“What could go wrong?”
- Not what you were looking for? see Night 1 (disambiguation).
Night 1 is the first playable night of Five Nights at Freddy's 2 and the only playable night in the mobile demo, as well as one of two playable nights on the PC demo. It introduces players to the new mechanics of the game, such as the Flashlight, Freddy Fazbear Head, and Music Box, as well as familiarizing them with the new locations and animatronics such as Toy Freddy, Toy Bonnie, Toy Chica, and The Puppet.
“Uh, hello? Hello, hello? Uh, hello and welcome to your new summer job at the new and improved Freddy Fazbear's Pizza. Uh, I'm here to talk you through some of the things you can expect to see during your first week here and to help you get started down this new and exciting career path.
Uh, now, I want you to forget anything you may have heard about the old location, you know. Uh, some people still have a somewhat negative impression of the company. Uh... that old restaurant was kind of left to rot for quite a while, but I want to reassure you, Fazbear Entertainment is committed to family fun and above all, safety. They've spent a small fortune on these new animatronics, uh, facial recognition, advanced mobility, they even let them walk around during the day. Isn't that neat? -clears throat But most importantly, they're all tied into some kind of criminal database, so they can detect a predator a mile away. Heck, we should be paying them to guard you.
Uh, now that being said, no new system's without its... kinks. Uh... you're only the second guard to work at that location. Uh, the first guy finished his week, but complained about... conditions. Uh, we switched him over to the day shift, so hey, lucky you, right? Uh mainly he expressed concern that certain characters seemed to move around at night, and even attempted to get into his office. Now, from what we know, that should be impossible. Uh, that restaurant should be the safest place on earth. So while our engineers don't really have an explanation for this, the working theory is that... the robots were never given a proper "night mode". So when it gets quiet, they think they're in the wrong room, so then they go try to find where the people are, and in this case, that's your office. So our temporary solution is this: there's a music box over by the Prize Counter, and it's rigged to be wound up remotely. So just, every once in a while, switch over to the Prize Counter video feed and wind it up for a few seconds. It doesn't seem to affect all of the animatronics, but it does affect... one of them. -clears throat Uh, and as for the rest of them, we have an even easier solution. You see, there may be a minor glitch in the system, something about robots seeing you as an endoskeleton without his costume on, and wanting to stuff you in a suit, so hey, we've given you an empty Freddy Fazbear head, problem solved! You can put it on anytime, and leave it on for as long as you want. Eventually anything that wandered in, will wander back out.
Uh, something else worth mentioning is kind of the quirky modern design of the building. You may have noticed there are no doors for you to close, heh. But hey, you have a light! And even though your flashlight can run out of power, the building cannot. So, don't worry about the place going dark. Well, I think that's it. Uh, you should be golden. Uh, check the lights, put on the Freddy head if you need to, uh, keep the music box wound up, piece of cake. Have a good night, and I'll talk to you tomorrow.
This night is considerably more difficult than the first night of the original game. The player should be on high alert, as the new animatronics become active at 2 AM, even during the phone call. The player should also remember to wind up the Music Box. (However, the Music Box will remain wound up until about 2 AM, whereby it will start to wind down shortly after Phone Guy mentions it.)
The player should also keep an eye on both the Left Air Vent and the Right Air Vent. If any banging is heard, the player should be sure to view both air vents in order to see which animatronic is either inside of or about to enter The Office, though this is not absolutely necessary. Foxy does not generally become active on this night, but it has been reported to happen, so the player should frequently use the Flashlight to check the hallway in front of them. Mangle also has a chance to become active on this night, although this is very rare.
If an animatronic is lurking in the vents on either side of The Office, the player should very quickly wind up the Music Box to about halfway, then immediately put on the Freddy Fazbear Head until the player hears more banging sounds in the vents, indicating that the animatronic has left (or, in the case of Toy Bonnie, the player will see him sliding into view and then disappearing). This will allow the player to avoid death with relative ease.
Another strategy has been found, and proven to be even more simplistic.
The most simple strategy to beating the first night of the second game revolves around winding up the Music Box only, while not touching anything else. Foxy does not become active on this night, thus flashing the hallway is not necessary, nor are any of the old animatronics active, so the Monitor can be kept up somewhat comfortably. Using this strategy is most likely to succeed since Toy Freddy usually does not enter The Office unless the Monitor has been pulled down multiple times.
- Each hour in the game lasts approximately 1 minute and 8 seconds, which means each night takes approximately 6 minutes and 48 seconds to complete - a considerably faster rate compared to the first game, which takes approximately 1 minute and 25 seconds per in-game hour.
- Unlike the first game, the PC and mobile versions take the same amount of time for an hour to pass.
- A good strategy to avoid death is for the player to check the Monitor, wind the Music Box, lower the Monitor, and then to immediately equip the Freddy Head to avoid death from certain animatronics, and finally, to end by taking the head off and aiming the Flashlight down the hall in order to deter Foxy, should he be there. Also, the player should listen to the vents as strange, loud banging can be heard if an animatronic is inside either vent and approaching The Office; this can save the player time since having to use the Monitor to locate an animatronic can be tedious.
- The player should be aware that, unlike Freddy Fazbear in the first game, Toy Freddy will activate during this night.
- If Toy Freddy is seen peering into The Office, leering closer than usual in the hallway, the player should immediately put on the Freddy Head to ward him off.
- The Music Box will start to unwind around 2 AM, shortly after Phone Guy mentions it, so the player must pay attention to it, even during his call, as it doesn't end until around 3 AM. Toy Bonnie will also begin to move toward The Office around the same time, but since he takes a while to arrive, he is not an immediate threat.
- To prevent the animatronics from moving, the player should shine the Flashlight on the Show Stage every few seconds while all three animatronics are still there. This will not keep them there the whole night, but if done correctly, it could effectively stall them until 4 AM.
- On this night, Phone Guy states that the animatronics have the ability to roam freely during the day. In Night 1 of the first game, Phone Guy states that the animatronics could previously roam freely during the day, but they are not programmed/allowed to any longer due to a previous incident.
- This strongly hints that Five Nights at Freddy's 2 is a prequel.
- Strangely, this phone call contains many slight nods to the first game. Phone Guy specifically states that The Office has no doors, and that its counterpart, the Freddy Fazbear Head, can be left on as long as the player wants. He also states that the building has unlimited power, so there is no penalty for checking the lights or cameras frequently.
- Phone Guy refers to the security guard job as a "summer job", although the paycheck received at the end of the game places the timeframe in fall, being issued in November.
- Phone Guy was hinted to have died on Night 4 in the first game, but he is alive and well here, strongly suggesting that Five Nights at Freddy's 2 is a prequel.
- The AI levels for this night are 0/0/0/0/0 0/0/0/0/0
- 0/0/0/0/0 0/2/2/0/0 at 2 am and 0/0/0/0/0 2/3/2/0/0 at 3 am
- The Dining Room floor for the cutscenes are cut off. This is easily seen when brightened.
- Not what you were looking for? see Night 2 (disambiguation).
Night 2 is the second playable night of Five Nights at Freddy's 2, as well as the last playable night in the regular PC Demo version of the game. This night is much more difficult than the previous night, as Toy Freddy, Toy Chica, and Toy Bonnie are more active. The Music Box also unwinds faster.
This is also the night where BB, Mangle, and Foxy become active, with the rare possibility of Freddy Fazbear, Bonnie, and Chica also making an appearance, forcing the player to adapt their play style in order to accommodate for these new additions.
“Ah...hello, hello! Uh, see, I told you your first night wouldn't be a problem. You're a natural!
Uh, by now I'm sure you've noticed the older models sitting in the back room. Uh, those are from the previous location. We just use them for parts now. The idea at first was to repair them...uh, they even started retrofitting them with some of the newer technology, but they were just so ugly, you know? The smell...uh, so the company decided to go in a whole new direction and make them super kid-friendly. Uh, those older ones shouldn't be able to walk around, but if they do, the whole Freddy head trick should work on them too, so, whatever.
Uh...heh...I love those old characters. Did you ever see Foxy the pirate? Oh wait, hold on...oh yeah, Foxy. Uh, hey listen, that one was always a bit twitchy, uh...I'm not sure the Freddy head trick will work on Foxy, uh. If for some reason he activates during the night and you see him standing at the far end of the hall, just flash your light at him from time to time. Those older models would always get disoriented with bright lights. It would cause a system restart, or something. Uh, come to think of it, you might want to try that on any room where something undesirable might be. It might hold them in place for a few seconds. That glitch might've carried over to some of the newer models too.
One more thing - don't forget the music box. I'll be honest, I never liked that puppet thing. It's always...thinking, and it can go anywhere...I don't think a Freddy mask will fool it, so just don't forget the music box.
Anyway, I'm sure it won't be a problem. Uh, have a good night, and talk to you tomorrow.
Not only will several new characters become active on this night, they will also begin moving before 2 AM, unlike Night 1. Mangle even has the possibility of leaving Kid's Cove as early as 12 AM. For new players, it can be very terrifying and stressful. A viable strategy for Night 2 involves the player only checking the Prize Corner, so that every time they raise the Monitor, they will be able to wind the Music Box immediately. A desirable pattern with this strategy is for the player to:
- Check the Main Hall.
- Check the Left Air Vent Light.
- Check Main Hall.
- Check the Right Air Vent Light.
- View the Monitor and wind the Music Box.
- Repeat the above steps.
If Foxy is lurking in the entrance: Flash the light at him in order to maintain a safe office environment when monitoring the animatronics.
If the player sees an animatronic in one of the vent lights (Toy Chica or BB in the left, Toy Bonnie or Mangle in the right), they should put on the Freddy Fazbear Head until they hear a banging sound, which confirms that the animatronics in the vents are leaving. The sound is similar to the one produced when Foxy bangs on the door in the original Five Nights at Freddy's.
The player should then quickly flip the Monitor up so as to not neglect the Music Box. Another problem for new players is that the other animatronics (especially Toy Freddy) will stay near The Office for extended periods of time, giving Foxy an opening to attack. Therefore, players must learn to find the right time to take off the head.
It is imperative that the player can recognize the specific banging sound of the vents so as to not mistake other noises for threats and possibly endangering their night by neglecting the Music Box.
Despite not being mentioned in any phone calls, BB will become active during this night.
- Upon completing the night, another cutscene will occur, with both Bonnie and Chica looking straight at the player. The cutscene once again appears to take place in the Dining Area from the original Five Nights at Freddy's, or a room very similar to it. It will eventually end with a black screen, but this time the words "it's me" will appear in the top left corner, a phrase commonly associated with the hallucinations in the original game.
- Curiously, Golden Freddy has been known to become active on this night. However, this is extremely rare, and in almost all cases, the player should not expect to ever encounter him until Night 6.
- Completing this night in the demo prompts the following message, accompanied by the Night 5 end screen music: "Thanks for playing the demo! You should get the full version, things get a lot worse."
- The fact that that both Foxy counterparts become active on this night is similar to Foxy becoming active in the first game.
- The AI levels for this night are 0/0/0/0/0 0/0/0/0/0
- They are 0/0/0/1/3 2/3/3/3/Random(0.001-1.001) at 1 am
- Not what you were looking for? see Night 3 (disambiguation).
Night 3 is the third night of Five Nights at Freddy's 2, as well as the last playable night in the extended demo. The difficulty ramps up even higher, as the older animatronics, Bonnie, Chica, Freddy Fazbear and Foxy start to become active from this night onwards, taking precedence over their toy counterparts in comparison to Night 2.
“Hello hello! See? I told you you wouldn't have any problems!
Did...uh... Did Foxy ever appear in the hallway? Probably not. I was just curious. Like I said, he was always my favorite. They tried to remake Foxy, ya know? Uh, they thought the first one was too scary, so they redesigned him to be more kid-friendly and put him in Kid's Cove. To keep the toddlers entertained, you know... But kids these days just can't keep their hands to themselves. The staff literally has to put Foxy back together after every shift. So eventually they stopped trying and left him as some 'take apart and put back together' attraction. Now he's just a mess of parts. I think the employees refer to him as just "The Mangle." Uh...
Oh, hey, before I go, uh, I wanted to ease your mind about any rumors you might have heard lately. You know how these local stories come and go and seldom mean anything. I can personally assure you that, whatever is going on out there, and however tragic it may be, has nothing to do with our establishment. It's just all rumor and speculation... People trying to make a buck. You know... Uh, our guard during the day has reported nothing unusual. And he's on watch from opening til close.
Okay, well anyway, hang in there and I'll talk to you tomorrow.
The difficulty increases drastically on Night 3. All of the animatronics except for Golden Freddy become active, though the toy animatronics become significantly less aggressive and rarely come to The Office. BB is also a bigger threat to complement Foxy's greater persistence, and The Puppet is no less of a threat either as the Music Box winds down faster on later nights.
The player should note that, when Bonnie gets closer to The Office through the main hallway, he will eventually suddenly disappear, possibly leading the player into thinking he has left. However, if this happens, then he will actually have entered Party Room 1, just one step away from crawling into the Left Air Vent. After Bonnie has reached this point, the player should be extra cautious and check both air vents with both the Monitor and the lights. If Bonnie is not present in the air vent after being spotted prior, then the player should immediately put on the Freddy Fazbear Head when exiting the Monitor. If Chica or Bonnie enters The Office, the player only has approximately a second to put on the head, or else they will promptly be killed by the animatronic in question.
One strategy for using the Monitor and Flashlight efficiently is as follows:
- Check the main hallway. If Foxy is present, flash the light then continue.
- Check both vents with the lights. Flash hall light again.
- Wind up the Music Box (it is best to constantly wind up the Music Box only for a few seconds at a time; this can be life-saving in situations where an animatronic has entered The Office).
- Put on the head if an animatronic is in The Office.
- Check Left Air Vent and Right Air Vent, put on the Head if necessary.
Another strategy is for the player to only watch the Prize Corner and nothing else on the Monitor, though this makes it harder to predict when Bonnie or Chica are about to attack. However, this may pay off in that the player doesn't have to stress so much and have a little bit more breathing time.
One more strategy is to only view the Prize Corner and immediately put on the Freddy Fazbear Head every time the player lowers the Monitor, starting from 1 AM. If there is no animatronic in The Office, check the blind spots and the hall for animatronics. If Foxy is there, flash the light at him, then use the vent lights to check if an animatronic is in the blind spot, put the Freddy Fazbear Head on again, wait for a while, then take it off and wind up the Music Box. Repeat twice.
Upon completing Night 3, the player once again returns to the Show Stage from the first game, only this time both Bonnie and Chica are standing closer to the player and giving them angry glares with their hollowed-out eyes. As the player returns to default view, they find Golden Freddy is directly in front of them. When the cutscene suddenly ends, the words "it's me" can be seen in the top left corner, similar to Night 2's cutscene.
- On this night, it is possible for Foxy to attack during Phone Guy's message.
- The cutscene is the only time Bonnie's face can be seen, as he lacks it in-game.
- This Bonnie, however, is not the same model as the one lacking a face, as this model lacks both buttons and upper teeth. Instead, it could quite possibly be the one used in the first game, as they appear to be identical in shape and texture.
- This cutscene is the only in-game instance where Golden Freddy can ever be seen standing.
- Golden Freddy's appearance in this night's cutscene may be a reference to Night 3 of the first game, when he became most active.
- In this cutscene, Chica's head seems to not be proportioned correctly.
- These cutscenes will not appear in the mobile version.
- The AI levels for this night start at 0/1/1/2/1 0/0/0/0/Random(0.001-1.001)
- They go up to 2/3/2/3/2 0/1/1/0/Random(0.001-1.001) at 2 AM.
- Not what you were looking for? see Night 4 (disambiguation).
Night 4 is the fourth playable night of Five Nights at Freddy's 2. Compared to the previous three nights, the toy animatronics (besides Mangle, The Puppet and BB) are now less active, with their older counterparts taking more prominent roles, straining the player's ability to multitask the Music Box, the Monitor, the Flashlight and the Air Vent Lights. Mangle is much more active, starting from this night onward. The Music Box also winds down notably faster from here on.
“"Hello? Hello? Uh, hey there, night four! I told you you'd get the hang of it!
Ok, so uh, just to update you, uh, there's been somewhat of an, uh, investigation going on. Uh, we may end up having to close for a few days... I don't know. I want to emphasize though that it's really just a precaution. Uh, Fazbear Entertainment denies any wrongdoing. These things happen sometimes. Um... It'll all get sorted out in a few days. Just keep an eye on things and I'll keep you posted.
Uh, just as a side note though, try to avoid eye contact with any of the animatronics tonight if you can. Someone may have tampered with their facial recognition systems - we're not sure. But the characters have been acting very unusual, almost aggressive towards the staff. They interact with the kids just fine, but when they encounter an adult, they just...stare.
Uh...Anyways, hang tight. It'll all pass. Good night!
From this night on, it is recommended that the player only checks the camera at Prize Corner (similarly to Pirate Cove), as the animatronics become much more aggressive, and searching for them wastes precious time. The animatronics may pull down the Monitor while the player is viewing it, which will usually result in death. However, if the player puts on the Freddy Fazbear Head immediately after the animatronics pull the Monitor down, they can avoid that fate. The player should also remember to shine the Flashlight in the hall in front of The Office from time to time, to check whether an animatronic is there or not, especially Foxy, who is extremely active and may begin to move as early as 12 AM on this night. It is also advised that the player winds up the Music Box at the beginning of the night until the alarm is heard. Mangle and BB also become extremely active on this night.
To beat the fourth night, following this routine is recommended.
- Wind the Music Box until the ambience cue is heard or Balloon Boy is heard twice (he doesn't activate the ambience cue).
- Flash the hallway.
- Check the vent lights. If an animatronic is in the vent, flash the hallway before equipping the head, lest Foxy attack the player while the head is on.
Checking the right vent in The Office is not very efficient, due to Mangle emitting an audio cue when it enters the vent, but it is recommended, as Toy Bonnie can become active (though it is unlikely).
This time the scene is the same as the one that appears after starting up the game for the first time, with Bonnie and Chica looking out in front of them. However, The Puppet will appear at the beginning of the cutscene, and will stay in that position in the player's field of vision no matter which way they turn (similar to the Phantom Puppet in Five Nights at Freddy's 3). As the cutscene ends, the words "it's me" are seen, similar to Night 2 and Night 3. There are no more cutscenes after this night.
- The AI levels for this night start at 0/1/0/7/3 0/0/0/5/Random(0.01-1.01)
- They go up to 3/4/4/7/3 0/1/0/5/Random(0.01-1.01) at 2 am
- Not what you were looking for? see Night 5 (disambiguation).
Night 5 is the fifth playable night of Five Nights at Freddy's 2. As well as being the final night of the main storyline. This is one of the hardest nights in the game, as every animatronic is incredibly active.
The difficulty level is at a point where quick reflexes are essential to the completion of the night. On this night, the player needs to be even more careful, as the toy animatronics will most likely visit The Office more frequently.
“Hello? Hey, good job, night five! Um, hey, um, keep a close eye on things tonight, okay? Um, from what I understand, the building is on lockdown, uh, no one is allowed in or out, y'know, especially concerning any...previous employees. Um, when we get it all sorted out, we may move you to the day shift, a position just became...available. Uh, we don't have a replacement for your shift yet, but we're working on it. Uh, we're going to try to contact the original restaurant owner. Uh, I think the name of the place was..."Fredbear's Family Diner" or something like that. It's been closed for years though, I doubt we'll be able to track anybody down. Well, just get through one more night! Uh, hang in there! Goodnight!
A good way to complete the fifth night is for the player to repeat the following pattern:
- Wait until an animatronic is in the hallway, indicated by an audio cue.
- Wait for 5 seconds, then flash the light, no matter which animatronic is there.
- Wind up the Music Box to half or 3/4.
- If hallway audio cues are present, check the hall. If an animatronic is there, repeat Step 2.
- If any vent audio cues are heard, check the Air Vent Lights immediately. If an animatronic is lurking in either vent or the hallway, quickly put the Freddy Fazbear Head on until they leave.
Upon completing Night 5, Jeremy Fitzgerald is awarded his hard-earned paycheck of $100.50 for his work in the week.
Once the player returns to the main menu, they will find that a star has been awarded to them, and Night 6 is unlocked and selectable, separate from the main game.
- The paycheck date states 11-12-1987, which means that the game takes place in mid-November (or possibly mid-December, depending on date format). During the Night 1 phone call, the Phone Guy says "...welcome to your new summer job..." This is strange because in the Northern Hemisphere this month is not in summer, but, in fact, the end of fall and beginning of winter. It also has the same date, month, and day as the paycheck received on Night 5 in the first Five Nights at Freddy's.
- If the restaurant is indeed located in the Southern Hemisphere, then the only logical countries for its location would be Australia, New Zealand, and Fiji, as they are the only countries in the Southern Hemisphere with English as its main language and that uses "dollars" (albeit the Australian/New Zealand/Fijian dollar) as their currency. However, Phone Guy speaks in an American dialect, and everything is written in American English (for example, on the Notice of Termination slip at the end of the Custom Night, the word "Odor" is spelled in American English, as opposed to most other English-speaking countries, which spell it as "Odour").
- It still may be possible Scott Cawthon intended for the restaurant to be located in the Southern Hemisphere, as he may have been used to U.S. spelling, so his instinct would be to spell in U.S. standards.
- However, there is nowhere on Earth where November 12th is during the summer.
- It is impossible to be the Southern Hemisphere. While the correct date format for the rest of the world is 11/12/1987 (11 December) which is in Summer, the overtime paycheck reads the date "11/13/1987" Australia, New Zealand, and Fiji do not use MM/DD/YYYY.
- November 12th, 1987 is on Thursday, which would suggest Jeremy began work on Sunday. However, December 11th, 1987 is a Friday, suggesting the date might be in December following the international DD-MM-YYYY format.
- Jeremy's paycheck is dated 1987; since The Bite of '87 is established to have taken place sometime before the first game, the date on the check indicates this game is a prequel to the first.
- Jeremy earns $100.50 for five nights of work. Dividing that figure by 30 (5 nights x 6 hours), it works out to be $3.35 per hour. This is in line with the (US Federal) minimum wage for 1987.
- It is possible that the date on Jeremy's check 11-12-1987 is a reference to the release date for Five Nights At Freddy's 2, November 11th. This may explain the oversight of Phone Guy referring to the job as a "summer" one.
- The song that plays during the screen showing the player's paycheck is by Lefébure-Wély, which is named Les Cloches Du Monastère.
- If Night 6 is completed, it is possible to see "Night 8" or "Night 9" appear instead of "Night 5" on Load Game. If it is selected, it will appear as if the player started Night 1, and it will change to "Night 8" or "Night 9".
- The AI levels for this Night start at 2/2/2/5/5 5/2/0/1/Random(0.01-1.01)
- They go up to 5/5/5/7/5 1/2/0/7/Random(0.01-1.01) at 1 am
- Not what you were looking for? see Night 6 (disambiguation).
Night 6 is a bonus night for Five Nights at Freddy's 2. It is unlocked after the completion of Night 5. Compared to previous nights, this night is extremely difficult, as every animatronic is incredibly active and each of them will most likely visit The Office several times. Golden Freddy also activates on this night, and can pose a serious threat if the player is not careful. The Music Box winds down extremely fast on this night, compared to the previous nights.
“Hello? Hello...uh...what on earth are you doing there, uh didn’t you get the memo, uh, the place is closed down, uh, at least for a while. Someone used one of the suits. We had a spare in the back, a yellow one, someone used it...now none of them are acting right. Listen j-just finish your shift it’s safer than trying to leave in the middle of the night. Uh we have one more event scheduled for tomorrow, a birthday. You’ll be on day shift, wear your uniform, stay close to the animatronics, make sure they don’t hurt anyone okay, uh for now just make it through the night, uh when the place eventually opens again I’ll probably take the night shift myself. Okay, good night and good luck.
The player should follow a pattern similar to the strategy provided for Night 5, but must exercise extreme caution for Golden Freddy, as his head can occasionally appear at the back of the hallway, much bigger in scale. If he is seen at the end of the hallway for a moment with the Flashlight, do not shine it again. Instead, wind up the Music Box (around 4-8 ticks) and this will make Golden Freddy disappear - otherwise, his jumpscare will be triggered. Golden Freddy's full body can also appear in front of the player at random after pulling down the Monitor. In this case, they must don the Freddy Fazbear Head immediately, as this will make Golden Freddy disappear without attacking.
If the player does not put the head on in time, Golden Freddy's head will fly towards the player, similarly to Foxy, Mangle, The Puppet, Toy Chica, and Toy Bonnie. Unlike the original Five Nights at Freddy's, the game will not crash when Golden Freddy kills the player. Instead, they will receive the Game Over screen, as normal. At this point, the player should also try to listen for footsteps, as they can provide clues as to where some animatronics are located without the use of the Monitor. The sound of loud, heavy footsteps, as if someone is walking over metal, is a sign that an animatronic has ducked into the air vents. Also, one should note that Mangle has a different movement noise when moving from one area to another.
There is an alternative method for beating Night 6. For this alternative method, the player should only shine the Flashlight down the hall 2-4 times and wind up the Music Box around 4-6 ticks until after the phone call; after this, the player needs to put on the Freddy Head every time they lower the Monitor, then repeating the routine performed during the phone call. Every 3 times the player puts on the head and repeats said routine, they should check the Left Air Vent light. This will eliminate the need of checking the Right Air Vent light, and give the player more time for Foxy and the Music Box while making sure BB isn't there.
It is also up to luck whether the player gets through Night 6, as Balloon Boy will sometimes appear in the left vent and will not leave for an extended period of time. Since the Music Box will unwind faster, the player will have to rewind it, choosing whether to let BB in the room and Foxy attack, or let The Puppet do so. The only way to avoid Foxy or The Puppet's attack(s) is if the player succeeds at holding out to 6 AM.
In the mobile version, the player should keep one thumb close to the Freddy Fazbear Head button and the other ready on the Monitor. Compared to the PC version, this night is equally as difficult, with the exception of Golden Freddy being slightly less active. Also, in the mobile version, the player should try to make sure none of the animatronics get in the vents as early as 12 AM. If they do, they will most likely interfere with winding the Music Box by forcing the player to keep the Freddy Head on for an extended period of time.
Completion of Night 6
Upon completion of Night 6, the player is rewarded with a second star on the main menu and the option of playing the Custom Night, along with an overtime paycheck of $20.10. In the background is a newspaper article stating that the pizzeria would be closing after its few weeks of service and the new animatronics would be scrapped, though the older ones would be saved in hopes of someday being restored.
- The date on the check for this night is the 13th of November, 1987, which was a Friday. This means Night 6 is Friday the 13th, which is considered an unlucky day in Western superstition. It is unknown whether this was intentional or not.
- Golden Freddy and the toy animatronics (excluding BB) do not appear in the mobile version as often as they do in the PC version.
- If the player quickly scrolls over each option and clicks on Night 6, it will launch the night, but it will show the screen as if having hit New Game. When the game loads into the night, however, it will be noticeably harder than the actual Night 6. Twitch streamer BATTLEATHLETE discovered this while playing.
- The AI levels on this night start at 5/5/5/10/5 0/0/0/3/Random(0.1-1.1)
- They go up to 10/10/10/15/9 5/5/5/10/3 at 2 am
- On the newspaper at the end of the night, there is a minor grammatical mistake. It says "Freddy Fazbear's Pizza is closing it's doors" rather than "Freddy Fazbear's Pizza is closing its doors".
- 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 2. Similarly to the first game, this night allows the player to control the A.I. difficulty of each animatronic. The Puppet, however, does not appear in the setup screen, as its behavior in-game is dependent on the player's actions.
This night is unique as the player does not play as Jeremy Fitzgerald, the guard who worked the six previous nights before being moved to the day shift, but rather a newly hired security guard named Fritz Smith.
New to Five Nights at Freddy's 2 is the inclusion of preset game modes in the Custom Night, which have all the characters set to certain difficulties. Winning a preset will reward the player with collectible toys for their desk in The Office, with the exception of 20/20/20/20 mode. The presets are as follows:
|20/20/20/20 is a night involving all four of the old animatronics being set to the highest difficulty of 20. Completing it grants the 3rd star on the menu screen.|
|New & Shiny is a night involving all of the new animatronics set to a difficulty of 10. Completing it grants a Toy Bonnie figurine for player's desk.|
|Double Trouble is a night involving both Bonnie and Toy Bonnie, with their difficulties set to 20, and Foxy with his difficulty set to 5. Completing it grants a Bonnie plushie for the player's desk.|
|Night of Misfits is a night involving both Mangle and BB, with both of their difficulties set to 20. Golden Freddy also appears in this mode. Completing it grants a BB figurine for the player's desk.|
|Foxy Foxy is a night involving both Foxy and Mangle, with both of their difficulties set to 20. Completing it grants a Foxy plushie for the player's desk.|
|Ladies Night is a night involving the trio of Chica, Toy Chica, and Mangle, with all of their difficulties set to 20. Completing it grants a Chica plushie for the player's desk.|
|Freddy's Circus is a night involving Freddy, Toy Freddy, Foxy, BB, and Golden Freddy. Freddy and Toy Freddy are both set to 20, while the rest are set to 10. Completing it grants a Freddy Fazbear plushie for the player's desk.|
|Cupcake Challenge is a night involving the whole gang, including the old animatronics & the new animatronics, with everyone's difficulty set to 5. Completing it grants a Cupcake plushie for the player's desk.|
|Fazbear Fever is similar to the Cupcake Challenge, except the difficulty has now been increased to 10. Completing it grants a replica of Freddy's microphone for the player's desk.|
|Golden Freddy (10/20 Mode) is similar to the Cupcake Challenge, except the difficulty has been increased to 20, the maximum level. This mode has also been nicknamed 10/20 mode by fans. Completing it grants a Golden Freddy plushie for the player's desk and the 3rd star on the menu screen.|
Golden Freddy (a.k.a. 10/20 Mode)
- Several YouTubers have completed the 10/20 mode of the Custom Night using the following strategy that the player should follow:
- Wind the Music Box until the ambience cue is heard; from now on, the player will need to flash the hallway.
- Wind the Music Box until the animatronics can be heard inside the vents; from now on, the vents will need to be consistently checked.
- If an animatronic has forced the Monitor down, put on the Freddy Head and wait for said animatronic to leave.
- Check the Left Air Vent, flash the hallway while panning to the right, check the Right Air Vent, flash the hallway again.
- If an animatronic appears in either of the air vent blind spots, put on the Freddy Head immediately. The player will be able to tell when they leave by the vent audio cue. Take heed, however; the animatronics are constantly entering the vents and thus the same audio cue plays, so it can be confusing as to which cue is the right one. Wait at least 5 seconds. If an audio cue gets cut off by another vent audio cue, it means they have left. Once they leave, repeat step 3.
- If no animatronic appears, rewind the Music Box.
- The number of ticks needed to wind the Music Box varies depending on which animatronic is in hallway. If the player can't see in the hallway or if Foxy is standing there, go for 5-6 ticks. If the player can see into the hallway and Foxy isn't there but another animatronic is, go for 6-7 ticks. If the hallway is empty, go for 8 ticks. If the player sees Foxy in the hallway and goes for 7 ticks, the player won't be able to flash Foxy in time and their night will come to an end.
- Like the original Five Nights at Freddy's, this strategy requires impeccable timing; a slight hiccup could lead to certain death.
With the mobile version, a different strategy must be used, as using the other one often results in a Foxy death very quickly:
- Wind the Music Box until audio cues are heard.
- Lower the Monitor and put on the Freddy Fazbear Head.
- Check all lights and flash in hallway.
- Wind the Music Box no more than 50% at a time to prevent giving Foxy an opening to attack.
- Repeat steps 2-5.
It is also interesting to note that if an animatronic appears in The Office, due to Toy Bonnie's increased time in the vent blind spot, the Left Air Vent's blind spot does not need to be checked, as the mask would have warded them off when the old animatronic appeared.
On the mobile version, Foxy is an incredibly difficult character to handle, as the hallway light gets disabled for much longer periods of time when he appears there.
- The strategy can be found being used here and it is explained here. Both users invented the strategy themselves.
20/20/20/20 (a.k.a. 4/20 Mode)
- The player should flash the Flashlight down the hall after either Bonnie or Chica has left The Office. Then, they should quickly wind up the Music Box. Checking the vents is not needed, knowing that Bonnie and Chica bypass the blind spots, and neither Toy Bonnie, Toy Chica, Balloon Boy, nor Mangle will appear there, as they are disabled at the time. Quick reflexes are needed for this night. Luckily, since only the old animatronics are very active, the first 3 hours should be similar to Night 4. The player has little to no need to change the Monitor from the Prize Corner camera, as this should allow them to wind the Music Box with less interruptions.
- It is possible to defeat 4/20 mode without the use of the Freddy Fazbear Mask. The strategy involves winding the music box and flashing Bonnie, Chica and Freddy with the Flashlight so they don't reach The Office. The player should only lower the monitor when the ambiance is heard to flash Foxy in the hallway. Though the ambiance also plays when Bonnie, Chica, or Freddy are close to The Office so it is advised to constantly check for Foxy in the main hall. This strategy is a lot more risky than the above strategy, so it is not recommended.
- The best strategy is to shine the lights at the hallway five times, then wind the music box by five ticks, (if a animatronic appears, instantly put on the head) Then shine again and repeat.
- This challenge is a clear throwback to the most difficult mode in the original game, in which all of the animatronics would be manually set to 20.
- This preset can quickly drain the player's Flashlight power, as Foxy constantly appears in the hallway. Flashing him 2-3 times before winding the Music Box will effectively keep him at bay and save power. Keeping the camera on the Prize Corner is also recommended, even though Mangle is seen on every camera without light (excluding the vents and Kid's Cove). The player only needs to flash the hallway and wind the Music Box, as an audio cue will signal Mangle's presence in The Office. If playing on mobile, however, the player must check the right vent blind spot as the static sound does not play. It is also recommended that the player stays faced towards the Right Vent, since checking the Left Vent isn't needed.
Night of Misfits
- This preset is an excellent way for players to get accustomed with BB and Golden Freddy before they attempt 10/20 mode, as said animatronics' levels are fairly high. The player usually does not need to check the right air vent for Mangle, as an audio cue will generally reveal it has made its way into the vent. However, if the player is playing on mobile, the right vent must be looked at.
Double Trouble/Ladies Night
- These presets aid the player in becoming more accustomed with both of the Bonnie animatronics, both of the Chica animatronics, and Mangle. On Double Trouble, the player only needs to check the right vent for Toy Bonnie, and the hallway for Bonnie and Foxy. On Ladies Night, the player is required to only check the Left Vent for Toy Chica, but must also be listening for Mangle's audio cue. On mobile, due to a lack of Mangle's audio, the player will need to watch the Right Vent.
- This preset allows the player to become familiar with all of the Freddy animatronics and BB. It is a fairly balanced night. The player only needs to check the Left Vent light. The player should also be careful for Golden Freddy. If he is seen slumped in the player's office, quickly don the mask and wait until he fades away. If his head is seen in the hallway, do not flash the light again, as this will make Golden Freddy kill the player.
New and Shiny
- This preset is slightly easier than the other presets, with the exception of Night of Misfits and Foxy Foxy, and is recommended as the first preset the player should attempt. As a note though, the player must be very wary of Balloon Boy, as if he gets in the room, Foxy can kill the player. This applies to all presets with Balloon Boy included.
Cupcake Challenge/Fazbear Fever
- These presets are recommended for the player to attempt before 10/20, as they allow the player to become familiar with the disabled cameras - unless they want to just stick to the Prize Corner.
- Like Mike Schmidt in the first game, Smith is fired upon completing this night for "tampering with the animatronics" and "odor," though not for "general unprofessionalism," which was the third reason Mike Schmidt was fired.
- Smith's pink slip also has a note that states, "First day on the job? Really?!?!", as well as indicates that Smith is the third employee in the building. According to Phone Guy, Jeremy Fitzgerald was the second guard, while the person he replaced was said to be the first one.
- Despite the fact that Phone Guy called Jeremy Fitzgerald and Mike Schmidt during their first nights in order to help them to get settled, Fritz Smith never got a call from him. On the other hand, Smith shows that not only does he already have the needed skills, but he is also able to change the animatronics' A.I.
- Only one or two other people were able to do the latter: Mike Schmidt, who only became able to do it after working for six nights, and an unknown person (likely the Purple Guy) who may or may not have done it, as Phone Guy mentioned in the Night 4 message.
- Fritz Smith's name appears to come from the surnames of the protagonists from the first game and this one; Fritz is derived from Fitzgerald and Smith is derived from Schmidt.
- Mangle is seen in the Ladies' Night mode, even though Phone Guy refers to it as male. This has led to much speculation of the reason (such as only being there to balance difficulty) as well as debate about the character's gender, and has become a running joke throughout the series, being referenced again in Sister Location‘s Custom Night.
- Although Golden Freddy appeared in the first game, he was not given an official name until the second game, as revealed on the Custom Night screen.
- Additionally, even though Golden Freddy is considered to be either the guards' hallucination or a supernatural being, Fritz Smith can manually modify Golden Freddy's A.I..
- The Show Stage and Parts/Service cameras are always disabled on Custom Night. This is because the game's files and mechanics will not allow certain presets to work under normal conditions; for example, Freddy's Circus, which requires Freddy and Toy Freddy to leave the room while the other animatronics stay. In normal gameplay before this night, the two Freddies can't leave until their respective friends do.
- For this reason, when the player first uses the monitor on this night, rather than starting on the Show Stage camera like usual, it starts on the Main Hall camera.
- Upon completing a preset, two stars will appear on either side of the selected preset on the Custom Night menu.
- Similar to the first game, completing 4/20 mode will award the player with a third star on the menu screen.
- In the mobile version of Five Nights at Freddy's 2, it is not possible to change the characters' A.I. Instead, only the preset modes are available.
- However, upon loading the Custom Night screen in the mobile version, for a brief second, the player can see the custom mode preset appear. Due to the inability to manually edit the A.I. levels for each animatronic, it is possible that Scott removed this feature in the mobile version.
- If an animatronic is at level 0, they become completely disabled, except for Foxy, who will simply become a less common and less significant threat. A solution is to set Foxy's A.I. to 1.
- In Foxy Foxy and Double Trouble, this means the player only needs to watch the right side of The Office to stop Toy Bonnie (and Mangle on the mobile version, as it emits static sounds when in the vents on the PC version but won't do so on mobile ones). In Freddy's Circus, only the left side needs to be watched for BB.
- In v1.031, there was a bug causing the animatronics' A.I. to be on 0 for a split second when the Custom Night menu was accessed; if the player clicked "READY" fast enough, the animatronics would all be disabled (besides Foxy, of course) and if the player finished the night, they'd get the reward for the preset that was selected. This bug was fixed in v1.032 but still exists in the Desura version.
- Unlike the first game, the animatronics' portraits will be darkened slightly if their A.I. is set to 0, as they're disabled entirely.
- However, Foxy is still active when he is set to 0. This is to keep the game from becoming effortlessly easy, and also to keep BB from being useless in presets where he's active but Foxy is set to 0.
- There are a total of 352,716 A.I. level combinations.
- The pink slip is actually just a cropped and edited image of this image.
- This is the only night in the game without a Phone Call.
- The following is the AI for each of the regular nights: