A huge series of deaths and jumpscares recur in all of the Five Nights at Freddy's games up to date. These will occur when any animatronic manages to reach and attack the player. Most of them involve an animatronic appearing in the player's view in all of the sudden along with a loud noise they emit, startling the player.
Half of these jumpscares directly result a game over to restart the level, while few having no mean of harming the player but for distraction.
- 1 Five Nights at Freddy's
- 2 Five Nights at Freddy's 2
- 3 Five Nights at Freddy's 3
- 4 Five Nights at Freddy's 4
- 5 Five Nights at Freddy's: Sister Location
- 6 Freddy Fazbear's Pizzeria Simulator
- 7 Ultimate Custom Night
- 8 Five Nights at Freddy's VR: Help Wanted
- 8.1 FNAF 1
- 8.2 FNAF 2
- 8.3 FNAF 3
- 8.4 Dark Rooms
- 8.5 Parts and Service
- 8.6 Foxy
- 8.7 Vent Repair
- 8.8 Night Terrors
- 8.9 Curse of Dreadbear
- 8.10 Prize Counter
- 8.11 Level Select (AKA Menu)
- 9 Five Nights at Freddy's AR: Special Delivery
- 9.1 Freddy Fazbear, Bonnie, Chica and Bare Endo
- 9.2 Foxy
- 9.3 Golden Freddy
- 9.4 Toy Freddy
- 9.5 Toy Bonnie
- 9.6 Toy Chica
- 9.7 Mangle
- 9.8 Balloon Boy
- 9.9 RWQFSFASXC
- 9.10 Circus Baby
- 9.11 Springtrap
- 9.12 Freddy Frostbear
- 9.13 8-Bit Baby
- 9.14 Ballora
- 9.15 Plushtrap
- 9.16 Jack-O-Bonnie
- 9.17 Jack-O-Chica
- 9.18 Funtime Freddy
- 9.19 Lefty
Five Nights at Freddy's
There are many deaths the protagonist Mike Schmidt can experience while playing this game. They all occur in the form of a jumpscare and end in the player receiving a Game Over screen (except Golden Freddy, who closes the game instead, or freezes it in the mobile version).
Running Out of Power
This is a very common way to die, especially for newer players, as they tend to use too much power during the night. If the player happens to run out of power, the room will go dark, closed Doors will open, the HUD will disappear, and the player will be forced to wait in the dark for a few moments. In some beta stages, the doors were planned to switch their states (open → closed, closed → open), rather than closing up. In the next build all doors shut, which almost always cut off the Freddy Fazbear's jumpscare. From the final version of the game (v1.0) on, the doors were opened, no matter what state they were in.
Freddy Fazbear's footsteps can be heard out in the West Hall during this brief period. Then, the player will see Freddy's illuminated face flickering in the left door. As his face flashes in the darkness, a playful, music box-like version of the song "Toreador March" will play.
After a short while, the screen will go black for a random amount of time before Freddy jumps up and screams at the player, ending the game. After the screen goes dark, Freddy attacks the player. Before Freddy's jumpscare, his footsteps are audible, which can prepare the player for the jumpscare.
Freddy's jumpscare was thought to be able to be postponed by sitting still and not moving the cursor to look across the screen, but this was proven false as the time between Freddy's Toreador March and Freddy's attack are completely randomized, with no connection between player input and Freddy.
The animatronics (Bonnie, Chica, Foxy, and Freddy) can all come after the player, wandering around Freddy Fazbear's Pizza until arriving at the Office doors. If the player leaves a door open while a character is outside, the next time they put down the Monitor, the character will be in the player's face screaming as the background shakes violently, resulting in a game over. Bonnie appears to be the most aggressive of the three main animatronics. They take different paths, with Bonnie approaching from the left and Chica approaching from the right. As such, Bonnie always appears in the left door, and Chica always appears in the right door. If the player is viewing the Monitor and hears the faint sound of breathing/moaning, it means that either Bonnie or Chica will be waiting to attack when the screen is lowered.
Unlike the other three animatronics, Foxy stays in Pirate Cove until he is triggered to attack, which happens when the player watches the cameras too little. It was proved that looking too much at the cameras doesn't actually trigger Foxy - he will keep missing his movement opportunites until the camera is down. He will then sprint down the West Hall toward The Office. To determine whether Foxy is or will shortly be attacking, the player can check on CAM 1C; if the curtains concealing Pirate Cove are open and Foxy is missing, he is already on his way (Rarely, when checking on CAM 1C and Foxy is on his way, the sign in front of Pirate Cove will say "IT'S ME," instead of saying "Sorry! -Out of Order-") However, whether or not the camera is viewed does not determine whether he's coming; he can and will attack the player if neglected.
Viewing the West Hall once Foxy has left will trigger his sprint animation, leaving the player with only a moment to close the door. If Foxy reaches the room and the left door is closed, he will simply bang on it four times before returning to Pirate Cove. Whenever he bangs on the door, some of the player's power is drained as a result. The percentage of power drained follows the equation 5n-4%, where n is the number of times Foxy has attacked, including the current one. He would, therefore, drain 1% the first time he comes to the door, 6% for the second, then 11%, 16% and so on. If he were to show up 7 times (which is impossible), he would drain the remaining power completely. A method commonly employed to delay Foxy's attack is to view Pirate Cove, and if he is missing, immediately shut the left door, then view CAM 2A to trigger his sprint. He will then simply bang on the door and reset.
Despite being able to view Pirate Cove to temporarily stop Foxy's attacks, it is not possible to stop them completely, meaning that Foxy must always be of a high priority.
Further into the game, Freddy will begin to advance towards the player. He is more direct when it comes to reaching the player, staying in the dark and out of view as he beelines toward The Office. It should be noted that he never backs away, unlike the others. He never appears in the right-side door's blind spot, but can sneak in while the player is not looking. His movements are accompanied by a low-pitched, slow laugh. It should also be noted that when Freddy is at the East Hall corner (CAM 4B), he can move from that position by one room over.
Keeping a heavy eye on him will backfire, so it's better to close the right door and check for Bonnie and Foxy. If Freddy is in the Dining Area or Restrooms or on the Show Stage, it's safe to open the right door as long as Chica's not there. Freddy's movements will be slowed down when the player views him on the cameras, so arguably the best way to counter him is to check the stage alongside Pirate Cove until he moves. Then the player can simply check his new location alongside Pirate Cove.
Bonnie does not appear to possess the ability to run like Foxy does, as shown in the trailer. Instead, he has the ability to seemingly teleport directly into every area along the left side of the building, except The Office. It is possible that Bonnie can run, but is not seen, as whenever he moves the cameras go out for a brief moment.
Once a player sees Bonnie or Chica in the doorway, the doors and lights will be disabled if the player continues to stare at them. Then, if the player goes back to looking at the cameras, the animatronic will attack as soon as the cameras are put away, prompting a game over. This can be avoided by simply closing the door immediately after noticing Bonnie or Chica at the entrance.
Golden Freddy is a secret fifth enemy that appears under certain conditions: on any night, especially Night 1 and Night 3, there's a small chance that the poster in the West Hall Corner (CAM 2B) can change from a picture of Freddy to the picture of Golden Freddy.
If the player then exits the Monitor without switching cameras, Golden Freddy will be sitting in front of the player. Images of the animatronics and the words "IT'S ME" will rapidly blink on the screen accompanied by a distorted robot-like voice. After a few seconds of staring at Golden Freddy, the close-up of his face seen on the special poster will cover the whole screen, however instead of being taken to the normal Game Over screen, the game will forcibly close. This can be easily avoided by returning to the Monitor quickly.
Game Over Screen
In the event that the player is caught and attacked by an animatronic, an ominous Game Over screen is shown, depicting the player's gruesome death, with their corpse stored in the Backstage. A Freddy Fazbear suit now sits on the table where the endoskeleton was originally located. The eyes and teeth of Mike Schmidt can be seen inside the suit.
Interestingly, if the player is attacked by Golden Freddy, the Game Over screen will not show. Instead, the game will forcibly close, possibly implying that Golden Freddy intends to outright kill the protagonist, or indirectly dispose of them through other means.
- It was once believed that staying still during the blackout would delay Freddy's attack, possibly due to Phone Guy's "play dead" tip, but nothing in the game checks for whether or not the player is moving.
- It is interesting to note that, either before Freddy plays his jingle or when the player's screen is completely black, they can hear Freddy's footsteps getting closer to them. This can help prepare the player for the jumpscare.
- If a player is unable to close/open and use the lights on either of the doors, that means Bonnie or Chica (Bonnie, if the left door stops working, and Chica if the right door stops working) is in The Office and will attack the next time the player uses the cameras. This can prepare the player for the jumpscare that lies ahead (it is possible to survive if 6am is near).
- It is recommended that if the door or light is disabled and the player has zero chance of making it through the night without utilizing the cameras that he or she quickly flips the camera up and down so as to end the game quickly, and then try again.
- However, if the left door and lights are unusable (which means that Bonnie is about to attack the next time the monitor is used), if at the time the camera is used Foxy´s sprinting animation is shown, Bonnie will not attack and instead will let Foxy attack the player.
- There is a 1 in 10,000 chance that instead of returning to the main menu, Golden Freddy's jumpscare can appear after the Game Over screen, resulting in the game being closed.
Five Nights at Freddy's 2
Unlike the previous game, Five Nights at Freddy's 2 doesn't feature either the Power Indicator or Doors to protect the player from the animatronics. The only ways to avoid most of the animatronics are by using the Freddy Fazbear Head, the Flashlight, and winding up the Music Box constantly.
When the player dies, they might have a rare chance to be able to play a minigame in the style of an Atari-era video game. The sound effect played upon death is much different than in the original.
Upon losing the game, the Game Over screen shows Withered Freddy staring into the mask while in first-person view, similar to the cutscenes that follow each night. This is an inverse view of the Game Over screen from the first game, where the player is treated to a third-person view of Mike Schmidt having been stuffed into a suit.
Most of the animatronics, with the exception of Mangle, Withered Foxy, BB, and the Puppet, obey similar rules. They will attack the player if they enter The Office and the player does not put on the Freddy Head within a short amount of time. Unlike the previous game, the attack is not always immediate; they may wait for a few moments before attacking the player. Putting the head on during this delay period does not prevent the attack unless the player is extremely quick in donning the head; they will most likely see the player without it, and will rip it off in order to attack. They will also attack immediately if the player removes the head, or attempts any action other than putting the head on while they are still in The Office.
When an attack is avoided by wearing the head, some of the animatronics may leave without notifying the player, with the exception of noises created by those exiting through the vents. The others will stare at the player, causing the lights to flicker and eventually turn off. Afterward, the lights will slowly fade back on and brighten. The animatronic may attack the player either during the process in which the lights fade back on, or immediately afterward. Toy Bonnie is unique in the fact that he will cause the lights to flicker, look through the head's eye-holes while sliding across the room, and temporarily disable the lights before said lights recover.
Toy Bonnie, Toy Chica, Withered Foxy, and the Puppet always attack by lunging at the player with their arms outstretched. Withered Freddy, Withered Chica, and Toy Freddy simply pop up in front of the player, seeming to either bite or grab them. Withered Bonnie jumps at the player with his arm aimed towards them. Mangle swings its open jaw at the player's forehead, and Golden Freddy's disembodied head flies towards them from a distance.
Mangle has a similar behavior to the other animatronics, but it also has some unique characteristics. When checking it in the Monitor, Mangle will produce a static radio sound. This sound will also be heard if Mangle is in the Right Air Vent blind spot. At this point, Mangle should be warded off via the Freddy Fazbear Head, similar to the other toy animatronics. Failing to do so will cause Mangle to enter The Office and hang in the ceiling for the rest of the night. At this point, Mangle will randomly attack the player after using the Monitor. It may also forcibly pull it down if the player stays there for too long. Mangle will not leave unless the player makes it to 6 AM, which is nearly impossible; the player should use the Monitor to wind up the Music Box, but lowering it may trigger Mangle's jumpscare.
Balloon Boy is the only animatronic that will not attack the player, but rather disable the lights (both Flashlight and Air Vent Lights) and is speculated to lure the other animatronics to The Office with his constant laughter. When the lights are disabled by Balloon Boy, the player is especially vulnerable to Withered Foxy's attack, as he can no longer be stunned with the now disabled Flashlight. Putting the Head on while he is looking into The Office through the vent until the player hears him crawling back through the vents will prevent him from fully entering The Office. However, the player should be advised that the banging noise might possibly be an animatronic besides Balloon Boy entering or exiting the vents. He will usually move back into the vent after about two breaths. Once Balloon Boy enters, his body will be fully visible, and nothing will make him leave, therefore jeopardizing the entire night (unless the player is close enough to 6 AM or if Withered Foxy never enters the hall, which may occur if Withered Foxy's A.I. is set to 0 on the Custom Night).
Withered Foxy will not be fooled by wearing the Freddy Fazbear Head, and will attack upon reaching The Office, regardless of whether or not the player is wearing it. Using the Flashlight is the only way to fend him off, as flashing it at Foxy while he lurks in the hallway will make him leave temporarily. Phone Guy explains in Night 2 that his system would get reset if he was exposed to bright lights. However, it is impossible to use the lights if Balloon Boy enters the room, so if the player is not close to 6 AM, then they will almost certainly die by Withered Foxy.
The Music Box (the Puppet)
The Music Box in Prize Corner (CAM 11) must stay wound and playing. Leaving it unattended will cause its music to stop, at which point the Puppet will begin to emerge from the present box in the Prize Corner. If the Puppet rises completely, it will begin to play Pop! Goes The Weasel and leave its place to attack the player.
Once this has happened, the Puppet's attack cannot be prevented by any means, and death is certain unless the night ends before it can reach The Office. The Puppet's jumpscare resembles those of the other toy animatronics and Withered Foxy; it dives towards the player with arms outstretched.
Golden Freddy will randomly appear in front of the player and slowly fade away. It is unknown what triggers this, though he appears to show more frequently if the player takes too long winding the Music Box on later nights, especially on Night 6. This occurs in the same way as any other standard animatronic - the player will be attacked, possibly after a delay, if the Freddy Head is not put on quickly enough. This, however, is only the case if Golden Freddy's full body is in The Office. When Golden Freddy's head is suspended in mid-air in the hall, the player must refrain from using the Flashlight in the hallway until he disappears, as keeping the light on him will trigger Golden Freddy's fatal jumpscare.
Golden Freddy's attack is a detached image of his head moving towards the player. Unlike the first game, Golden Freddy's jumpscare does not close the game, it instead results in a Game Over like any other death.
Although Springtrap is the only antagonist to give the player a game over, while all phantoms only impede the player's progress and distract them from the real threat with jumpscares. Every jumpscare in the game can also be viewed in the Extra menu, unlocked after beating Night 6.
Springtrap's jumpscares are the only true deaths the player can experience in the game, as he is the only true animatronic wandering Fazbear's Fright. While all of the other animatronics appear as Phantoms and only impair the player's vision and cause their Maintenance Panel to malfunction, being attacked by Springtrap actually gives the player a Game Over. Both of Springtrap's jumpscares consist of him lowering his arm before walking up to the player, with a few minor differences, the most notable being the movement of his ears and mouth during his jumpscare from the right side of The Office, while both stay still in his jumpscare from the left side of the Office.
Usually, Springtrap will enter The Office from the door on the left and will attack when the Maintenance Panel is lowered. However, if Springtrap has entered The Office while the Monitor is pulled up, he will move to attack from the right. He will also attack from the right if he enters The Office via the vents that are connected to the right side of the room.
It should be noted that unlike the previous two games, when the player is killed, the death screen simply shows text saying Game Over, instead of showing an image of the protagonist after being stuffed into a Freddy Fazbear suit, possibly implying that Springtrap may have outright killed the player without stuffing them into a suit.
When Springtrap jumpscares the player on the right side of The Office on the mobile version, the texture is the same on the left side of The Office. The reason for this change is unknown, but is speculated to be because of the limitations of a mobile device.
Phantom Freddy can sometimes be seen limping outside the office window. If the Monitor or Maintenance Panel is left down for too long, Phantom Freddy will suddenly drop to the floor, out of sight. After a few moments, Phantom Freddy will jumpscare the player, causing a ventilation error. In his jumpscare, Phantom Freddy will pop up in front of the player's face. This resembles Withered Chica's jumpscare from Five Nights at Freddy's 2, as well as a slower version of Toy Freddy's jumpscare. Unlike these two jumpscares, however, after jumping in front of the player's face, Phantom Freddy's face moves about half a foot forward, and he lingers there for the rest of the jumpscare.
Phantom BB can randomly appear on any camera with his face taking up most of the screen. If the player does not either switch cameras fast enough, or close the Monitor fast enough, Phantom BB will appear in The Office and stare at the player for a second or two, before lunging at the player with his mouth stretched wide open. He will also attack if stared at for too long. On later nights, this happens extremely quickly and can be hard to avoid.
Phantom Chica's face can appear on the screen of the arcade cabinet in CAM 07. Once this is seen and the player closes the Monitor, she will appear on the left side of The Office, followed by her stepping ominously toward the player before fading away. The player must pan their view to the left to trigger this jumpscare, however. In the mobile version, once the player sees her face on the arcade machine, the screen will automatically pan over to the jumpscare, giving a very small window of time for the player to escape it on later nights.
Phantom Foxy will occasionally appear in The Office on the left side, making it hazardous to check the Maintenance Panel. To see him, the player must pull up the Camera System and then turn towards the left side of The Office. He will jumpscare the player in a similar fashion to Foxy's lunge in the second game, before fading away if the player makes eye contact with him. Unlike Foxy's jumpscare, however, he is seen doing the initiating jump, jumps from a different angle, irregularly curves to the left, and the jumpscare ends showing the top of his jaw rather than the interior of the jaw.
Phantom Mangle can occasionally be seen hanging from the ceiling on CAM 04. If the player fails to switch to another camera before closing the Monitor, Phantom Mangle will appear outside The Office window and make loud, garbled radio static noises while also causing an audio system error. While it doesn't have a jumpscare in the traditional sense, the sudden loud noise can be as startling to the player as any other jumpscare.
On occasion, Phantom Puppet can be seen standing in the hall on CAM 08, though its model in the camera feed resembles the original Puppet from the second game. If the player does not switch cameras before lowering the Monitor, Phantom Puppet will appear in the Office, right up in the player's face for roughly 18 seconds. While it is there, the player cannot access the Monitor or the Maintenance Panel until it leaves, making the player vulnerable to Springtrap and the other phantom animatronics. Although it does not actually have a true jumpscare, it emits a loud, static-like noise when entering the Office, which could possibly startle an unsuspecting player (similar to Phantom Mangle).
Unlike the previous games, the only way to protect the player from the Nightmare animatronics is by using the Flashlight and closing the Doors. The player must also listen very closely for breathing when at the doors. Unlike in the previous game, all jumpscares in the fourth game result in a Game Over (with the exception of Plushtrap and Nightmare BB), and upon losing the game, the Game Over screen displays a red, bloody screen.
Nightmare Freddy does not actually appear in his real form until his jumpscare occurs. Instead, he appears via three miniature Freddies. The player must constantly check the Bed in order to fend off Nightmare Freddy. Failure to do so will result in one of two scenarios occurring:
- If the player has not checked the bed for a long period of time, Nightmare Freddy will attack directly from the Bedroom with his arms outstretched.
- If the player goes a while without checking the bed, only to check it later, Nightmare Freddy may appear on the bed and proceed with his jumpscare. He appears to be picking the player up.
Nightmare Bonnie (Jack-O-Bonnie) and Nightmare Chica (Jack-O-Chica)
Nightmare Bonnie and Nightmare Chica are incredibly active and obey very similar rules. Nightmare Bonnie approaches exclusively from the Left Hall while Nightmare Chica approaches from the Right Hall, similarly to their original counterparts in the first game and the corresponding vents in the second game.
When Nightmare Bonnie or Chica are revealed at the doors (via their breathing), the player must close the door, as doing so will ward off either animatronic. Failure to do so will result in one of the following scenarios:
- If the player uses the flashlight while either of them are at their respective doors, it will result in a jumpscare from the door.
- If the player merely leaves the door, it will result in Nightmare Bonnie or Nightmare Chica's Cupcake jumpscaring the player from inside the Bedroom.
Additionally, closing the door when they are down the hall will also result in one of the following scenarios:
- If the player opens the door and uses the flashlight, it will result in a jumpscare.
- If the player leaves the door, it will also result in a jumpscare from inside the Bedroom.
As such, the player is advised to check the doors often and listen closely, as failure to do so will often result in death.
Nightmare Foxy and Nightmare Mangle
Nightmare Foxy will start his night by appearing in either hall. Afterward, he will appear in the Closet. The player must check for Nightmare Foxy quite often after this occurs, as he tends to move at a faster pace than the other animatronics. Unlike Nightmare Freddy, Bonnie, and Chica, Nightmare Foxy only has one jumpscare, that being from the bedroom, similarly to the jumpscare of Nightmare Fredbear - however, when he is in his final stage, Nightmare Foxy will loudly snarl at the player when they shine the flashlight on him, though this will not result in a Game Over.
Nightmare Fredbear, Nightmare, and Nightmarionne
In the Hallways
Nightmare Fredbear and Nightmare tend to appear here quite often. Unlike Nightmare Bonnie and Chica, the player does not need to take caution using the flashlight in either of the two locations. Upon seeing Nightmare Fredbear or Nightmare, the player must immediately close either door. Failure to do so will result in a jumpscare.
As some point during gameplay, the player can hear Nightmare Fredbear/Nightmare laugh. At this point, said animatronic has left the two main hallways and is in the closet or on the bed. If Nightmare Fredbear/Nightmare is in the closet, the player must immediately close the closet door. Assuming he is on the bed, the player must immediately shine their light at Nightmare Fredbear/Nightmare. Failure to do so will result in a jumpscare.
Plushtrap and Nightmare BB
As they are not part of the main gameplay, Plushtrap and Nightmare BB do not obey any in-game rules and instead behaves as a separate, outside task. In the Fun with Plushtrap/Fun with Balloon Boy minigame, the player must use their flashlight to ward off Plushtrap/Nightmare BB. Using the flashlight while Plushtrap/Nightmare BB has reached the player will result in his jumpscare, but this will not cause a Game Over. However, this will cause the minigame to end.
Like previous games, if jumpscared, the player will receive a "Game Over" screen, and be sent back to the menu.
For Custom Night jumpscares, they are sent back to the Custom Night menu.
On Night 2, while hiding under the desk the player must prevent Bidybab from opening the doors, if the player fails, Bidybab will enter and jumpscare the player.
On Night 3, after removing Funtime Freddy's power module, Bon-Bon will start moving around his puppeteer's deactivated body. If the player fails to click Bon-Bon's button in time, he will pop out and jumpscare the player, causing a Game Over.
If the player doesn't turn the beacon on for too long from the Funtime Auditorium, Funtime Foxy will pop out from the darkness and jumpscare the player, resulting a Game Over. However, it will also jumpscare the player at the end of completing Night 3, which leads to the start of Night 4, rather than receiving a Game Over.
On Night 4, a Minireena will jumpscare the player if they fail to either keep the springlocks wound up or let one of the Minireenas reach the top of the costume.
If the player fails to input the code spoken by Circus Baby fast enough, a maskless Ennard will pop out and jumpscare the player. Not following Baby's instructions in Funtime Auditorium or trying to open the Private Room without the access card will result in Ennard popping out from the darkness and jumpscaring the player.
Failure to keep Ennard out of the Private Room will result in a jumpscare.
It will jumpscare the player in two ways: When the monitor is forced down, or when the player has the monitor down.
Various animatronics in the mode can jumpscare you, though unlike the rest of the game, they simply send you back to the Custom Night selection screen if they do this.
Ballora will jumpscare the player if they do not shut the doors on her when she goes down a hallway. Regardless of which preset is selected, Ballora will always jumpscare if the player runs out of power.
Funtime Freddy and Bon-Bon
Bon-Bon, under Funtime Freddy's command, will jumpscare the player if they do not shut the door on him when he goes down a hallway.
Funtime Foxy will jumpscare the player if they do not shut the right door on them when they leave their stage.
Bidybab will jumpscare the player if they do not shut the vent on her when she is close to exiting it.
Yenndo will jumpscare the player if they do not look back at the Monitor to ward him off.
Bonnet will jumpscare the player if they do not click her nose when she's in the Office in time.
As in previous games, animatronics will jumpscare the player if they are allowed to enter The Office, and the player will receive a "Game Over" screen in the event of a jumpscare. This screen consists of red words on a blank background, simply saying "Game Over". Unlike the previous games, every character will also say some sort of dialogue after jumpscaring the player. These dialogues range from poetic commentary from William Afton to a simple shushing sound from Lefty, with most characters saying short sentences holding relevancy to the game's lore. Some characters have dialogue they will say as they patrol the building before the jumpscare, though with Lefty as the sole silent character, and Molten Freddy's only voice heard through this manner is laughter.
Molten Freddy, like all the other enemies in the game, can jumpscare the player in the salvage minigames if the player fails to ward him off, or in the office.
William Afton, like all the other enemies in the game, can jumpscare the player in the salvage minigames if the player fails to ward him off, or in the office.
Scrap Baby, like all the other enemies in the game, can jumpscare the player in the salvage minigames if the player fails to ward her off, or in the office.
Lefty, like all the other enemies in the game, can jumpscare the player in the salvage minigames if the player fails to ward it off, or in the office.
This is the only way to lose the shift without having been attacked by any of the animatronics. If the temperature reaches 120 degrees fahrenheit, the player will pass out and be sent back to the main menu screen.
Ultimate Custom Night
Much like the jumpscares from most previous games, the majority of animatronics in the Ultimate Custom Night will give the player a "Game Over" after a jumpscare. As a result, the player must remain very cautious, as there are many animatronics that the player must watch to ensure survival.
However, some characters in the game will jumpscare the player without giving them a "Game Over", similar to the Phantoms from the third game. Several of these nonlethal hazards are characters returning from previous games, such as Phantom Freddy, Phantom BB, Phantom Mangle, and Bonnie, all of whom can cause temporary visual or auditory disturbances following their jumpscares. Other newer characters capable of causing nonlethal jumpscares include Helpy and Trash and the Gang, who can also create audio or visual disturbances but don't directly cause a "Game Over".
Additionally, many other antagonists in the game complete lack jumpscares overall, but can still pose a threat to the player through other means. These include Phone Guy, El Chip, Lolbit, Funtime Chica, Old Man Consequences, Minireena, Dee Dee, BB, and JJ, most of whom can create auditory and visual disturbances, but do not cause a true jumpscare.
Five Nights at Freddy's VR: Help Wanted
This game has the most variety in terms of deaths because there are more scenarios where the player can die outside of simply being jumpscared by an animatronic. There are also sections such as Parts and Service where some animatronics have more than one jumpscare.
All deaths in this game take the player to the Game Over Room. Freddy's signature laugh can be heard as the room comes into view. A TV sits on a small table displaying the Game Over screen from the original FNAF 1 and random text based on the level selected or the nature of the player's death. Two buttons are shown saying "RETURN TO MENU" and "RESTART." Chica's Cupcake can also be seen on top of the TV and can be interacted with. Occasionally, the cupcake will be next to the TV, and if the player attempts to interact with it, it will jumpscare the player and fall off-screen, disappearing from sight.
Deaths that happen in the DLC mode Curse of Dreadbear take the player to a Halloween-themed Game Over room. The TV displays the same Game Over screen, but a jack-o-lantern with Chica's face on it rests on top instead of Chica's Cupcake and cannot be interacted with. A candelabra with green flames sits next to the TV which can be interacted with. The player's surroundings resemble a cemetery, with a giant Dreadbear looming over them and making a deeper pitched version of Freddy's laugh. If the player looks towards the gravestones for a certain period of time, a purple, glitchy-looking gravestone will appear. If the player looks behind them, they can see Grimm Foxy behind a gate, glaring menacingly at them and scratching at the wall with his sickle.
Most of the jumpscares here are similar to the original game though there are some differences. For example, Foxy will be in the player's face instead of appearing in front of the door. Freddy's eyes will be normal regardless of whether he enters the Office from the West Hall when the power goes out or the East Hall when he becomes active on Night 3 and onward (they still change to black when he is viewed moving on camera). After a patch, Freddy is now able to stand in the blindspot of the right door, and make the sound affect for when Bonnie and Chica appear in blindspots. Viewing the cameras no longer drains the power, but the player can still run out of power if they use the doors and the lights too much.
For the first time in the series, Bonnie and Chica have walking animations in-game. They can be seen moving on the cameras and through the East and West Hall blind spots near the Office. Because of this, a unique situation can occur that wasn't present in the original game. Normally, when Bonnie and Chica are walking down the hallways outside the office, they aren't hostile, but if they happen to stop and turn towards the door, the player must IMMEDIATELY shut the door, or they will be jumpscared. Because the Monitor is changed to being an interface with the camera footage appearing on the computer screen, Bonnie and Chica now can jumpscare as soon as they enter the Office, often emitting at least one groan before a jumpscare.
There are a couple significant differences and changes in this section. Withered Freddy, Bonnie, Chica, and Golden Freddy do not appear in the main 5 nights. Only Foxy returns, sporting his FNAF 1 look instead of his Withered look. He will still lunge at and jumpscare the player just like in the original if he is not constantly flashed with the light buttons (the flashlight was changed to a button similar to the Air Vent Lights, which no longer has a battery). The lights do not consume any power or battery, meaning the only way they can be deactivated is if Balloon Boy enters the room and disables them. Every time Toy Chica, Toy Bonnie, and Foxy are flashed in the Left Vent, Right Vent, and Hallway respectively, a sound will play just like in FNAF 1 when Bonnie and Chica are in the blind spots, alerting the player and giving them time to either put on the Freddy Mask or flash the Hallway. If they fail to don the mask once Toy Bonnie and Toy Chica are seen peering into the Office, they will be attacked, receiving a Game Over.
All Toy animatronics can be seen walking down the Hallway, including Toy Freddy. He will pause right at the entrance to the Office like in the original, though this time, he will start walking towards the player after a set amount of time has passed. If the player does not put on the Freddy Mask once they see him enter the Office, he will attack them, glossy black eyes and all (in the original, his black eyes changed back to normal during the jumpscare). If the music box winds all the way down, The Puppet will emerge and make its way towards the player. Nothing will stop it once this happens. In the player's last moments, The Puppet can be seen walking down the hallway, and after some time, it will jumpscare the player.
Mangle acts very similar to the original game though it can now enter from the Hallway. If the player fails to put on the Freddy Mask once it has been spotted, it will either jumpscare the player after some time passes (if seen from the Right Vent) or crawl into the Office on the ceiling and jumpscare them (if seen from the Hallway). It doesn't hang from the Office ceiling for a random amount of time and swing down at the player, and as a result, the jumpscare is different, and it has no radio this time.
A patch on September 14 added "Withered" to the Blacklight levels, and with that came the addition of Withered Freddy, Bonnie, Chica, and Foxy (replacing Foxy's FNAF 1 model). Withered Freddy functions nearly identically to Toy Freddy, but Withered Bonnie or Chica will stand menacingly in front of the player if either one gets into the Office as well as cause the lights to flicker. Like Mangle, Withered Bonnie can now also enter the Office from the hallway instead of using the vent. The player must immediately put on the Freddy Mask when this happens or else they will jumpscare them.
While most of the Phantom Animatronics' mechanics remain the same (Phantom BB jumpscares the player if they stare at him on camera for too long, Phantom Foxy jumpscares the player if they look at him when he's in the office for too long, and Phantom Freddy jumpscares the player if they look at him walking past the office window), Phantom Mangle acts differently. It now appears in the Vent Cameras, and if the player stares at it for too long, it will jumpscare them and cause a ventilation error as opposed to making noise and causing an audio error. Springtrap remains unchanged aside from one thing: If the player fails to seal off the vents in time, then in their last moments, they can see him crawling through the vent that leads to the player's office, eventually ending in his jumpscare.
Plushtrap & Nightmare BB
Much like "Fun With Plushtrap", if the player doesn't stop Plushtrap on the X, then he will jumpscare them. He also jumpscares them if they run out of time. The same applies to Nightmare BB.
At the start of the level, the three PlushBabies will spawn in the middle of the room. If for whatever reason the player doesn't shine their flashlight on them to ward them off, all three of them will attack the player simultaneously. If one listens closely, each PlushBaby has a slightly different pitch in their screams. Once they spread themselves out, if the player hears one speak, they will have around 5 seconds to find that PlushBaby and ward it off before it jumpscares them.
Funtime Foxy & Lolbit
Funtime Foxy & Lolbit will jumpscare the player if they bump into them in their respective levels.
Parts and Service
Messing up HandUnit's instructions in any way will result in a jumpscare from Bonnie, Chica, Freddy and Foxy in their respective levels.
If the player pulls out the wrong eye, Bonnie will be missing that eye during the jumpscare. He will also attack the player with both eyes missing if the player places Bonnie's right eye in the wrong receptacle or drops it. If the player tunes the incorrect note on Bonnie's guitar or tries to close his face before putting his eyes in, he will jumpscare the player while being completely faceless.
If the player accidentally knocks Chica's arm or cupcake off she will jumpscare the player, which will also happen if the cupcake is not used in time. If the player doesn't eat the pizza as HandUnit requests, she will jumpscare the player.
If a music box is dropped before the scripted sequence, Freddy will jumpscare the player, which will also happen if the player takes too long to put the new music box in. Freddy will also jumpscare if the player touches any wiring inside him while grabbing items out. Honking Freddy's nose or grabbing his bowtie before being instructed to do so will also result in jumpscares.
If the player attempts to put in a fuse before putting Foxy's mask back on his head, or knocks his head off the place where it is found, Foxy will retreat into the background, running at the player and jumpscaring them while being completely faceless. Interestingly, the player can still put the mask on him while he is running towards them though this will not prevent the jumpscare. His right eye can be seen even though the player hasn't put it in yet, even in the Blacklight level (where for some reason it is still his normal eye color instead of his Blacklight variant).
If the player doesn't ward off Mangle with their head lamp whilst repairing the vent system, it will jumpscare the player.
Ennard will jumpscare the player if they take too long to repair the vent system.
The player must be very careful when checking the hallways for Funtime Freddy. Neglecting him or failure to repel him will result in a jumpscare from him. Bon-Bon and Bonnet will also jumpscare the player if they aren't repelled in time, but their jumpscares are simply distractions.
Nightmarionne lurks in the hallways, and also has tentacles that spawn under the bed, in the closet or in the ceiling. Failure to repel him or neglecting him in the hallways or his tentacles will result in his jumpscare.
Circus Baby jumpscares the player if they don't close the closet doors on her, or if they open them too early. There are also PlushBabies in the closet, which will jumpscare the player if they hold the closet doors shut for too long.
Nightmare Fredbear plays similar to his mechanics from Five Nights at Freddy's 4, where he will jumpscare the player if they fail to properly ward him off.
Numerous animatronics from the game, these being Freddy, Bonnie, Chica, Mangle, The Puppet, Springtrap, Plushtrap, Funtime Foxy, and Ennard, appear in this level, and will jumpscare the player if they either take too long to find the party room, choose an incorrect path, or idle for too long in certain rooms.
Curse of Dreadbear
The Plushkins behave identically to the Plushbabies, and as such will jumpscare the player if failing to locate them in time.
Should the player shoot any of the Helpy cutouts, they will be taken to secret backstage areas where they have a chance to score more points. However, entering these areas doesn't come without risk, as Jack-O-Bonnie and Jack-O-Chica are also in these areas, and they will jumpscare the player if they fail to hold them back. Foxy can also jumpscare the player if their final score is too low.
Grimm Foxy is constantly stalking the player throughout the maze, and if he sees them, he will charge at them, resulting in a jumpscare if the player doesn't hide behind a cardboard cutout.
Nightmare Bonnie and Nightmare Chica will pop out of the doors on either side of the player as they make their way through the hall, and will jumpscare the player if they are standing in front of said doors. Nightmare Foxy may spawn in front of the player whenever lightning strikes, and if they move in his presence, he will rush at them and jumpscare them. Once the player progresses far enough, Nightmare Freddy will spawn behind them, indicated by the screeches of his Freddles. At this point, the player is no longer allowed to stop indefinitely, and if they idle for too long, Nightmare Freddy will jumpscare them.
Depositing 3 wrong animatronic parts or not collecting at least 7 of the 10 required parts before the time runs out will result in Mangle jumpscaring the player.
Trick or Treat
Using the door knocker instead of the bell will result in a jumpscare. Wearing the mask that doesn't match the animatronic that answers the door (Freddy, Bonnie, Chica, Foxy, BB) will also end in a jumpscare.
If the player uses up all of their shocks before calibrating the brain, Dreadbear will jumpscare them. He will also jumpscare them if the brain wasn't correctly calibrated.
Danger! Keep Out!
A Halloween version of FNAF1, with some major changes. The doors have been removed, and instead the doorways are boarded up with wooden boards. The animatronics are also replaced (Jack-O-Bonnie and Jack-O-Chica replace Bonnie and Chica respectively, Grimm Foxy replaces Foxy, and Dreadbear replaces Freddy). The way the player wards off the animatronics is different as well: Whenever the light buttons are pressed, they emit a flash, which will scare away the animatronics that happen to be at the doors. This flash also can be used on the cameras, but the player can only flash 5 times before they run out of power and have to reset the generator. If Jack-O-Bonnie or Jack-O-Chica reach their respective doors, they will break down the boards after 3 swings, after which they will enter the office and jumpscare the player. Grimm Foxy must be flashed before he can leave Pirate Cove, as upon his escape he will rush down the hall and instantly break through the boards, followed by the jumpscare. Dreadbear, as opposed to being sent back by the flashes, will simply be stunned for a few seconds, and he will eventually reach the right door if the player fails to properly stall him, and once they hear a shattering light, that means he has entered the east hall and is close to reaching the office. Like Grimm Foxy, once Dreadbear reaches the door, he will instantly break through and jumpscare the player.
There are two categories of prizes the player can "consume:" Food/Drink and Action Figures. Consuming an Action Figure will cause the player to choke on it, breathing heavily afterwards. Consuming too many of these will cause the player to "pass out," taking them to the Game Over room. This death in particular is unique because the "RESTART" button will instead reload the Game Over room and therefore, the text displayed is randomized.
Level Select (AKA Menu)
|The following information contains spoilers. To view them, click the [show] tag.|
Once all the tapes have been collected, Glitchtrap will randomly attempt to merge with the player and escape the game in their body. If the instructions from Tape 16 are not followed the player's vision will slowly fade into a glitchy, purple screen. Once it clears, the player will be standing on the stage as Spring Bonnie. The game will then fade to black and the player arrives in the Game Over room. No text will be displayed on the TV, and the only button they can press is "RETURN TO MENU."
Five Nights at Freddy's AR: Special Delivery
- Not counting Shadow Bonnie, all mechanics in this game are almost the same.
Freddy Fazbear, Bonnie, Chica and Bare Endo
These four animatronics are almost the same in terms of the mechanics. To find them, the player has to find the static, listen to their movement, look at them when they are rushing, avoid them while going Haywire and shock them when they decloak. But, there are some things that make them slightly different:
- Freddy Fazbear will speak to the player and play the Toreador March. His static is also more visible.
- Bonnie will make moaning sounds and loud voltage sounds. He also goes Haywire more often and frequently fakes-out a rush.
- Chica will make moaning sounds and is given away by the second pair of eyes, belonging to the Cupcake.
- Bare Endo doesn't make any noises and frequently decloaks at his first rush.
Foxy's mechanic is similar to the four above. Foxy is speaking to the player while trying to kill him, can go Haywire while he is talking, rushes multiple times in a row and his static doesn't stay in one place, as he is running around the player while cloaked. Besides that, he is the same.
Golden Freddy acts as a sort of combination of almost all the current characters. His footsteps are like metallic springs moving, however they can change dependent on what mode he's in. Despite having different modes, he always haywires frequently. At the start of the encounter, the phrase "It's Me" and his face will flash up on screen. The player is given a tablet that allows them to rotate between multiple different mechanics, being the flashlight, the mask, the shocker and the timer.
The battle acts in 3 phases, all being picked completely at random, when moving phases, the effects of the phase before are still in affect. Below is the modes which he can use, which have been found so far.
Bare Endo Mode
Golden Freddy moves slowly and charges not so often his static is easy to track even without the flashlight, the player must look away when he haywires, the mask being worn does not change it, unless a phase where the player must look at Golden Freddy is active. When decloacking, he does it from far away. The player must shock him in time to move onto the next phase or win.
Freddy Fazbear Mode
Golden Freddy prefers to move while cloaked and charge at the player when they least expect it, his static is somewhat easy to track without the use of the flashlight. The player must look away when he haywires, unless a phase where the player must look at Golden Freddy is active. He decloaks from a mediocre distance from the player, shock to move onto the next phase or win.
Golden Freddy moves all around the player when cloaked, he will prefer to do several fake charges and haywires often and will attack from relatively close, the player must look away when he haywires, the mask being worn does not change it, unless a phase where the player must look at Golden Freddy is active. His static must now be followed with the flashlight to make sure he is kept track of. When he decloaks, shocking him will move onto the next phase, or win.
Toy Freddy Mode
Golden Freddy gains the power drain ability, where the player's power will quickly start depleting when a warning goes off. The player must use the mask to stop it. The player must now also keep the mask while looking at them when Golden Freddy haywires, unless a phase where the player must away from Golden Freddy is active. His static is medium at best and can be somewhat tracked without the flashlight, however it is recommended. When he decloaks, shock to move onto the next phase, or win.
Toy Bonnie Mode
Golden Freddy now haywires more frequently, and the player must look at him while he has white eyes; but look away when they are red, always wearing the mask. The charges are now from a far distance and will decloak often, shock to win, or move onto the next phase.
Toy Chica Mode
Golden Freddy moves all around the player when cloaked, he will prefer to do haywires often and will attack from relatively close, the player must look at him when he haywires, with the mask being worn, unless a phase where the player must away from Golden Freddy is active. His static must now be followed with the flashlight to make sure he is kept track of. When he decloaks, shocking him will move onto the next phase, or win.
Golden Freddy will now drop his top-hat, his microphone and his limbs onto the floor, which the player must collect quickly. When he charges, he can decloak, use it to win or move onto the next phase. When he haywires, quickly look away while wearing the mask to avoid a jumpscare, unless a phase where the player must look at him to avoid dying.
Balloon Boy Mode
Golden Freddy's footsteps will now go completely silent, both normally, and during his charge. His haywire now requires that you look away from him, as well as his haywire being toned down a bit. Despite not haywiring as much however, he also doesn't charge as much at all. When he does charge, he does it from up close, and will decloak, use that to move onto the next phase, or win.
Golden Freddy now does several haywires in a short amount of time, the player must look at him while he has white eyes; but look away when red, the mask not affecting it, unless needed from a prior phase. His static is now almost impossible to keep track off without the flashlight. When he does charge, he does it from up close, and will decloak, use that to move onto the next phase, or win.
Circus Baby Mode
Golden Freddy now does fake haywires, where the charge sound plays but he is actually haywiring. He also charges and haywires more often. He charges from really close and the player must look away, and avoid looking at his eyes at all costs, unless a prior phase makes it necessary. When he decloaks, shock for the win, or phase progression.
Golden Freddy now keeps track of the player's movement speed, and the player must move slow to avoid a jumpscare. Collecting three objects he drops will make him charge at the player, always decloacking, use it to win or move onto the next phase. As well as this, the Minireena return and act the same way; crawling up the screen needing to be knocked off. If a prior phase allows for haywiring, he can haywire while using this mode.
Toy Freddy is similar to Toy Chica in that the player must wear the Freddy Fazbear Mask and look at him when he haywires, but he has an additional mechanic exclusive to him: Occasionally, Toy Freddy will rapidly drain the player's flashlight battery. To stop the battery drain, the player must wear the Freddy Fazbear Mask. He is still defeated through the normal mechanics of rushing, decloaking and shocking him.
Toy Bonnie combines both Toy Chica's and Springtrap's mechanics. The player must wear the Freddy Fazbear Mask when he haywires, but they must pay attention to his eye color as well when haywiring. If his eyes are red, the player must look away while still wearing the mask. If his eyes are white, the player must look at him with the mask on until they're red, then look away while still wearing the mask. He is still defeated through the normal mechanics of rushing, decloaking and shocking him. The System Error Toy Bonnie skin behaves the same way.
Being added in the Christmas update, Toy Chica brings a new mechanic with herself - the Freddy Fazbear Mask, which can be used only when fighting her. She will not make clinking noises, will speak to the player, but when she goes Haywire, the player has to put the Freddy Fazbear Mask, making her go Haywire often. When she decloaks, shock her.
When dealing with Mangle, the shocker is removed, so the player must take very specific actions during the encounter. Throughout it's visit, Mangle will drop pieces of itself, forcing the player to find the pieces within a few seconds, or else they'll get attacked. When haywiring, the player must look at Mangle until it's eyes glow yellow before putting on the Freddy Fazbear Mask and looking away. The player must also wear the mask whenever Mangle charges. Once enough pieces have been collected, Mangle will charge at the player and get automatically shocked.
Balloon Boy will make his original sounds from Five Nights at Freddy's 2 while trying to kill the player. Like Toy Chica, he doesn't make clinking sounds, but he does make sounds similar to blowing a balloon. While he is rushing, he makes sounds of a balloon deflating. As he is short, he can be spotted only when looking down.
As mentioned above, RWQFSFASXC has the only unique mechanic yet. If the player will collect to much Shadow Remnant, he will spawn. The player must shine their light at him until he disappears. The player has to do it multiple times.
Circus Baby is the second hardest animatronic to defeat. She starts by moving swiftly around, while speaking and taunting the player. She makes grunting noises while attacking, but her clinking is very quiet. She decloaks somewhat frequently.
Springtrap is the hardest animatronic to defeat. His static is very weak and the player has to almost always use their Flashlight to see it. When Springtrap goes Haywire, the player has to check if his eyes are red or white. If red, the player has to look away immediately or die. If white, the player has to look at him until his eyes turn red or he disappears. Springtrap rushes three times, decloaking at the last one.
Freddy Frostbear makes his debut in Five Nights at Freddy's AR for Christmas. He is a frozen version of Freddy. He functions in almost the same way as Freddy Fazbear with three differences - He doesn't speak to the player, he is noticeably more difficult, and static doesn't show up. In replace of static, his special ability is to freeze the screen, which disables the ability to use the controlled shock button. To counter the frozen screen, the player must shake their device for the frost to wither away. To defeat Frostbear, the player must simply catch and shock him as usual.
8-Bit Baby behaves much more aggressively than Circus Baby, sharing an altered version of her mechanics. Like Baby, she decloaks and haywires frequently, but her higher difficulty makes her quicker to attack. She's a lot noisier than Baby, blaring out 8-Bit sound effects often and playing the Sister Location Death Minigame's music in the background during the whole encounter. 8-Bit Baby explodes after an encounter.
Like Mangle, Ballora is not required with the shocker, instead she acts seemingly different from the other animatronics. Two meters replace the shock button. The left one shows how close Ballora is, while the right shows how much noise the player makes. The player must stay neutral between the two meters. If either one goes up, Ballora will attack the player. During gameplay, the Minireenas will climb up and block the player's view, the player must shake the device for them to fall off, although this can be risky, as the shaking will trigger the meters. After some time, the Minireenas will become inactive, with the player collecting them. Once collected, Ballora will charge and get automatically shocked.
Unlike the other animatronics, Plushtrap has an extremely unique mechanic, instead of appearing in the player's home, he takes the player to a completely different new environment. In this environment, Plushtrap will slowly make his way to the player, teleporting when the light flickers and string at the player when it's on. There are two generators to the side of the player. The player must face them and hold down the shock button to fill up a meter behind them. Once both meters for both generators are green, the player can shock and defeat Plushtrap when he gets close enough. If Plushtrap gets too close before this, he will jumpscare the player. Occasionally, the generators will close and prevent the player from shocking them for a short amount of time. As well as this, if the meter gets above green and fills all the way up, the generators will break.
Like Jack-O-Chica, Jack-O-Bonnie will cover the screen with smoke and the player has to shake their device in order for the smoke to dissolve, Jack-O-Bonnie frequently haywires and charges similar to Foxy and Springtrap. However, unlike other animatronics, Jack-O-Bonnie is completely silent and no footsteps or voice are heard from him, instead the player has to remain cautious of the static to determine where Jack-O-Bonnie is. By the time Jack-O-Bonnie charges, he just simply needs to be shocked.
Jack-O-Chica's mechanic is pretty similar to Freddy Frostbear. She will cover your screen in smoke, and you have to shake the device in order for it to dissolve. Jack-O-Chica haywires and fake charges frequently, similar to Foxy and Springtrap, in an attempt to throw the player off. Once she attacks, she just needs to be simply shocked in order to be defeated.
Funtime Freddy is planned for the game and his textures are in the game files, however it is unknown what his mechanic is as he is currently absent from the game with no release date confirmed. It's speculated that his mechanic will involve Bon-Bon and may include Bonnet like his Night Terrors level did.
Lefty is planned for the game and his textures are in the game files, however it is unknown what his mechanic is as he is currently absent from the game with no release date confirmed. It's speculated that his mechanic will involve the music box to sooth him.
|Core Series Mechanics|