“Family pizzeria looking for security guard to work the nightshift. 12 am to 6 am.”
- Not what you were looking for? see Night 1 (disambiguation).
Night 1 is the first playable night of Five Nights at Freddy's. Compared to the later nights, this night is relatively easy and serves mainly as an introductory stage that accustoms the player to the game's mechanics. Freddy Fazbear will not be active (unless the power runs out), and will not move at all, although he can sometimes be seen facing the camera on the Show Stage.
The only two animatronics that are notably active are Chica and Bonnie. However, an extremely inactive player may allow Foxy to attack if not viewing the cameras at all. Golden Freddy can also be summoned on this night, which can be problematic for an unsuspecting player that doesn't know how to get rid of him. This is arguably the best night to summon Golden Freddy, as the other animatronics will rarely attack the player, giving them lots of time to try to make the poster change to Golden Freddy's.
“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 do fine. So, let's just focus on getting you through your first week. Okay?
Just Close the Left Door
A rather simple strategy can be used more successfully on this night compared to other nights: that is to simply close the left door and do not do anything else. Do not check the Hall Lights, and do not check the Monitor. This works because if Foxy leaves Pirate Cove to attack, the left door will prevent him from entering and attacking the player, and thus causing a Game Over.
Also, if Chica sneaks into the Office, she cannot do anything unless the player checks the Monitor, which can be easily avoided. Using this strategy should be sufficient to survive the entire night, even if the power runs out. Bonnie's efforts will be proven futile should he approach, as the left door will be closed, and that is the only door through which he may enter the Office.
If a player is more concerned with losing power, they can wait until 2 AM (around the time Phone Guy's message finishes) to close the door; the animatronics are completely disabled until this time, and will still be on the Show Stage. Using this strategy ensures that the power will not go out. On the mobile version, as the nights are only about half as long and the animatronics become active faster, it's best to wait until Phone Guy talks about them wandering around (they usually become active around this time). Phone Guy's message on the mobile version ends at 4 AM instead of 2 AM.
On the mobile version, if the player sits without doing anything at all, Foxy will usually enter the Office around 60% remaining power. However, with such conservative power usage, the left door can be closed at around 80% remaining power and left this way for the rest of the night, so there is plenty of room to work with.
Another strategy is to check the door lights every 8-12 seconds, then check the stage. This allows the player to see if Bonnie and Chica have left. Then, occasionally check Pirate Cove.
- Check the Hall Lights every 12 seconds.
- Check the stage for Bonnie and Chica.
- Check Pirate Cove (this step does not need to be followed frequently, as Foxy will only attack on Night 1 if the player is extremely inactive).
- The player should get accustomed to many of the vital mechanics utilized throughout the game as quickly as possible, namely, the importance of the Hall Lights, Doors, and conserving power - as Phone Guy says, the player should use it only when absolutely necessary.
- The player should also try not to use too much power; although this is the first night, power does drain fairly quickly, regardless of the night. Learning to look at the cameras quickly and efficiently is recommended.
- The player should learn the patterns of the animatronics; Chica will only approach the right door while Bonnie only approaches the left.
- Foxy can be active and attack on this night, before his official introduction on Night 2, although this requires the player to be idle for an extremely long period of time. Also, he doesn't usually attack before 4 AM comes.
- It might also be useful to note that each "hour" in the game has a total duration of 1 minute and 25 seconds, meaning each night lasts about 8 minutes and 30 seconds. In the mobile version, each hour lasts approximately 45 seconds. However, this means that the power decreases faster as well and the animatronics are more active, as to balance out the difficulty.
- Bonnie and Chica tend not to move until around 2-3 AM or around the end of the phone call (this is not the case for other nights), meaning the player really doesn't have to do much for a little while. Being sure to watch Pirate Cove is recommended, however, as Foxy will activate if the player is idle for too long.
- Many beginning players will desire for the highest level of environmental awareness as possible. While it may provide some comfort to visually understand the locations of the animatronics via the Monitor, it is also very key to listen to the environment. Along with more ambient noises, the player may soon discover that certain sounds actually enhance their current spatial awareness.
- Whenever the player is able to hear footsteps, they automatically know that either Bonnie or Chica is active, on the move, and near the Office: typically whenever they reach the West and East halls.
- Whenever a series of loud, metallic clattering noises can be heard, the player automatically knows that Chica has wandered into the Kitchen, which eliminates any reason to check on her. The noises in the Kitchen can be heard even if the Monitor is lowered.
- Randomly, the player can hear Foxy sing during the Night which is an indication that he is not moving from Pirate Cove.
- Because the animatronics are not very active on this night, it is considered the best night for summoning Golden Freddy, as the other animatronics will not really be bothersome. It is also said that Golden Freddy appears most often on this night and Night 3. New players may not know what to do when they see him, therefore he can be a real threat to inexperienced players. If the poster in the West Hall Corner changes to a close up and golden/yellow picture of Freddy with hollow eye sockets, then this means that Golden Freddy will appear in the Office when the Monitor is lowered. Getting rid of him is easy, however, and the player has a fair amount of time to react once he is in the Office. If he appears, simply raising the Monitor will cause him to disappear.
- The phone recording on this night is the longest of the five phone recordings, stopping shortly after 2 AM.
- The order of animatronic activity from greatest to least is Bonnie, Chica, Foxy and Freddy.
- This is one of two nights where Freddy doesn't move from the Show Stage unless the power goes out, the other being Night 2.
- A reversed, lower-pitched version of this night's phone recording can sometimes be heard as ambiance in Five Nights at Freddy's 4.
- There is a secret to skipping nights in the game. If the player presses the "C", "D", and "+" key in order, the time will change to 6 AM and they will automatically skip Night 1. This can be used for the succeeding nights as well.
- The AI for Night 1 is actually 0-0-0-0. Since Bonnie's AI is incremented by 1 at 2AM, 3AM and 4AM, he only starts to move at 2AM, shortly after the phone call has ended. Chica's and Foxy's AI levels are incremented at 3AM and 4AM, which is why they too activate on Night 1.
- It is quite rare to see Foxy on the first night, but theoretically he can attack starting at 3AM. Contrary to the mentioned "Just Close the Left Door" strategy, it is theoretically possible (albeit unlikely) for Foxy to attack twice or even three times. Should this happen, he will drain enough power for the player to fall to 0% and get killed by Freddy.
- Not what you were looking for? see Night 2 (disambiguation).
Night 2 is the second playable night of Five Nights at Freddy's, as well as the last playable night in the Demo version of the game. This night immediately starts increasing the difficulty, as Foxy becomes a threat, forcing the player to adapt their play style to accommodate for his appearance.
Aside from a notably quicker activation time, Bonnie and Chica are essentially the same as they were in Night 1. This is the final night where Freddy Fazbear does not attack unless the player lets the power run out. He does have a slight chance to activate on this night but it's very unlikely.
“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.
Just Close the Left Door
This strategy can work for this night too, but it is a bit more difficult to execute, as Foxy is more aggressive and can knock twice on the door in one night. The first knock drains 1% of the power, and the second drains an instant 6% of the power, meaning that 6 AM might not come before the power runs out.
It is possible for Freddy to be lenient if the A.I. happens to choose a long cycle kill but this is not guaranteed. It will be necessary to account for the power loss and wait until later before closing the door. The player must take into account the fact that Bonnie could possibly jam the left door as early as 1AM should he get inside the Office.
The player could also reopen the door as they are nearing the end of the night, should they need the power to last just a little bit longer before Freddy arrives.
Another strategy that can help on Night 2 and above is to leave the camera on the Pirate Cove video feed - which renders Foxy inactive - and to occasionally check the Hall Lights to make sure Chica and Bonnie aren't there.
- This stage officially introduces Foxy, who can be a severe detriment when not dealt with correctly. The trick is to watch his hiding place: Pirate Cove. Phone Guy himself notes this, stating that Foxy doesn't like being watched; he becomes more active when the cameras aren't on. Besides Foxy, this stage is still relatively simple, as long as the player is careful and remembers to occasionally check Pirate Cove (about every 4-20 seconds is necessary).
- When Foxy leaves Pirate Cove, the player should close the left door as fast as possible. Foxy cannot be seen with the Hall Lights.
- It is important that the player makes sure that neither of the other animatronics are making a move towards the Office before bringing up the Monitor, since if they get inside, they can attack when it is lowered again, or if it is up for too long.
- Unlike Night 1, Bonnie and Chica can activate before 2 AM comes. Being prepared for their appearance is recommended. While the Phone Guy is speaking, the player should check the cameras to make sure all animatronics are in their proper places.
- Phone Guy advises to check the Hall Lights "if you can't find something, or someone, on your cameras", but there can be instances where an animatronic cannot be found using either the Hall Lights or the Monitor. Often, this occurs whenever the player seeks out Bonnie or Chica on the cameras. Sometimes, it is not possible to find one of them at all for a short time. This is because, besides the Show Stage, the animatronics are never seen to be in the same room as one another as there is an absence of in-game files depicting the two together. This is useful to know whenever the player finds that they are unable to find Bonnie or Chica on the cameras, as there will possibly be times when both Bonnie and Chica are in the Dining Area at the same time. The player may see one animatronic, but not the other, even though they are in the same room.
- This is a safe assumption to make whenever the player finds that an animatronic has "disappeared" for a short time.
- This is proven in the mobile version's purchasable Cheat Mode, which enables the player unlimited power, and the ability to track the animatronics' exact locations in the pizzeria. The best example of two animatronics in the same room is whenever Bonnie and Chica are both in the Dining Area. The map of the pizzeria will confirm that the two are indeed in the same room, but the player will only be able to see the last one who entered the area.
- Golden Freddy can rarely be summoned on this night in the mobile version.
- This is also true for Night 4.
- If the player is playing the demo version of the game, the following message will appear after beating this night, accompanied by Freddy's jingle:
- The AI levels for this night are 0-3-1-1.
- Not what you were looking for? see Night 3 (disambiguation).
Night 3 is the third playable night of Five Nights at Freddy's. During this night, the game becomes much more difficult, as hinted by the blurred-out sections of the newspaper, along with the animatronics being much more aggressive. On this night, Chica will leave earlier than Bonnie, whereas Bonnie himself won't move until 2-3 AM (much like in the first night).
Freddy Fazbear can become active on this night and catch the player if not monitored carefully.
'“'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.
Um... Ok, I'll leave you to it. See you on the flip side.
Just Close the Left Door
There is a method of surviving on Nights 1-3, where the player closes the left door once they have 90% of power left, only to reopen it when they have 8% power left and wait until 6 AM. However, this may not work if Foxy becomes active before the player has 90% power or after the player has 8% power and/or Freddy doesn't play his longer jingle.
The player must also take into account that Freddy can activate on this night, which could be a problem since he comes from the right side and attacks regardless of whether the Monitor is pulled up or not. It may be possible to close the door later in the night and not have to ever open it as Bonnie will not become active on Night 3 until 2-3 AM. However, the player should still remember to close the right door, should Freddy reach the E. Hall Corner.
Cove, Freddy, and Lights
The most common strategy for Nights 3 to 6 is for the player to simply do this in the correct order:
- Check Pirate Cove for Foxy.
- Check where Freddy is, as checking on him often can slow him down.
- Check both Hall Lights.
- Check the power.
Since checking on Bonnie and Chica with the camera can drain power, the player should simply look for them using the hall lights. Bonnie or Chica may enter the Office if the lights aren't checked often. If the doors or lights cannot be used, this means either Bonnie or Chica are inside, and the game will almost certainly end. At this point, the player can only avoid death if they don't check the cameras at all; however, this puts them at risk of Foxy attacking if the left door is jammed.
Freddy navigates the building in this order: Show Stage → Dining Area → Restrooms → Kitchen → East Hall → E. Hall Corner, the same order as Chica. If Bonnie and Chica have left the Show Stage, then the player should check only Pirate Cove and Freddy's current location. If Freddy is in the East Hall Corner, then it is recommended that the player close the right door if they want to view a camera other than CAM 4B, or else Freddy will sneak into the Office. If the player never uses any of the other cameras, it will be impossible for Freddy to enter the Office.
If Freddy's laugh is heard after he has been spotted in the East Hall Corner, the player is viewing another camera, and the right door is open, Freddy has snuck into the Office and will attack at any time. Freddy is definitely in the Office if he cannot be seen or heard on any camera. A faint garbled whispering can be heard when Freddy is in the Office. Often, players are not aware that Freddy is in the Office, so Freddy suddenly attacking while both doors are closed gives the false impression that he can teleport inside.
The player can also tell where Freddy is by counting the number of times he laughs: 1. Dining Area, 2. Restrooms, 3. Kitchen, 4. East Hall, 5. East Hall Corner. When Freddy laughs a sixth time, it signifies that he has moved from the corner, and it is safe to open the door until his laugh is heard again (the player must still be wary of Chica while doing so).
- Chica becomes much more aggressive on this night. Keeping an eye out for her outside of the doors is recommended. The player must remember to use the Hall Lights often.
- If Pirate Cove is open and empty, the player should close the left door immediately. Otherwise, Foxy will rush into the room and attack.
- Golden Freddy, who seems threatening, actually poses little danger to the player. If a poster in the West Hall Corner changes to a close-up of a golden Freddy Fazbear with empty eye sockets, then Golden Freddy has been triggered to spawn in the Office. Players should stay calm, as Golden Freddy is easily avoided; he can be despawned by bringing up the Monitor and lowering it again. Avoiding him is as simple as not ever switching to the West Hall Corner.
- Freddy will start moving during this night, so being mindful of his location is recommended. He can catch the player if they underestimate him. He will become an even bigger threat during Night 4.
- While Freddy can move on this night, there is still a high chance that he won't attack.
- If a deep laughing sound is heard, this means Freddy has entered a new room. The sound gets slightly louder the closer he gets to the Office. Freddy can enter the room only if the right door is open and the cameras are not currently viewing him. If Freddy is seen lurking in the E. Hall Corner, he is one step away from getting in, and the player should close the right door when checking the cameras. It is also possible to keep him there by only checking the East Hall Corner camera, but this leaves the player vulnerable to Foxy. The player can close the right door when they check Pirate Cove to counter this.
- Checking only the Show Stage camera can make the night easier for the player, as Freddy will not move as long as the player keeps checking him and Foxy won't move when the camera is up unless he has begun his sprint.
- Foxy should be checked once an hour using this strategy, as unless the player is checking the camera very often, he will most likely become active.
- Freddy and Foxy do not appear in the blindspots. Instead, they approach the Office directly from the East Hall Corner and the West Hall, respectively.
- From this night on, all animatronics are active.
- As Freddy and Foxy should now be the player's highest concern, they should reserve the Monitor for the purpose of checking them. Trying to find Bonnie or Chica on the Monitor can waste power and time. It is recommended that the player checks the Hall Lights before they bring the Monitor up.
- The AI levels for this night are 1-0-5-2. Note that Bonnie's AI is 0, this is probably to ensure that Freddy doesn't move until about 2AM, since Bonnie won't leave Show Stage until 2AM on 0 AI.
- Not what you were looking for? see Night 4 (disambiguation).
Night 4 is the fourth playable night of Five Nights at Freddy's. Freddy Fazbear might become more active on this night. This is where the game gets increasingly difficult, as all animatronics are active, and Freddy is very difficult to understand and predict.
From this night on, when Bonnie and Chica are in the West Hall and East Hall Corners, their heads will violently twitch and a robotic mumbling sound can be heard, the same cue heard upon experiencing Hallucinations. This is actually beneficial to the player, since they are able to hear the sound from the Office itself without having to pull up the monitor, serving as an accurate method of alerting players that either Bonnie and/or Chica are close, and that the player should frequently listen for footsteps or keep checking the Hall Lights for that particular period of time.
The phone call on this night indicates that Phone Guy may have been killed by one, more, or even all of the animatronics. Taking Phone Guy down was likely a group effort. The strange moaning sounds coming from Chica and Bonnie, Foxy banging on the door, Freddy's signature jingle and Golden Freddy's scream are all heard on this call. This points to the possibility that the Phone Guy was able to control the situation to the best of his knowledge and abilities though his efforts proved to be futile in the very end.
“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 sound* 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. *bang bang* Maybe sometime, uh, you could check inside those suits in the back room? *bang bang* I'm gonna to 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...*moan* oh, no - *noises followed by an animatronic screech and static*
Tips and Strategies
- On this night, Freddy will either be more active (AI level 2) or be as active as he was on Night 3 (AI level 1). This is randomly chosen at the start of the night.
- Freddy always takes this path to the player through the building: Show Stage → Dining Area → Restrooms → Kitchen → East Hall → East Hall Corner → the Office. However, once he reaches the East Hall, he will never backtrack to the Kitchen, and will keep moving between the East Hall and the East Hall Corner for the duration of the night.
- The easiest strategy against Freddy is to watch him on the Show Stage camera similar to monitoring Pirate Cove to prevent Foxy from moving. If Freddy moves, check his new location. This will make him barely/slowly move and most likely confine him far from the Office.
- Check both Hall Lights. If an animatronic is there, shut the door.
- Check Foxy and Freddy. This strategy works on all nights except for the ones in which they are not active or if the player toys with their AI in the Custom Night.
- Both Chica and Bonnie have the ability to disable the doors and lights if they're not checked on properly. They will not reactivate if this happens. The only way to survive this situation is to hold out until 6 AM - avoid looking at the cameras at all, as this will trigger Chica or Bonnie into attacking. The player may be able to stretch out their time if they can close the left door, but even so, Freddy can still get in through the right.
- The easiest way to survive this night is to check both lights, then Pirate Cove, check both lights, then check Pirate Cove and the Show Stage. If the player is fast enough, Freddy and Foxy will become much less of a threat - Freddy will not move if the player checks on the Show Stage frequently, and Foxy will tend to refrain from attacking if the player checks on him about 6 times an hour. However, this can be randomized.
- Chica is often the first animatronic to move, much like Night 3.
- In many cases, Bonnie or Chica will have already moved when the player lifts up the Monitor.
- The "Just Close the Left Door" strategy no longer works from this night onwards, because the base power drain becomes too high for the power supply to last until 5 AM.
- If Pirate Cove's curtain is fully open, the player must not look at the West Hall before lowering the Monitor as this will trigger Foxy's sprint, leaving the player with less time to protect themselves. To survive his attack after looking at Pirate Cove while it's empty, immediately lower the Monitor and close the left door. Foxy may bang on the door, and some power will be drained, 1% the first time, 6% the second, 11% the third, and so on, taking away the previous amount of power + 5% power each time he bangs on the door.
- The player can tell where Freddy is by counting how many times he has laughed or a slight breathing/static noise is heard: 1: Dining Area, 2: Restrooms, 3: Kitchen, 4: East Hall, 5: East Hall Corner. When Freddy laughs a sixth time, it signifies that he has either moved into the Office (in this case his laugh will be much louder), or that he moved away from the East Hall Corner, and it is safe to open the door until his laugh is heard again (the player must still be wary of Chica while doing so).
- The AI levels for this Night are 1-2-4-6 or 2-2-4-6 (Freddy's AI is randomized between 1 and 2).
- Not what you were looking for? see Night 5 (disambiguation).
Night 5 is the fifth and final playable night of the main storyline of Five Nights at Freddy's. Upon beginning Night 5, the player will be greeted with a phone call of deep, distorted voices, rather than Phone Guy, with the call ending in static and an animatronic screeching. Curiously, it seems to cut off 1/4 of the way through the screech, three times.
This night can be extremely difficult, even if the player has a considerable level of skill, as all of the animatronics are very active, and Foxy will often drain the power by banging on the left door. This can eventually lead to a power outage, resulting in an inevitable death, courtesy of Freddy Fazbear, if the player is not careful to monitor Foxy's movement.
Note: The phone call from Night Five is not actually spoken by Phone Guy. It's more likely one of the animatronics in a deep, garbled, demonic-sounding voice. When the audio clip is played backwards and some post-processing applied, it is rendered into a difficult to understand, and hard to translate, garble.
While numerous possible fan translations exist, a more recent speculation is that the call is in fact an excerpt from the book Autobiography of a Yogi by Paramhansa Yogananda. It has not been confirmed, however, and is simply speculated because of the frequent matches in hand-translated phrases that most translators of the call have found. The complete passage speculated to be in the call is as follows:
“(Omitted: Sir,) it is lamentable that mass agricultural development is (omitted: not) speeded by fuller use of your marvelous mechanisms. Would it not be easily possible to employ some of them in quick laboratory experiments to indicate the influence of various types of fertilizers on plant growth?
You are right. Countless uses (omitted: of Bose instruments) will be made by future gener- (omitted: ations. The scientist) seldom knows contemporaneous (omitted: reward; it is enough to possess) the joy of creative (omitted: service.)
It seems that when decoded, the garbled noise that some of the animatronics make are also based off of the same excerpt, but moved up a few lines. It prepends "application of electric currents or heavy pressure. I looked around the room at the numerous inventions, eloquent testimony of a tireless ingenuity" and then cuts off at "..to indicate."
Lights, Freddy and Cove
The most common strategy for Nights 3 to 6 is for the player to simply do this in the correct order:
- Close the right door (so Freddy can't enter the Office).
- Check Pirate Cove for Foxy.
- Check both Hall Lights. If Bonnie or Chica is in the doorway, close the door of the animatronic in question.
Since checking on Bonnie and Chica with the cameras can use up power, the player should simply check for them using the Hall Lights. Bonnie or Chica may kill the player if they don't check the door lights often. If the player isn't able to use the doors or Hall Lights, then that means either Bonnie or Chica are inside the Office, and the player will almost certainly be attacked. The player can avoid this if they don't check the cameras at all, but that puts the player at risk of Foxy attacking if the left door jams.
Bonnie/Chica, Freddy, Foxy
Another good way to complete Night 5 with ease is:
- Check the right and left hall lights twice.
- As fast as possible, check the cameras on the Show Stage and Pirate's Cove. Constantly checking the Show Stage will freeze Freddy in place, thus Freddy won't be a deterrent to the player.
- Repeat, except check Pirate Cove first and then switch to the Show Stage.
Freddy navigates the rooms in this order: Show Stage → Dining Area → Restrooms → Kitchen → East Hall → East Hall Corner. If Bonnie and Chica are gone, then the player should check only Pirate Cove and Freddy's current location. If Freddy is in the E. Hall Corner, then it is recommended that the player closes the right door when viewing another camera. If Freddy's laugh is heard after he has been spotted in the E. Hall Corner and the right door is open, Freddy has snuck into the Office and will attack at a random time.
- The player should check Pirate Cove and Show Stage frequently. Foxy and Freddy are much more active than they are on previous nights.
- Checking the East Hall Corner frequently is recommended; if Freddy is there, it is advised that the player does not look away from this camera, or else, he will sneak into the Office.
- If the player keeps a constant eye on Freddy on the Show Stage and on Foxy in Pirate Cove, Freddy will not leave the stage and Foxy will take a longer time leaving his position. As long as the player can check the doors and cameras quickly, this is one of the easiest known ways to pass Night 5 (Note that the above tactic might not work so often on the mobile versions of the game, as the A.I. is much more aggressive than usual).
- It is crucial that the player avoids running out of power, as Freddy plays his song shorter and attacks faster on this night.
- Another strategy for the player to use is as follows:
- Check only the Show Stage camera for Freddy.
- Lower the camera and check both lights.
- Repeat 1 and 2.
- Repeat 1 and check Pirate Cove's camera for Foxy. This way the player doesn't watch him too much or too little.
- Repeat all. Now only Bonnie and Chica are threats.
- There is another strategy to stay alive against Freddy without having to look for him too much, which is to close the right door when his laugh has been heard 5 times (1. Dining Area, 2. Restrooms, 3. Kitchen, 4. East Hall, 5. E. Hall Corner). If Freddy laughs again after the fifth time, it means that he has changed rooms. Check the E. Hall Corner; if neither he nor Chica are there, the door is safe to open. If he laughs once more after that, he may be back in the corner - close the door and check again. This strategy requires a lot of attentive listening, but it can save on power.
- Being that Freddy, Bonnie and Chica are all very active during this night, it tends to be very easy to overlook Foxy, so it's advised to keep an eye on Pirate's Cove.
Completing Night 5
Upon completion of Night 5, Mike Schmidt will receive his paycheck worth $120 for working the five nights.
When the player returns to the main menu, they will find a star added to it for beating Night 5, and the bonus Night 6 is unlocked and selectable, separate from the main game.
- Mike only works for $4 per hour during his employment at Freddy Fazbear's Pizza, which is lower than any American state's definition of the minimum wage.
- This can potentially be refuted since, in the U.S., federal income tax from 1988 to 2001 was 15% for whatever tax bracket Mike would be in with his $120 paycheck. Assuming 15% and that they took out income tax already before paying him, as most businesses do, Mike actually gets ~$141.18 (rounded to nearest cent), which results in a ~$4.71 hourly wage (again, rounded to nearest cent). That's just on federal income tax alone, not to mention state tax, which varies from state to state. The minimum wage was $4.25 from 1991-1995, $4.75 in 1996, and $5.15 from 1997-2006. If other taxes were taken out of his paycheck, it's easy enough to push the year this takes place in as far forward as 1996 and potentially to 2006. Assuming his payday was a Friday, this makes 1993 a viable year based simply on federal income tax and minimum wage at the time. If further taxes were taken out, 1999 and 2004 might become viable as well, as further taxation only means he receives a higher base pay. Any Friday the 12th in November after 2004 is unlikely, as the next is in 2010, where his income tax bracket would have dropped to 10%, making the minimum wage $7.25, too high for what he would be making.
- It's possible that Freddy Fazbear's Pizza could legally be paying Mike at a rate that is clearly lower than the federal and state minimum wages today. The U.S. Department of Labor allows some categories of workers to be paid less than the minimum wage, to try and avoid hindering their employability. Examples include young workers under 20, full-time students working in certain sectors, and those with physical or mental disabilities. In either case, certificates are required in order to carry it out- an unlikely scenario, given that Mike would only have had the job for a week, compared to the time or money it would have taken for the restaurant to obtain such a certificate. However, it shows that the sub-minimum pay rate can be legally given in certain circumstances. The rationale behind the possibility that Mike could have belonged to one of these exceptional cases is that it opens up the year of the game's setting, so the tablet camera feed can make sense, without restricting the game's year to one where $4.00 hourly was actually the federal minimum wage- arguably 1993. However, this theory is unlikely, since if Mike was mentally disabled, he would probably not be able to avoid the animatronics, a task which requires strategy, reflexes, and multitasking ability.
- The demonic voices that play on this night's phone call are the same voices that occur when Bonnie and Chica's heads twitch in the East and West Hall Corners and during Golden Freddy's special Visual Hallucinations, in addition to their respective screams when attacking.
- The AI levels for this night are 3-5-7-5.
- Not what you were looking for? see Night 6 (disambiguation).
Night 6 is the sixth playable night of Five Nights at Freddy's. It is unlocked after the completion of Night 5.
With the exception of 4/20 mode in the Custom Night, Night 6 is the most difficult night to beat. Often nicknamed "Nightmare Mode", all animatronics are incredibly active, and the player must be very careful in order to complete this night. Unlike the previous five nights, there is no phone call or audio recording at the start of the night.
Upon completion, the player will see a slightly modified version of the same screen displayed after completing Night 5, which now says "You've earned some overtime!" as an additional line of text, plus a salary raise of 50 cents. The check is also pink instead of light green and dated 11-13-XX. The player will earn the title of "Employee of the Month" instead of "valued employee."
On return to the title screen, below the option "6th Night", there is another option entitled "Custom Night", allowing the player to set the difficulty of the animatronics' A.I. manually (besides Golden Freddy). Also, upon completing Night 6, players will receive a second star on the menu.
The most common strategy to surviving Night 6 is for the player to:
- Check Foxy and Freddy Fazbear (based on where he is. It is recommended to start watching him from the Show Stage.)
- Check the Hall lights.
Alternatively, the player can:
- Check only Freddy (on the Show Stage).
- Check the Hall Lights.
- Check Pirate Cove every 2-3 cycles.
- Despite rumors, Foxy will still attempt to attack regardless of whether or not the player looks at Pirate Cove. This is assumed to be a bug that was fixed in the 1.13 update.
- The robotic, distorted sounds that Bonnie and Chica make when in the hall corners are audible even when the Monitor is not raised, so if the player hears it, they should check the lights frequently.
- Freddy can appear at the East Hall Corner almost instantaneously at almost any time, so a heavy eye must be kept on him.
- If the player continuously checks on Freddy, then it is possible to beat Night 6 without him leaving the Show Stage at all.
- In order to complete the night, these power milestones should be reached:
1 AM, should have at least 80% power.
2 AM, should have at least 60% power.
3 AM, should have at least 40% power.
4 AM, should have at least 25% power.
5 AM, should have at least 9% power.
If this process is done correctly, there is a significantly higher chance that Night 6 will be completed successfully.
Completing the Game
Upon completing the sixth night, the player will be greeted with a happy-toned image of a $120.50 paycheck with a background of the animatronic band in a non-disturbing daytime light.
While this screen is shown, the Toreador March plays, which is the same jingle played when Freddy Fazbear is in the Kitchen or during the power outage sequence. After being returned to the menu screen, there will be two stars under the game's title and another option at the bottom titled "Custom Night" underneath the 6th Night option.
- There is no phone call at the beginning of this night.
- The AI levels for this night are 4-10-12-6.
- Not what you were looking for? see Custom Night (disambiguation).
The Custom Night is the seventh and final playable night of Five Nights at Freddy's. It allows the player to change the difficulty of the animatronics' A.I. to any number that they wish, ranging from 0 to 20. It is unlocked after beating Night 6. After completing this night, the player will receive a pink termination slip.
The player is given the ability to set the difficulty level (A.I.) of each animatronic, excluding Golden Freddy. The player can set the difficulty to any number between 0 and 20, for a total of 21 possible level settings. Setting the A.I. level for each animatronic higher will increase its difficulty.
Depending on the settings the player chooses, the animatronics will act differently. The higher the A.I. (artificial intelligence) is set, the more active and tougher the animatronics will be.
- Setting any animatronic to Level 0 will almost completely disable them during the night. Bonnie and Chica will only move from the Show Stage at the later hours, Freddy Fazbear never moves (with the exception of when the player runs out of power), and Foxy will almost never appear in Pirate Cove. (He will only do so if the player is extremely inactive.)
- Note, however, that Freddy will always come for the player if the power goes out, regardless of his difficulty setting. The only way to survive if the power goes out is if the clock rolls over to 6 AM before Freddy's tune ends or before he attacks.
- Despite his settings, Freddy is the least active of the four animatronics on every level. On levels 1 - 2, he is extremely inactive. Having him on these settings will significantly reduce the player's chances of dying from him. On levels 3 - 6, he will become more active and start to behave more like he does on Night 5 and 6.
- On levels 7 - 12, he will become very active. On levels 13 - 20, Freddy is at his most active and will strike at almost any chance he gets in. The player can avoid him by shutting the right door every time they pull up the Monitor or by keeping the camera on the East Hall Corner and closing the right door when the player wants to check other cameras.
- As listed above, no matter the difficulty, Freddy will always be the one to greet the player if they run out of power. Also, no matter the setting, the length of Freddy's jingle and how long he waits before and after it is played is completely up to chance. In addition, his jingle itself might be longer (its maximum time is 20 seconds).
Freddy Fazbear's AI
- Every 302 ticks (each tick is approximately 0.01 seconds) the game will pick a random number between 1 and 20. If it is less than Freddy's AI, Freddy will be set to Might move. When he is set to Might move, a timer will be started. Every tick it is increased by 1. If it is greater than or equal to 1000 subtracted by Freddy's AI level multiplied by 100, Freddy will move. This timer is always set to 0 if the player has the monitor up, except if Freddy is at the East Hall Corner. Note that if Freddy's AI is higher than 10, the timer will always be at 0, resulting in him immediately moving when the monitor is lowered.
- It is unclear if Freddy will ever go back from being set to Might move or Will move.
- Freddy will move through the following order: Show Stage, Dining Area, Restrooms, Kitchen, East Hall, East Hall Corner. When he has reached the East Hall Corner, Freddy will stop moving until the monitor is up and viewing a camera other than East Hall Corner. When Freddy moves from East Hall Corner, he will either move to the Office or back to the East Hall depending on if the right door is closed or not.
- If Freddy is set to higher than 10 AI, he will always move when the monitor is lowered if the player has had it up for 3-6 seconds. If he's set to 20 he will always move if the cameras are up for more than 3 seconds.
- Freddy's AI levels throughout the nights are as following: 0, 0, 1, 1 or 2, 3, 4. His AI level on Night 4 is randomized to be either 1 or 2.
- His AI will stay the same throughout the whole night, unlike the other animatonics.
Bonnie and Chica
- Both Bonnie and Chica have similar behaviors. Assuming they're at the same level, Bonnie will always be more active than Chica, as his AI not only increases by 1 at 3AM and 4AM, but also on 2AM. On levels 1 - 2, they will act as they did on Night 2. On levels 3 - 6, they will appear more frequently.
- On levels 7 - 12, they will appear much more frequently. On levels 13 - 20, they will appear very frequently and will be much more adept at disabling the doors and lights. At Level 20, it can be assumed that they have almost the same frequency of appearing, and the time they give to close the door has significantly dropped.
- If the player sees Bonnie or Chica in their blind spot at A.I. 20, the player will only have one or two seconds to put the door down before they come in and disable the lights and doors.
- The AI levels for Chica in each night are as following: 0, 1, 5, 4, 7, 12. Her AI will increase by 1 when the clock hits 3AM and 4AM.
- The AI levels for Bonnie in each night are as following: 0, 3, 0, 2, 5, 10. (Bonnie's AI on night 3 is likely 0 to prevent Freddy from leaving Show Stage until at least 2AM.) Bonnie's AI will increase by 1 when the clock hits 2AM, 3AM and 4AM.
Bonnie and Chica's AI
- Every 497 ticks, the game picks a random number between 1 and 20. If this number is less than or equal to Bonnie's AI level, he will move. Chica works the same, but every 498 ticks instead.
- The location where they go to is also randomized. Bonnie can sometimes "skip" a camera, for example he can move directly from Backstage to West Hall. Chica can not do this, which could be why she usually is set to higher AI than Bonnie.
- The following is where Bonnie will go:
- Show Stage: Backstage or Dining Area
- Dining Area: Backstage or West Hall
- Backstage: Dining Area or West Hall
- West Hall: Supply Closet or West Hall Corner
- Supply Closet: Outside Left door or West Hall
- West Hall Corner: Supply Closet or Outside Left Door
- Outside Left door: Inside Office or Dining Area depending on whether the door is closed or not.
- The following is where Chica will go:
- Show Stage: Always Dining Area
- Dining Area: Restrooms or Kitchen
- Restrooms: Kitchen or East Hall
- Kitchen: Restrooms or East Hall
- East Hall: Dining Area or East Hall Corner
- East Hall Corner: Outside Right door or East Hall
- Outside Right Door: Inside Office or Dining Area depending on whether the door is closed or not.
- Foxy's difficulty level will determine his frequency of appearing, as well as how adept he is at attacking the player and how fast he will reappear in Pirate Cove. On levels 1 - 2, he will act as he does on Night 1 and Night 2 and can be viewed as much as possible or as little as possible.
- On levels 3 - 6, he will assume his Night 3 mechanics, meaning that the player must now increase the frequency of viewing the cameras. On levels 7 - 12, Foxy will appear in Pirate Cove more quickly and attack more frequently. On levels 13 - 20, Foxy will attack much more frequently and will appear/reappear in Pirate Cove much faster. On Level 20, Foxy can reappear in Pirate Cove almost instantly after having attacked.
- Foxy's AI levels for each night are as following: 0, 1, 2, 6, 5, 6. His AI will increase by 1 on 3AM and 4AM.
- Foxy works unlike the other animatronics. He doesn't move around the Office, but instead progresses through different stages. In the first 3 stages he is in pirate cove, and then on Stage 4 he is in the West Hall.
- Every 501 ticks, the game will pick a random number between 1 and 20. If this number is less than or equal to Foxy's AI level, he will move. However, there is also a timer preventing him from moving. When the monitor is lowered, it is randomized between 50 and 1050 ticks. As long as the timer is greater than 0, Foxy can't move. This also means that he can't move at all when the monitor is up. However, if he has reached Stage 4, this does not apply, as he will go to his running animation as soon as the player switches to the West Hall camera. Foxy will also go directly to attack if the player hasn't triggered the animation yet after 1500 ticks has passed since he hit Stage 4.
Completing the Custom Night
Upon completion of the Custom Night, the player will receive a "Notice of Termination," stating that they were fired. They are fired for Tampering with the animatronics (adjusting the A.I. levels to be easier/harder), General unprofessionalism, and Odor.
Special Input Codes
There are currently three special codes that the player can input on the A.I. difficulty screen.
Contrary to popular belief, setting all A.I. difficulty levels to zero will not disable all four animatronics. However, this mode is perfect for finding hidden Easter eggs or noting changes within Freddy Fazbear's Pizza as the night ticks on. Although the player can be caught off guard by Bonnie and Chica in the later hours, this is highly infrequent.
Triggering Golden Freddy remains a possibility, and of course, running out of power will result in Freddy coming to put an end to the player's night, unless the night ends before that occurs. Foxy can activate even when his A.I. is set to 0, although the likelihood of him attacking is incredibly low. As a result, it would be wise to keep tabs on Pirate Cove even when playing on this mode.
Nicknamed "4/20 Mode" or "Nightmare Mode" by the community, this is the most difficult setting in the game. All of the animatronics are extremely active and survival is extremely difficult. Scott Cawthon, the creator of the game, hinted numerous times that this game mode is close to impossible.
If the player manages to survive, they will unlock the third and final star on the main menu. Scott expressed his shock and congratulations towards Twitch gamer BigBugz and YouTuber Markiplier when they were able to complete the mode, which he had previously considered impossible - in fact, until he realized it could be done, there was no reward for beating this mode.
Below is the strategy that gives a guaranteed completion of 20/20/20/20.
- Open the Monitor and immediately go to the east hall corner.
- Constantly flip up the monitor whilst scrolling to the doors to check if Bonnie or Chica are waiting outside.
(Note: Rapidly flipping up the monitors automatically satisfies Foxy meaning that the player does not need to check on him. It is highly likely that the power will run out at 5:AM using this strategy if Bonnie and Chica don't wait outside the Office for extended periods of time.)
1/9/8/7As of version 1.13, it is currently impossible to play the Custom Night with this setting. Entering this code will instantly trigger Golden Freddy's kill screen, which will then close the game (as seen here). This was added by Scott Cawthon to cease false rumors about entering 1/9/8/7 (a reference to The Bite of '87) into the difficulty settings to get an alternate ending.
- The most commonly-used tactic used for beating 20/20/20/20 is to only check Pirate Cove on the cameras. Begin by checking the left door's light (to see if Bonnie is there), then check the right door light (to see if Chica is there), before closing the right door and pulling up the camera, only checking on Pirate Cove very briefly. Rinse and repeat. If Foxy is gone, immediately close the left door and wait for Foxy to bang on the door. Once the banging sound occurs, re-open the left door and repeat the process, only keeping both doors shut if both Bonnie and Chica are there. Failing to close the right door before bringing up the Monitor or going out of sequence will most likely result in a Freddy attack.
- Another, less common tactic used for beating 20/20/20/20 is to only check the East Hall Corner. It has been observed that Pirate Cove itself does not need to be viewed in order to stall Foxy - as long as the Monitor is in use, he will stay in Pirate Cove. This means that only checking the East Hall Corner will keep Foxy at bay while also allowing the Monitor to be raised without closing the door, because Freddy is already being viewed. The player can then simply check the East Hall Corner, before lowering the Monitor and checking the hall lights, and repeating this throughout the night. If the night is well into 5 AM, the power is at about 3 to 5%, and Freddy plays his longer jingle at the end, the player has a high chance of completing the night.
- The player can also combine these strategies, by checking the East Hall Corner very frequently (in which case shutting the right door is not required) and to check Pirate Cove only casually (in which case the right door must be closed), while, of course, checking the lights for Bonnie or Chica and closing the doors if they are present.
- Regardless of which strategy is used, a helpful tip to completing 20/20/20/20 is to save a little power by closing the right door and checking the camera immediately after. Even if the player does not see it shut all the way, as long as the button is clicked and the door is not disabled, Freddy won't enter the room. If done throughout the whole night, this alone can save up to 2-3% power, as opposed to waiting to witness the door completely close.
- Additionally, it is recommended that the player shouldn't use the Monitor, turn on lights, or close the doors with only 5-4% power left. This can potentially stretch out the remaining time, if the player is lucky enough to not get attacked by Freddy or Foxy.
- As a final tip, it is recommended that in the hardest modes, the player should only check Pirate Cove to know when Foxy is set to attack. He will be active regardless of whether he's watched "too much" or "too little." The player should also check cameras quickly. A quick rhythm to check only the fewest cameras in the shortest amount of time is recommended. If Foxy bangs on the door more than twice during the night, it would be wise to restart (because he drains more and more power each time he bangs on the door).
- The player will be able to tell when Freddy is moving by when his laughter sounds, so the player does not need to close the right door until they hear him laughing, which can save power.
- The player can also combine these strategies, by checking the East Hall Corner very frequently (in which case shutting the right door is not required) and to check Pirate Cove only casually (in which case the right door must be closed), while, of course, checking the lights for Bonnie or Chica and closing the doors if they are present.
- Unless all the characters' A.I. are set to 20, beating the Custom Night will not give the player a third star.
- This Custom Night and the Custom Night from the PC version of FNAF 2 are the only ones in which the player can choose each animatronic's AI. The mobile version of FNAF 2 and Sister Location are restricted to presets, while the 3rd and 4th game technically don't have a Custom Night.
- As of August 21, 2014, YouTubers BigBugz and Markiplier were the first to be confirmed to complete 20/20/20/20 mode, which was initially thought impossible even by creator Scott Cawthon. Bigbugz's video, which was the first to show it was possible, can be seen here. Markiplier's, which explains the strategy, can be found here. Other people have completed this mode since then, but their names will not be listed here.
- Scott Cawthon commented on BigBugz' video, stating that BigBugz' completion of 20/20/20/20 difficulty is the reason he added the third star.
- There was a rumor that entering 0/6/6/6 or 6/6/6/6 would enable the Kitchen camera. This has been proven false, as no image files exist in the game for the Kitchen.
- There was also a rumor stating that entering 2/0/1/5 into the Custom Night settings will unlock an easter egg for Five Nights at Freddy's 2. This has been proven false.
- In addition, Five Nights at Freddy's 2 was actually released in 2014.
- Upon unlocking the Custom Night, the default A.I. settings are 1/3/3/1, which doesn't appear to follow the settings of any of the nights, but it is closest to Night 2.
- Mike will still be fired for tampering with the animatronics even if the player does not touch these settings in any way.
- Scott Cawthon stated that the reason for 4/20 Mode lacking a special ending is because he thought it was impossible.
- A strategy to beat 20/20/20/20 without losing all of the player's power has been discovered. A video showing the strategy can be found here.
- In the A.I. customization image of Foxy, he still appears damaged, possibly meaning that Foxy's photo was taken after he got shut down, or that he was already damaged before. The in-universe reason for this is unexplained, but the most likely reason in reality is that Scott didn't want to make a brand-new Foxy model just for a photo.
- If all A.I. levels besides Foxy are set to 0, and Foxy is set to 20, with the left door closed for the entire night, Foxy will drain all of the power with his banging in about 3 minutes and 5 seconds.
- If Freddy's A.I level is set to 20 while Bonnie and Chica's are both set to 0, Freddy will be forced to remain on the stage until the later hours, as he can't leave until both Bonnie and Chica have gone from the stage.
- In the mobile versions, there are no difficulty specifications for the A.I. levels listed. This is likely because of the screen not being big enough to display the numbers on it.
- There are a total of 194,481 configurations of A.I. levels - 21 levels per animatronic, and including 1/9/8/7, which is unplayable due to the Golden Freddy easter egg.
- The custom night AI equivalent to each night are as following:
- Night 1: 0-0-0-0
- Night 2: 0-3-1-1
- Night 3: 1-0-5-2
- Night 4: 1-2-4-6 or 2-2-4-6 (Freddy's AI is randomized between 1 or 2)
- Night 5: 3-5-7-5
- Night 6: 4-10-12-6
- Note that Bonnie's AI is increased on 2AM, 3AM and 4AM. Chica's and Foxy's AI levels are increased only on 3AM and 4AM.
- When you include this information, the full AI table is the following:
The reason the AI is different depending on the time is because Bonnie's AI increased by 1 at 2AM, 3AM and 4AM. Chica and Foxy's AI increase by 1 only on 3AM and 4AM.Freddy's AI on Night 4 is randomized between 1 and 2