he is being held in place by the camera and Foxy is just slightly too late to get you.

If you really want to risk something then you can stop 1 minute 20 seconds (2*40) before 6 AM and close the door exactly on the first of Foxy's runs (40 seconds before 6 AM) to not waste any power except for checking for Bonnie and keeping the door stable because you have to use it in the first 40 seconds of the 1 minute 16 seconds and of course the -1% power from Foxy but that might be acceptable.

Forget About Checking The Camera For Half A Seconds

Freddy is always there (aka. in 4B). If Chica is there, she will dominate over Freddy. You can easily see Freddy's eyes glowing in the darkness so if you're prepared, you only need to look at the camera for min. one or a few frames to see if Freddy is visible or not. That's it. The only thing now is, that you need muscle memory for how to perfectly execute camera frame checks.

Game And Mechanics

4/20 - 17+%: An Annotation

It's done.
FNAF 1's 20/20/20/20 Mode has been beaten with over 17%.
Little update about the world record: The current world record is at a solid 21.47% (by me) so things have changed and runs have been optimized even more. However, I still wanted to get some thoughts out about the 17.1% run.

Still Luck-Based

I got a bit lucky with Bonnie and Chica because mid-way through, there was literally no one at both doors for a very long time and hence I wasn't forced to close the door, what saved me a lot of power because at 1 AM I was relatively much off par. I was not expecting that to be the run at all. Par percentage at 1 AM should be 86.1% and I was a something like 85.5%. I kept going because I thought it would be a good run anyway - if I can just survive it.

The Realization

At the point where Bo/Ch were doing absolutely everything but being at my door, I was so focussed that I just realized that later how long no one was there but I felt that this is going to be a pretty solid run, so I kept going, obviously. I checked the camera way more often than I ususally would, my main impulse here was to practice Bonnie's timing thing and not get trolled by Foxy before Bonnie could even get a second cycle.

A New Tool

I used a timer that told me when Bonnie moves so I could optimize and minimize the time the left door is closed. At 4 AM I looked at the power and saw 44% and there were these thoughts/questions going through my head for a second: "Is this really a 4/20 or am I bad now? Is 44% at 4 AM completely over the roof? No, that couldn't be. What if this is it?"

The Last Seconds

50 seconds before the end, my timer slowly faded light green indicating that Foxy's deadline is approaching. I was still going and in the current situation I couldn't help but smile. I just wasn't able to process that the deadline would be that close. 10 seconds. The timer faded dark green, yellow, orange and at 40 seconds left turned into red. I stopped playing literally 39.5 seconds before the end, so that was pretty optimal, I guess.

Silence After The Storm

I didn't say anything and was only watching my timer slowly counting down from 40, sometimes looking at the game to see if Foxy is being angry and would kill me ~ but that didn't happen. Literally the first word I said after starting the entire run was the beginning of the commentary/feeling-share part after the run.

Numbers And Relations

Power Drain And Hour Duration

Time To Drain Power

Here are the times in seconds it takes to subtract a certain amount of power in a certain time for each night:

Night 1:
Time to drain 1%: 10.00 sec
Power drained in 1 sec: 0.10000%

Night 2:
Time to drain 1%: 8.60 sec
Power drained in 1 sec: 0.11628%

Night 3:
Time to drain 1%: 8.40 sec
Power drained in 1 sec: 0.11905%

Night 4:
Time to drain 1%: 8.00 sec
Power drained in 1 sec: 0.12500%

Night 5 and above:
Time to drain 1%: 7.60 sec
Power drained in 1 sec: 0.13157%

Hour Duration

Every night in the game lasts the exact same but the hours themselves don't. Here is the time list (min:sec):

12 AM: 1:30.00
1 AM: 1:29.00
2 AM: 1:29.00
3 AM: 1:29.00
4 AM: 1:29.00
5 AM: 1:29.00

Numbers And Relations

Time / Power / Usage Relations

Night 1

Power using with const. 1 bar usage: 53.5%
Power left with const. 1 bar usage: 46.5%
Time to use 100% power: 1000 sec
Time to use 100% power: 16.6667 min

Night 2

Power using with const. 1 bar usage: 62.20930%
Power left with const. 1 bar usage: 37.79069%
Time to use 100% power: 860 sec
Time to use 100% power: 14.3333 min

Night 3

Power using with const. 1 bar usage: 63.690476%
Power left with const. 1 bar usage: 36.309524%
Time to use 100% power: 840 sec
Time to use 100% power: 14 min

Night 4

Power using with const. 1 bar usage: 66.875%
Power left with const. 1 bar usage: 33.125%
Time to use 100% power: 800 sec
Time to use 100% power: 13.3333 min

Night 5 And Above

Power using with const. 1 bar usage: 70.39473%
Power left with const. 1 bar usage: 29.60526%
Time to use 100% power: 760 sec
Time to use 100% power: 12.6667 min

Numbers And Relations

Par Percentages

Ending with -10% REMAINING

1 AM: 81.6%
2 AM: 63.3%
3 AM: 45.0%
4 AM: 26.6%
5 AM:  8.3%

Ending with -5% Remaining

1 AM: 82.5%
2 AM: 65.0%
3 AM: 47.5%
4 AM: 30.0%
5 AM: 12.5%

Ending with 0% Remaining

1 AM: 83.3%
2 AM: 66.6%
3 AM: 50.0%
4 AM: 33.3%
5 AM: 16.6%

Ending with 5% Remaining

1 AM: 84.2%
2 AM: 68.3%
3 AM: 52.5%
4 AM: 36.6%
5 AM: 20.8%

Ending with 10% Remaining

1 AM: 85.0%
2 AM: 70.0%
3 AM: 55.0%
4 AM: 40.0%
5 AM: 25.0%

Ending with 15% Remaining

1 AM: 85.8%
2 AM: 71.6%
3 AM: 57.5%
4 AM: 43.3%
5 AM: 29.2%

Ending with 20% Remaining

1 AM: 86.6%
2 AM: 73.3%
3 AM: 60.0%
4 AM: 46.6%
5 AM: 33.3%

Ending with 30% Remaining

1 AM: 88.3%
2 AM: 76.6%
3 AM: 65.0%
4 AM: 53.3%
5 AM: 41.6%

Numbers And Relations

Other Durations

General

Opening or closing the monitor: 0.35 sec
1 camera changing time: ~ 5 sec
Foxy running until door bang: 1.5 sec
G.Freddy appear until jumpscare: 5 sec
Bonnie/Chica to force you out of opened cam: 30 sec

Lore And Rare Scenes

Given Events

The Bite Of '87

Quote: "But then there was the Bite of '87". This is what Phone Guy says in his phone call during the first night. That's all. Read the article in Assumptions to get more information.

All Newspaper Articles East Hall Corner

Through random chance, the "Rules" paper is replaced with one of four newspapers revealing a slight piece of the lore. Here they are chronologically ordered:


- Article 1

Kids vanish at local pizzeria - bodies not found.
Two local children were reportedly lured into a back room during the late hours of operation at Freddy Fazbear's Pizza on the night of June 26th. While video surveillance identified the man responsible and led to his capture the following morning, the children themselves were never found and are presumed dead. Police think that the suspect dressed as a mascot to earn the children's trust.


- Article 2

Five children now reported missing. Suspect convicted.
Five children are now linked to the incident at Freddy Fazbear's Pizza, where a man dressed as a cartoon mascot lured them into a back room. While the suspect has been charged, the bodies themselves were never found. Freddy Fazbear's Pizza has been fighting an uphill battle ever since to convince families to return to the pizzeria.
"It's a tragedy."


- Article 3

Local pizzeria threatened with shutdown over sanitation.
Local pizzeria, Freddy Fazbear's Pizza has been threatened again with shutdown by the health department over reports of foul odor coming from the much-loved animal mascots. Police were contacted when parents reportedly noticed what appeared to be blood and mucus around the eyes and mouths of the mascots. One parent alikened them to "reanimated carcasses".


- Article 4

Local pizzeria said to close by year's end.
After a long struggle to stay in business after the tragedy that struck there many years ago, Freddy Fazbear's Pizza has announced that it will close by the year's end. Despite a year-long search for a buyer, companies seem unwilling to be associated with the company. "These characters will live on. In the hearts of kids, these characters will live on." -CEO

Lore And Rare Scenes

Theories / Assumptions

FNAF 1 As A Sequel

Phone Guy died in Night 4 but is back in Five Nights at Freddy's 2, so FNAF 1 had to happen after FNAF 2. FNAF 2 is also the last game where the original Phone Guy had an appearance. FNAF 3 has a different voice as Phone Guy. There are also other reasons why FNAF 1 is rather a sequel than a prequel to FNAF 2.

FNAF 1 As A Prequel

The FNAF 2 trailer describes the withered animatronics as "forgotten", "dismantled", "deactivated" and "malfunctioning". One factor of the closing of the FNAF 1 location was the lack of safety. Why would they now ever try to repair malfunctioning, dismantled animatronics? There are also other reasons why FNAF 1 is rather a prequel than a sequel to FNAF 2.

Phone Guy's Death

In the Night 4 phone call, Phone Guy gets killed by the animatronics. You can hear a variety of sounds before he "hangs up". Here is the entire call:

Quote:"Hello, hello? Hey! Hey, wow, day 4. I knew you could do it. Uh, hey, listen, I may not be around to send you a message tomorrow. *banging* It's-It's been a bad night here for me. Um, I-I'm kinda glad that I recorded my messages for you *clears throat* uh, when I did. Uh, hey, do me a favor. *banging* Maybe sometime, uh, you could check inside those suits in the back room? *banging* I'm gonna try to hold out ...until someone checks. Maybe it won't be so bad. *bang bang* Uh, I-I-I-I always wondered what was in all those empty heads back there. *chime plays* You know... *deep moan* oh, no - *noises followed by a loud screech and static*"

Who makes what sounds under which circumstances?

Pro Arguments (Chap: Phone Guy's Death)

› FREDDY (Jingle)
Freddy plays his jingle when you're in a powerout and he is at your door to come in and kill you and he also plays it when he is in the kitchen.

› BONNIE (Moaning)
Bonnie, just as Chica, is moaning when he has broken down your door system, has entered and is now waiting for you to lower the monitor.

› CHICA (Moaning)
Chica, just like Bonnie, is moaning when she has broken down your door system, has entered and is now waiting for you to lower the monitor.

› FOXY (Banging)
When Foxy is out, ran down the hallway and reached your door, he bangs three times at it and then returns back to 1C.

› GOLDEN FREDDY (Scream)
Golden Freddy can only jumpscare you from the office after a time. Now we've got all the origins of where the sound come from and who could have caused that certain sound. Now the list has been changed to what would have happened or what would have been the case if that one animatronic actually killed him. This list will show the aspects that speak for and/or against the fact that he/she has actually killed Phone Guy.

Contra Arguments (Chap: Phone Guy's Death)

› FREDDY (Jingle)
Considering all facts and actual game mechanics, Freddy cannot have potentially killed him, because the only dangerous situation where he plays his jingle is during a powerout. Since Bonnie or Chica is moaning behind the camera and perhaps Foxy is banging against the closed door, the situation Phone Guy is in is definitely not a powerout. Hence, Freddy has to be in the kitchen playing the jingle.

› BONNIE (Moaning)
Considering all facts and actual game mechanics, Bonnie cannot have potentially killed him, because even if both Bonnie and Chica have broken down the door systems and are waiting for the guard to pull down the monitor, Chica prevails over all other animatronics. Even though this might be just for programming sake, one has to finally kill him and this is the information we get about their both attacking behaviors.

› CHICA (Moaning)
Considering all facts and actual game mechanics, Chica cannot have potentially killed him because she prevails over everyone else. The only problem is that you hear Golden Freddy's scream and not the normal animatronic scream.

› FOXY (Banging)
Considering all facts and actual game mechanics, Foxy cannot have potentially killed him because even on AI. 20, his deadline is 40 seconds and not around 5 seconds. Also, yet again, the only problem is that you hear Golden Freddy's scream and not the normal animatronic scream.

› GOLDEN FREDDY (Scream)
Considering all facts and actual game mechanics, Golden Freddy cannot have potentially killed him even though you hear his scream because you definitely heard Bonnie's or Chica's moaning. They will only do that while standing behind the opened camera. Golden Freddy can only appear, act and attack from the office and is forced to leaved when the camera is flipped up again. You also can't hear him laugh. He attacks you after eight seconds. The time between "picking up the phone" and the start of the scream is about 40.5 seconds and there is no camera flip-up or flip-down or Golden Freddy laugh sound to be heard.

Behind The Bite Of '87 (Pro Arguments)

There are several theories about who caused the incident. Let's list the most common ones:

› FREDDY (FNAF 1)
Freddy has a visible handprint on his face which could have been from a child that tried to push Freddy away from him/her but couldn't stop him. Also, why would the safety/rule paper in East Hall Corner (Cam 4B) say to not touch Freddy. Why is no other animatronic included?

› FOXY (FNAF 1)
Foxy has way sharper teeth than any other animatronic, at least in the first game. Also has he a sign which reads: "Out of order". The most obvious thing to do after an animatronic malfunctioned is to put him out of service for an uncertain time.

› GOLDEN FREDDY (FNAF 1)
When you enter 1987 in the Custom Night, you get a Golden Freddy jumpscare. Golden Freddy can appear and disappear without warning, so he could straight up just jump into someone's face. Throughout the game series, Golden Freddy always want to get revenge on his killer.

› MANGLE (FNAF 2)
Mangle also has pretty sharp teeth if not even the sharpest in the game. Mangle is also the only animatronic who can open his jaw that much so he's able to almost completely fit a person's head in her mouth. We can observe this in her jumpscare. Mangle has obviously been taken apart so he must have a certain hatred of humans.

› ANOTHER TOY ANIMATRONIC (FNAF 2)
Phone Guy instructs you in the Night 6 phone call from FNAF 2 to be at the birthday party and stay close to the animatronics, so they don't hurt anyone.

Quote:
"Uh we have one more event scheduled for tomorrow, a birthday. You'll be on day shift, wear your uniform, stay close to the animatronics, make sure they don't hurt anyone."

Stay close to the animatronics? By far the best opportunity for them to strike and kill him. To provide even more prove, the guy who finished the custom night, Night 7, is someone else who was scheduled for the birthday and did the other 6 nights. Also, two night before that, on Night 4, Phone Guy mentions these lines which are also very suspicious:

Quote:
"Uh, just as a side note though, try to avoid eye contact with any of the animatronics tonight if you can. Someone may have tampered with their facial recognition systems - we're not sure. But the characters have been acting very unusual, almost aggressive towards the staff. They interact with the kids just fine, but when they encounter an adult, they just ...stare."

Behind The Bite Of '87 (Contra Arguments)

There are several theories about who could have never caused the incident. Let's discuss the ones from above again:

› FREDDY (FNAF 1)
There are no decisive contra theories for Freddy.

› FOXY (FNAF 1)
Foxy is in all games and totally active. Malfunctioning but that's nothing new. He is also introduced in the main theme song in FNAF VR and is not just left out or anything.

› GOLDEN FREDDY (FNAF 1)
The Custom Night setting 1987 was not originally in the 1.1 version. It got added with the 1.13 version of the game and is hence maybe not Scott's real and intended timeline.

› MANGLE (FNAF 2)
Mangle has been taken apart by children. This is mentioned in one of the FNAF 2 phone calls. The night 4 phone call describes the animatronics' behavior towards children as completely fine, only towards adults as abnormal or weird and actually aggressive towards the staff.

› ANOTHER TOY ANIMATRONIC (FNAF 2)
There are no decisive contra theories for another toy animatronic. The only problem is that we still can't tell who it was at the end of the day.

Lore And Rare Scenes

Rare Scenes

Introduction

Every here listed event or scene has a small chance of occurring. Some scenes have a up to 1 in 10000 chance, others may only have a 1 in 2 chance to happen when the requirements are met.

1A, Show Stage

› All animatronics stare directly into the camera.
Requirement: All animatronics have to be on Show Stage.

› Freddy stares directly into the camera (black eyes).
Requirement: Only Freddy has to be on Show Stage.

1B, Dining Area

› There is only Bonnie's silhouette to be seen.
Requirement: Bonnie has to be in Dining Area without Chica.

› There is only Chica's silhouette to be seen.
Requirement: Chica has to be in Dining Area.

1C, Pirate Cove

› Cove is completely opened, Foxy's out and his sign reads "IT'S ME".

2B, West Hall Corner

› Freddy poster changes to him trying to tear his head off.
Requirement: No one has to be in West Hall Corner.

› Freddy poster changes to a close-up of Golden Freddy's face.
Requirement: No one has to be in West Hall Corner.

4A, East Hall

› The posters at the wall can be replaced with posters of crying children or the text "IT'S ME".
Requirement: No one has to be in East Hall.

4B, East Hall Corner

› The sheet of paper is replaced with one of the four newspapers telling the backstory of the restaurant and the murders. To read the entire articles, please go to the category Given Events in Lore.
Requirement: No one has to be in East Hall Corner.

5, Backstage

› Bonnie will be close-up and stare at the camera.
Requirement: Bonnie has to be Backstage.

› All masks and the endoskeleton are looking directly into the camera.
Requirement: No one has to be Backstage.

Lore And Rare Scenes

Other Rare Occurences

It's Me Hallucination

These hallucinations have a 1 in 1000 chance rolled every second and cause repeated flashing of Bonnie eyeless, Freddy staring into your face just like the Golden Freddy jumpscare scene and the line "IT'S ME".

Each of those images appear for one frame and then change to another of the above-mentioned images or to nothing. The entire occurrence last differently from approximately .5 seconds up to around 3 or 4 seconds. There is also a small delay between each image to not overflow the screen.

While Golden Freddy is in your office, these hallucinations also occur but the delay between is shorter, which makes it more intense and the screen less clear ~ everything while Golden Freddy silently stares at you.

Golden Freddy

Golden Freddy has a 1 in 100000 chance to appear the next time you're looking at the poster in West Hall Corner - 2B. The chance is rolled every second. This requires Bonnie not to stand there when looking at the camera.

Once you see his close-up face on the poster, Golden Freddy will laugh and be waiting in the office for you. It doesn't matter if you have both doors closed, he will enter.

After sitting in your office for 8 seconds staring at this empty suit, he will jumpscare you and end the night in a bad way. To avoid getting killed, simply flip up the monitor and he will be gone.

Eyeless Bonnie Startscreen

Right when you start up the game, there is a 1 in 10000 chance that instead of the menu screen there will be blackness and an eyeless Bonnie staring at you for a few seconds. At the last one and a half seconds before this scene disappears, Bonnie's black eyes get small white dots in the middle of each eye and it looks like now he's coming for you.

Since the chance is rolled right when the menu screen is being loaded, you can't see the menu itself but you can hear the menu music for around a split of a seconds before it gets cut by the Bonnie screen.
Everything goes back to normal after this scene.
Aka.: Creepy Start.

Eyeless Bonnie Endscreen

After a normal Game Over screen, there is a 1 in 10000 chance that instead of the menu screen there will be blackness and an eyeless Bonnie staring at you for ten seconds. At the last half second before this scene disappears, Bonnie's black eyes get small white dots in the middle of each eye and it looks like now he's coming for you.
Aka.: Creepy End.

Golden Freddy Endscreen

After a normal Game Over screen, there is a chance of 1 in 10000 that instead of the menu screen there will be Golden Freddy's jumpscare for a few seconds. Everything goes back to normal after this scene.

The Custom 1/9/8/7-Night, which results in a Golden Freddy jumpscare) is this exact same scene/a simple re-direct to it.

Help Center

Frequently Asked Questions

How do you deal with Foxy?

Foxy is slowed down by checking any camera. Rapidly checking the monitor will hold him in place but might also get you too distracted from Bonnie, Chica and Freddy. When looking at the monitor, he also can't move and will restart his stun timer upon lowering the monitor again. For later night, it is necessary to check any camera at least every 5 seconds (for on average 6 frames).

Can You Explain The Best Strategy For The 4/20 Mode?

You first flip the camera to 4B to make sure to stall Freddy. He can't move unless you change the camera. Bonnie is with this method pretty random, so you just have to check him frequently. Chica is easy to handly because she can only be at your door after she has left cam 4B, which you'll always look at so if she is not there anymore, make sure to instantly check her. Now the only one left is Foxy.

Foxy is slowed down by checking the camera. Fortunately, you have to already do that to see if Chica is or has left 4B so the main thing you need to do throughout the night is juggle between checking Bonnie's door light and flipping the camera. If you want to check Foxy, make sure to always close the right door so that Freddy can't get in.

Is There A Meaning To The Night 7 Preset 1/3/3/1?

The meaning of the 1/3/3/1 preset in Night 7 has yet to be found. This is neither the same setting as a night (1 - 6) nor is it the AI. increasing during a night nor could it be a intended Night 7 setup. - So the 1/3/3/1 setting remains a mystery if it even has any meaning to it at all.

I Can't Get Past Night 5 - Help?

For this night and onward, you want to choose one of the 20/20/20/20 strategies, preferably the Optimal/Freezer strategy because if done correctly, this method does not require a perfect run and at the end still completely rely on luck like the original strategy but rather on skill mixed with maybe a little luck. Practice is the key to win here. Depending on your experience and the time you need in the cameras, you can leave the door open to check other cameras without risking getting killed by Freddy.

The exact strategy you should be using or the one I'm talking about is two questions above that explained in short form. If you want more detail, please head over to "Game And Mechanics / 4/20 - 16+% Stragety Explained" or even "Help Center / Complete Night Guides / Night 8 (4/20 Method: Optimal/Freezer Strategy)"

Where Can I Ask You Indivitual Questions

There are multiple platforms where you can get in contact with me and ask questions about Five Nights At Freddy's 1. You can comment on a video of mine, I'll usually respond within a few hours: youtube.com/elairyx or join my Discord: discord.com/elairyx.

Help Center

Complete Night Guides

Night 1

Night 1 is pretty simple. Obviously. Everyone is to AI. 0 (Fr.0/Bo.0/Ch.0/Fo.0) so Bonnie is the first to move from 2 AM on. Chica and Foxy get active from 3 AM on, Freddy won't be active in this night. If you do absolutely nothing, Foxy will jumpscare you between 6 minutes and 8:15 minutes in.

Yet it's recommended checking the camera for Foxy sometimes not to make him too angry. Bonnie appears on average once at your door in this night. If Chica decides to join in as well you'll most likely not see her anywhere near your office before 5 AM.

Optimal Pattern: Track Bonnie's movements. Maybe check Chica twice between 3 AM and 5 AM to see what she's doing.

Night 2

In Night 2, everyone is active from the start excluding Freddy (Fr.0/Bo.3/Ch.1/Fo.1) and Bonnie is relatively pretty active. Chica might look through your window as well, Foxy can peak out of his curtain and Freddy is yet again not active in this night.

A good strategy here is to check Bonnie's path but occasionally check for Chica, too and keep in mind to check Foxy once or twice per hour.

Optimal Pattern: Track Bonnie, frequently check Chica and Foxy.

Night 3

This night focuses on Chica (Fr.1/Bo.0/Ch.5/Fo.2). Bonnie is at AI. 0 and won't move anywhere before 2 AM. Freddy starts moving once everyone is off stage and since Bonnie is on stage until at least 2 AM, he won't move before 2 AM as well. Chica on AI. 5 is pretty active.

Be sure to track Chica now. Check Bonnie after 2 AM and start to get a good pattern for the camera to calm down Foxy enough. Since Freddy is active now you want to always know where he is. Not too hard because he laughs every time he moves. If he laughs 5 times, he is in East Hall Corner and then you should keep your camera on 4B or close the door to check the camera. Depending on the time you need in the cameras, you can leave the door open to check other cameras without risking getting killed by Freddy. If he laughed 6 times and your door was opened up, you're dead.

Optimal Pattern: Track Chica, check Bonnie and Foxy, know what Freddy's doing and perhaps eventually stall him in 4B.

Night 4

Let's put it like that: Night 4 is not my favorite. Everyone runs to your door and doesn't leave anymore. In this night, you got to watch out for Bonnie and Chica from the beginning on. Freddy and especially Foxy are more active than ever before (Fr.2/Bo.2/Ch.4/Fo.6).

This night can be beaten with two different strategies and is also the first night where both methods would make sense.

The first strategy is to track Bonnie and Chica, know where Freddy is and frequently/occasionally check Foxy. Make sure to have a good pattern for the camera to keep him as calm as possible. However, for this strategy you want to be as fast as possible because time in the camera uses power.

The second strategy is to already take one of the 20/20/20/20 strategies, which are explained in detail just below Night 6. If you want to make sure to have a high chance of making it, you want to use the Optimal/Freezer strategy. Depending on your experience and the time you need in the cameras, you can leave the door open to check other cameras without risking getting killed by Freddy.

Optimal Pattern: Track Bonnie and Chica, listen for Freddy and frequently check Foxy or take one of the Night 8 strategies.

Night 5

Now it's getting real. Everyone is active (Fr.3/Bo.5/Ch.7/Fo.5) and this night is the last night to track the animatronics but it's really difficult not freezing Freddy.

For this night and onward, you want to choose one of the 20/20/20/20 strategies, preferably the Optimal/Freezer strategy because if done correctly, this method does not require a perfect run and at the end still completely rely on luck like the original strategy but rather on skill mixed with a little luck. Practice is the key to win here.

One of the most important aspects during this and the following nights is the camera pattern. You should at least by now have a feeling for what to look out for to immediately see, what you want to see and don't have to spend two full or even more seconds in the camera. Check for Foxy twice and at least just before or at 3 AM for the first time.

Optimal Pattern: Freeze Freddy, check Foxy and very frequently check left door light for Bonnie.

Night 6

In night 6, Bonnie and Chica are almost twice as aggressive as in Night 5 (Fr.4/Bo.10/Ch.12/Fo.6). However, just considering the execution or strategies, this night is the same as Night 5 with the exception that this is rather impossible beating with tracking everyone.

Again, the best way to approach this night is to focus on a perfect execution on the Original/Freezer strategy. At this point, you don't need to know where they currently are, just keep your patterns going and check Foxy twice and at least just before or at 3 AM for the first time.

Optimal Pattern: Freeze Freddy, check Foxy and very frequently check left door light for Bonnie.

NIGHT 8 (4/20 Strategy: Original/Active Freddy Pattern)

Everyone is set to their maximum level/difficulty (Fr.20/Bo.20/Ch.20/Fo.20). You need much luck and experience to beat this mode.

Exact patterns, movements and inputs: Instantly change camera to Pirate Cove - 1C and start flipping the camera. At around 96% power remaining or 20 seconds in you should start checking both of the door lights. When Freddy laughed 5 times, close the right door before you check Foxy in the camera and open it after you've closed the monitor and checked for Chica at the right door. Now check the left door light and fall back into the pattern. Check Foxy at least once at 3 AM.

Explanation: Bonnie and Chica have been taken care of by checking their lights every around 3 seconds. Freddy can move but is not able to move since the door is closed. He could enter if you would just stay in the office not checking the camera but checking the cameras slows down Freddy a slight little bit and the fact that he first has to go back from your door and wait for his next call plus a small random time to run out keeps him from entering since you've opened the camera and made him move by then and reset his timers and the described situation above.

Optimization 1: After closing the monitor, open the door and then check for Chica to conserve a bit more power by opening the door every time between closing monitor and checking Chica.

Optimization 2: Change the camera at the beginning not to Pirate Cove - 1C but rather to West Hall - 2B. Foxy will still get slowed down but you don't have to actually see in what stage he is in but rather get a frame check on the camera to potentially trigger his running sound and then react to it by closing the left door until you hear his first bang.

Optimization 3: Don't start checking lights 20 seconds but rather 23 seconds to even 25 seconds in.

Pattern: (Cam to Pirate Cove - 1C,) Check right door light, check left door light, close right door, open camera, check Foxy, close camera, open right door.
Repeat.

Night 8 (4/20 Method: V-Pattern)

Everyone is set to their maximum level/difficulty (Fr.20/Bo.20/Ch.20/Fo.20). You need experience to beat this mode.

Exact patterns, movements and inputs: Instantly change camera to East Hall Corner - 4B and start flipping the camera. At around 96% power remaining or 20 seconds in you should start frequently checking both door lights for Bonnie and Chica, each door light check should be separated by a cam check to slow down Foxy. Check Foxy at least once at 3 AM.

Explanation: Bonnie and Chica have been taken care of by frequently checking the door lights, Freddy can't enter because he is being cam stalled and Foxy is slowed down by checking the cameras. Check him occasionally after you've closed the right door to block especially Freddy but also Chica.

Optimization 1: Don't start checking lights 20 seconds but rather 23 seconds to even 25 seconds in.

Pattern: (Cam to East Hall Corner - 4B,) Freeze Freddy, check left door light, check camera, check right door light, check camera.
Repeat.

Night 8 (4/20 Method: Optimal/Freezer Strategy)

Everyone is set to their maximum level/difficulty (Fr.20/Bo.20/Ch.20/Fo.20). You need experience to beat this mode. Exact patterns, movements and inputs: Instantly change camera to East Hall Corner - 4B and start flipping the camera. At around 96% power remaining or 20 seconds in you should start frequently checking the left door light for Bonnie. Check Chica frequently through cam 4B. Check Foxy at least once at 3 AM.

Explanation: Bonnie has been taken care of by frequently checking the left door light, Freddy can't enter because he is being cam stalled and Chica can only reach your door through 4B which you're also frequently checking so you only need to check the right door light if Chica was at 4B and then left. If she is not there, she's gone back so you have to wait for her next appearance in East Hall Corner.

Fortunately, Chica has higher priority being displayed. If Freddy is visible, Chica can't ever be there and if Chica is visible, it's not said that Freddy is or is not there. The only problem left is Foxy. Check him occasionally after you've closed the right door to block especially Freddycos but also Chica.

Optimization 1: Don't start checking lights 20 seconds but rather 23 seconds to even 25 seconds in. Other optimizations: For other and detailed optimizations please read the 4/20 with 16.5% remaining guide.

Pattern: (Cam to East Hall Corner - 4B,) Freeze Freddy and check Chica's appearances, very frequently check left door light for Bonnie and if needed check Foxy.
Repeat.

Help Center

How To Get Good

Trial And Error

Go ahead and get some experience. Try harder modes and other strategies, try to get a feeling for the game and the animatronics and how their patterns work. You gain experience with every attempt, completed night and death. Experience does not only include getting a feeling for the game but also means getting to know all the scenes and rows of events that can happen. This is important for the next step.

Knowledge

Please make sure you have read and understood Trial And Errorbefore you continue.

You have to have so much experience that you know every situation that can occur at any given time. Sounds much but isn't that complicated. You have to know what rooms Bonnie, Freddy, Chica and Foxy are taking, how each camera in its different states can look like and stuff like that. If you have the knowledge you can move on to scripting.

Scripting

Please make sure you have read and understood Knowledgebefore you continue.

Scripting is basically telling you what to do before the situation even occurs so when is happens you don't have to think about it anymore but rather just execute your prepared 'script'. So, if Chica is in 4B, you should execute something like this:

If Chica left, then: If Bonnie could be there, check Bonnie first then check Chica. If High Percentage run then check camera then block Chica. Else: Instantly block Chica.

Just keep that in mind.
Scripting makes reacting way easier. Not only in the game. Now if you have every script ready you are able to instantly respond to their actions. If you want it even more complicated, you should not check every instant for if some of all your scripts apply but rather set like a cue to every script to instantly be at the right script without much thinking about it.

Help Center

Shortcuts And Cheats

SKIP NIGHTS

Press and hold "C (Keyboard)", "D (Keyboard)" and "+ (Numpad)" during a night to jump directly to the 6 AM scene and beat the current night.

SKIP STARS

Press and hold "C (Keyboard)", "D (Keyboard)" and "1 (Keyboard)" in the menu screen to unlock Night 6 and get the first star. Press and hold "C (Keyboard)", "D (Keyboard)" and "2 (Keyboard)" in the menu screen to unlock Night 6 and Custom Night and get the first and second star.

RELOAD THE GAME / GO BACK TO MENU

Whenever you feel like it, press F2 on your keyboard to restart the game to go then back to the menu. However, the loading screen with the warning message does not stop any music, this only happens in the actual menu itself, so don't hit F2 during a Golden Freddy jumpscare unless you have your volume turned down at least a little bit.

WARNING!

The above mentioned method to skip stars via CD+1 or CD+2 are not being saved to the safe files! If you have a clean game for example and hit CD+2, then beat Night 7, you will be back to 1 star and 1 star unlocked because the game has to first fill in the var "beatgame" with a "1" before "beat6" or "beat7". The only two methods that work are "Skip Nights" or "Manipulate Safe Files" (see below).

ERASE ALL DATA

To erase all progress, simply hold down Delete for a second and everything will be set back to 0.

MANIPULATE SAFE FILES

Go to your system's search bar and type in "%appdata%". In the folder is another one called "MMFApplications" where all the save files are for all games that need that kind of variable saving, I guess. Search for "freddy", double-click the file and open it in any text editor. You'll see 6 lines of variables and integers which could look like this:

[freddy]
beatgame=1
beat6=1
beat7=0
level=1
lives=5

For FNAF 2 or FNAF 3 for example, there are more files which and of course more complicated due to all the endings and achievements and minigames etc.. For FNAF 1 it's only this one file. Let's take a part these variables:

"[freddy]" obviously describes the game.

"beatgame=1" is if you've beaten Night 5 and gives you the 1st star if =1. This only activates when exactly 1, in other words 1+ = 0 (meaning that everything above 1 is equal to if you would set it to 0).

"beat6=1" is if you've beaten Night 6 and gives you the 2nd star if =1. This only activates when exactly 1, in other words 1+ = 0.

"beat7=0" is if you've beaten 20/20/20/20 Mode and gives you the 3rd star if =1 (this was added later when 4/20 was proven to be possible. Version 1.1 only had 2 stars.). This only activates when exactly 1, in other words 1+ = 0.

"level=1" is the Night you're currently on. This Night is accessible via hitting "Continue" in the menu. It also displays it below which night you'll be in. Setting it to any higher than 5, the game still puts you on night 5 but does not overwrite the number.

"lives=5" is not used in the game. This was intended to be a live system but was scrapped because it tended to be too difficult. Even though the "lives=" variable is not used in the game's code or execution it still appears in the save files. Changing it does nothing. Not even if set to 0 or a negative number.

Fun Facts

Fun Facts And Trivia

Endlessly Delayed Freddy Jumpscare

If you get lucky, you can get it to happen that Freddy entered your office but can not make it to attack ever because he "only" has a 25% per cent chance of doing so and that only every second. That also applies to the powerout Freddy jumpscare. There is a 20 second maximum for phase 1 and a 20 second maximum for phase 2 but the final phase is uncapped and only has a 20% every time chance is rolled.

20/20/20/20 But It's Barely Over Night 1

You can get really really REALLY unlucky and have a simple 1/1/1/1 imitating a full and highly aggressive 4/20 Mode by getting every MO correct. To make matters worse, in comparison to Night 8, the nCAs are not necessarily forced to move/try to attack when at your door but have a 19 in 20 chance to stay there forcing you to keep the door shut. And then again and again, potentially standing there for the rest of the night.

The Red Circle Of Doom

Well, the entire code for the fun and happy powerout scene has to be saved somewhere, right? Now since almost everything disappeared or changed etc., Scott decided to put the entire code responsible for everything that happens in that event into the red, flashing recording dot in the top left corner of the monitors.

The (Not-So) Hidden Door

Have you ever been jumpscared by Bonnie? I assume that happened if you have played FNAF 1 at least once but have you ever noticed that you can see the door 'off-screen' outside the office? When you lower the monitor and Bonnie starts his jumpscare, the screen will shake while he is trying to eat you. However, if you look very closely at the top left corner you can actually see something black/yellow floating above the office, which is indeed the left door just way above ground.

Unused / Scrapped Content

Scott originally planned to add a live system (starting at 5 lives) to the game but this was considered too hard and left out. However, you can still find the "lives=5" variable/integer in the safe file.

The camera icons in the monitor were supposed to actually look like a camera (well, a circle at least) with the viewed area shown as well. This was scrapped and few cameras even slightly changed their position in the final game.

The names "Freddy", "Bonnie", "Chica" and "Foxy" were not the intended names but rather place-holder to be changed later but that never happened. "Foxy" was only declared for Custom Night. Before that he was simply referred to "fox". "Golden Freddy" and "Phone Guy" have gotten their names through the community but Scott actually implemented these into the franchise later on. Golden Freddy was originally known as "Yellow Bear".

Bonnie's On The Hunt

Scott never had nightmares about his games except for that one time where he woke up in the darkness and was feared that Bonnie is in his closet (as in FNAF 4). He then carefully went to the door of his room and checked it. He realized that it was locked so he assumed Bonnie to have broken down his door and is now in the room waiting his turn to attack (as in FNAF 1).

Foxy Door Glitch

In FNAF 1 (PC Version), there is a glitch that occurs when you trigger Foxy's running animation and then at just the right time close the door, open it back up and instantly turn on the light. The jumpscare scream plays in full length and the game's checking variables and recognizing inputs is interrupted. You can now sit through the night without using any power. Usage and clock however do still work.

Semi-Closed Door (Switch Port)

In the FNAF 1 Switch Port, you can somewhat re-create this glitch by triggering the door closing animation and then pause the game. I purposely said "closing animation" because the game has to be paused before the door has reached the floor or else it will not work. If done, the door checking system registers the door as closed when it's actually not. Hence, the usage remains at 1 bar but nobody can enter. Bonnie's and Chica's movement and MO calls are completely cancelled when arrived at the semi-closed door.

Night 8 And Its Maximum

The maximum, humanly possible percentage remaining on a full 20/20/20/20 Mode run lies between 17% and 18%. The maximum percentage remaining with always only 1 bar usage (done with glitches) is around 28.75%.

Fun Facts

Programming Facts and Easter Eggs

Behind The Scenes And Off-Canvas Objects

The warning message at the beginning has the same message again above frame and is left aligned. This scene occurs at the 17th frame and can be interrupted by the left mouse button or enter. Escape exits the game after the scene.

The Demo version and the actual game have nothing in different except for a simple variable that adds "Demo" to the title and cuts the game after the second night.

The taken out live count was originally displayed under "Continue" in the game's title screen.

You can move between the options in the menu via the up and down arrows and choose them with enter.

All data can be deleted by holding down delete.

If you would be at 0 lives and selected continue, it had put you back to Night 1.

The newspaper article after selecting "New Game" can be skipped by the left mouse button, enter and even escape.

In the office itself are three areas (each left and right) for moving inside the office.

Golden Freddy is always in your office but just invisible until he is triggered.

The monitor button extends to the left far more than visually expected. The hitbox even reaches the "g" in "usage".

In the camera is a colored square for Freddy, Bonnie and Chica. Foxy does not have one because he is handled with a counter. The currently selected camera also has a red box.

Below cam 3, 2B and 4B is each a green box to represent if an animatronic is ready to attack. Under cam 6 are two, one is meant for Golden Freddy.

The percentage in-game is measured with a counter of 999 that counts down. The displayed power is set to the true power divided by 10 (means: 561 = 56.1%).

One in-game minute lasts around 1.5 seconds in real time.

The 6 AM screen is just a 6 below a 5, that are moving up and are covered by black squares.

There is an unused "Loading..." text above the night loading frame with the tiny clock on the bottom.

The "Game Over" screen was originally meant to be only shown after you ran out of lives and not after every death.

Golden Freddy's laugh sound is exactly at -67% relative speed to Freddy's laugh.

Other stuff

Other Versions And Ports

PC Version v1.0

This version was never publically released. This version featured the now unused assets and concepts like the alternative camera layout in the monitor as well as the life system which starts at 5 and would count down whenever you die, setting you back to Night 1 when the number reached 0.

PC Version v1.1

Version 1.1 is the early version of the PC game. The main aspects are the same as in the v1.132 but some minorities changed. The 1/9/8/7 Mode in Custom Night, Night 7 was replaced with a instant redirect to a Golden Freddy jumpscare (aka.: creepy end), the 3rd star was added for those who beat 4/20 Mode and the most difficult on the scale (text at the bottom) of the CN Menu has changed from "(12+)" to "(12-20)". The scene change to the 6 AM screen was not a fade but rather a simple cut.

PC Version v1.13

Version 1.13 was an update that fixed minor bugs and added a few things. Inputting the AI. levels in the custom night to 1/9/8/7 will cause an instant Golden Freddy jumpscare and then crashes the game. Beating the infamous 4/20 mode will now reward you with the third and final star on the title screen.

PC Version v1.131

The phone number on the "Help wanted" newspaper changed from "1-888-FAZ FAZBEAR" to "1-555-FAZ-FAZBEAR".

PC Version v1.132

This version was most likely the Halloween patch where the game adds a Jack-O-Latern to the desk and decorative lights to the office when the player's coputer date is set to 10/31 (aka. Halloween).

Mobile Port v1

The v1 was developed and published only by Scott Cawthon and had, compared to the PC version, scaled up UI like buttons etc.. This version also did not had either monitor opening nor closing animations, jumpscare were usually two to three frames looped repeatedly until the jumpscare was over instead of full animations. The game itself was overall really smooth and felt good to play.

Mobile Port v2

The v2.0 was developed and published by Scott Cawthon and Clickteam themselves and is basically a one to one port from the PC game with all advantages and consequences. The - for me - weirdest part at it is that you explicitly have to swipe over the monitor button to open it. On the other hand, animations are pretty fluid and the rendering priority has no delay if your mobile has around the same stats as your PC (which mine does not ~ by the way). This version is in my opinion by far the most difficult, mainly because of the handling.

Console Port v1.0

The FNAF 1 console port is really well made, feels more fluid than ever and has some eye-catching little details like always being able to exit out of the CN menu or a night, a pause menu, 3 added cheats (Fast Night, Unlimited Power and Radar Map - aka.: very awesome!) slightly rearranged up/down arrows in the CN menu, 1/9/8/7 doesn't completely crash the game after the jumpscare (that would be too savage) but just takes you back to the menu. Fun fact: You can't blank check anymore.

The pause menu kinda messes with the game at some situations so you can for example pause in the door closing animation, which will then dissapear, the door is assumed to be closed, however the usage is not affected and nCAs and Foxy get stuck when they have reached your door. You also can't open the camera anymore. The pausing option also makes it possible to get jumpscared by Freddy, interrupt his animation (which partially resets him), unpause, wait a few seconds until he appears again, pause again and repeat until you finally beat the night. Speaking of it, I've done that and it took almost 36 minutes so it might be longer than you expect, still kinda fun.

Other stuff

All Phone Calls

Night 1

"Hello, hello? Uh, I wanted to record a message for you to help you get settled in on your first night. Um, I actually worked in that office before you. I'm finishing up my last week now, as a matter of fact. So, I know it can be a bit overwhelming, but I'm here to tell you there's nothing to worry about. Uh, you'll be fine. So, let's just focus on getting you through your first week. Okay?

Uh, let's see, first there's an introductory greeting from the company that I'm supposed to read. Uh, it's kind of a legal thing, you know. Um, "Welcome to Freddy Fazbear's Pizza. A magical place for kids and grown-ups alike, where fantasy and fun come to life. Fazbear Entertainment is not responsible for damage to property or person. Upon discovering that damage or death has occurred, a missing person report will be filed within 90 days, or as soon property and premises have been thoroughly cleaned and bleached, and the carpets have been replaced."

Blah blah blah, now that might sound bad, I know, but there's really nothing to worry about. Uh, the animatronic characters here do get a bit quirky at night, but do I blame them? No. If I were forced to sing those same stupid songs for twenty years and I never got a bath? I'd probably be a bit irritable at night too. So, remember, these characters hold a special place in the hearts of children and we need to show them a little respect, right? Okay.

So, just be aware, the characters do tend to wander a bit. Uh, they're left in some kind of free roaming mode at night. Uh...Something about their servos locking up if they get turned off for too long. Uh, they used to be allowed to walk around during the day too. But then there was The Bite of '87. Yeah. I-It's amazing that the human body can live without the frontal lobe, you know?

Uh, now concerning your safety, the only real risk to you as a night watchman here, if any, is the fact that these characters, uh, if they happen to see you after hours probably won't recognize you as a person. They'll p-most likely see you as a metal endoskeleton without its costume on. Now since that's against the rules here at Freddy Fazbear's Pizza, they'll probably try to... forcefully stuff you inside a Freddy Fazbear suit.

Um, now, that wouldn't be so bad if the suits themselves weren't filled with crossbeams, wires, and animatronic devices, especially around the facial area. So, you could imagine how having your head forcefully pressed inside one of those could cause a bit of discomfort...and death. Uh, the only parts of you that would likely see the light of day again would be your eyeballs and teeth when they pop out the front of the mask, heh.

Y-Yeah, they don't tell you these things when you sign up. But hey, first day should be a breeze. I'll chat with you tomorrow. Uh, check those cameras, and remember to close the doors only if absolutely necessary. Gotta conserve power.
Alright, good night."

Night 2

"Uhh, Hello? Hello? Uh, well, if you're hearing this and you made it to day two, uh, congrats! I-I won't talk quite as long this time since Freddy and his friends tend to become more active as the week progresses.

Uhh, it might be a good idea to peek at those cameras while I talk just to make sure everyone's in their proper place. You know...

Uh... Interestingly enough, Freddy himself doesn't come off stage very often. I heard he becomes a lot more active in the dark though, so, hey, I guess that's one more reason not to run out of power, right? I-I also want to emphasize the importance of using your door lights.

There are blind spots in your camera views, and those blind spots happen to be right outside of your doors. So, if-if you can't find something, or someone, on your cameras, be sure to check the door lights. Uh, you might only have a few seconds to react... Uh, not that you would be in any danger, of course. I'm not implying that.

Also, check on the curtain in Pirate Cove from time to time. The character in there seems unique in that he becomes more active if the cameras remain off for long periods of time. I guess he doesn't like being watched. I don't know. Anyway, I'm sure you have everything under control!
Uh, talk to you soon."

Night 3

"Hello, hello? Hey you're doing great! Most people don't last this long. I mean, you know, they usually move on to other things by now. I'm not implying that they died. Th-th-that's not what I meant. Uh, anyway I better not take up too much of your time. Things start getting real tonight.

Uh... Hey, listen, I had an idea: if you happen to get caught and want to avoid getting stuffed into a Freddy suit, uhh, try playing dead! You know, go limp. Then there's a chance that, uh, maybe they'll think that you're an empty costume instead.

Then again if they think you're an empty costume, they might try to... stuff a metal skeleton into you. I wonder how that would work. Yeah, never mind, scratch that. It's best just not to get caught."

Night 4

"Hello, hello? Hey! Hey, wow, day 4. I knew you could do it.

Uh, hey, listen, I may not be around to send you a message tomorrow. *banging* It's-It's been a bad night here ...for me. Um, I-I'm kinda glad that I recorded my messages for you *clears throat* uh, when I did.

Uh, hey, do me a favor. *banging* Maybe sometime, uh, you could check inside those suits in the back room? *banging* I'm gonna try to hold out until someone checks. Maybe it won't be so bad. *bang bang* Uh, I-I-I-I always wondered what was in all those empty heads back there. *chime plays*.

You know... *deep moan* oh, no - *noises followed by a loud screech and static*"

Night 5 - 8

Night 5 has a phone call that consists out of static, noises, screams and similar until someone (?) hangs up. The other nights do not feature a phone call.

Thank you

Contact

Stay In Touch

Thank you for reading this Master Manual to the game Five Nights At Freddy's 1 by Scott Cawthon.
If you have any questions or found some bugs in the manual or in the game and would like me to know or just give some feedback, I'd be really happy to hear from you! You can find me on the following platforms:

E-Mail: elairyx@gmail.com

Youtube: youtube.com/elairyx
Elairyx Discord: discord.gg/elairyx