Uh, I wanted to record a message for you to help you get settled in on your first night.

Night 1 Night 2 Night 3 Night 4 Night 5 Night 6 Custom


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.

Phone Call

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?

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

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

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

Uh, now concerning your safety, the only real risk to you as a night watchman here, if any, is the fact that these characters, uh, if they happen to see you after hours probably won't recognize you as a person. They'll p-most likely see you as a metal endoskeleton without its costume on. Now since that's against the rules here at Freddy Fazbear's Pizza, they'll probably try to...forcefully stuff you inside a Freddy Fazbear suit. Um, now, that wouldn't be so bad if the suits themselves weren't filled with crossbeams, wires, and animatronic devices, especially around the facial area. So, you could imagine how having your head forcefully pressed inside one of those could cause a bit of discomfort...and death. Uh, the only parts of you that would likely see the light of day again would be your eyeballs and teeth when they pop out the front of the mask, heh.

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

— Phone Guy


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 about 2 AM (around the time Phone Guy's message finishes) to close the door; usually, the animatronics will still be on the Show Stage at this time. Using this strategy ensures that the power will not go out. On the mobile version it's best to wait until Phone Guy stops talking. However, Phone Guy's message on the mobile version ends at 4 AM instead of 2 AM. And, Foxy has an 80% chance of leaving Pirate's Cove at 3AM and ending the game if the player is just waiting for the message to end without checking the cameras. So, at about 3 AM, the player should check Pirate's Cove for Foxy, and if he isn't there, close the left door immediately, and keep it closed for the rest of the night. But regardless, the player will have a lot of power left over from waiting for the message to end anyway, and that power will allow the player to still check on Chica.

Spotlight Stage

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.

  1. Check the Hall Lights every 12 seconds.
  2. Check the stage for Bonnie and Chica.
  3. 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.
    1. 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.
    2. 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.
    3. Randomly, the player can hear Foxy sing during the Night which is an indication that he is not moving from Pirate Cove.
  • If the player does run out of power, it is recommended to "play dead" (not move the mouse), as Freddy might delay his attack and extend his song.
  • 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.
  • On the mobile version, there is an extremely rare chance that Chica will not activate this night.
  • 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.

Night 1 Night 2 Night 3 Night 4 Night 5 Night 6 Custom


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.

Phone Call

Call 1b
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 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.

— Phone Guy


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.


Upon entering the game for the first time, a short cutscene will occur. The player looks out in front of them, presumably through the eyes of Freddy, at a dark room resembling the Dining Area from the first game. The player can move their mouse to the left and right sides of the screen to pan; panning left brings Chica into view, and panning right brings Bonnie into view. After a while, the screen flickers and cuts out in a way similar to that of the Death Minigames, before finally going black with the word "err" in the top left corner. There is a chance that a sound akin to a mixture of radio static and the Freddy Fazbear Head's sound will play while showing a half-lighted Freddy head.

The error text.

FNaF2 Cutscene Night 1

FNaF2 Cutscene Night 1


  • 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 Dining Room floor for the cutscenes are cut off. This is easily seen when brightened.

Night 1 Night 2 Night 3 Night 4 Night 5 Night-

First Night FNaF3

Night 1 is the first playable night of Five Nights at Freddy's 3. This night serves as an introductory stage that acquaints the player with the mechanics of the game.

Phone Call

Hey-Hey! Glad you came back for another night! I promise it'll be a lot more interesting this time. We found some-some great new relics over the weekend. And we're out tracking down a new lead, right now. So-uh lemme just update real quick, then you can get to work. Like, the attraction opens in like, a week, so we had to make sure everything works, and nothing catches on fire! Uh-when the place opens, people will come in at the opposite end of the building, and work their way towards you, then past you and out the exit. Uh-yeah. You've officially become a part of the attraction. Uh-You'll be starring as... The security guard! So not only will you be monitoring the people on the cameras as they pass through, y'know, to make sure no one steals anything or makes out in the corner, but you'll also be a part of the show. It'll make it feel really authentic I think. Uh... Now let me tell you about what's new. We found another set of drawings, always nice, and a Foxy head! Which we think to be authentic... then again it might just be another crappy cosplay, and we found a desk fan, very old school - metal, though, so watch the fingers. Uh-heh... Uh... Right now the place is basically just, you know, flashing lights, spooky props. Uh, I honestly thought we would have more by now, uh, we don't have something really cool by next week, we may have to suit you up in a furry suit, and make you walk around saying, "Boo"... *hehe*, uh... But, you know, like I said, we're trying to track down a good lead right now. Uh, some guy who helped design one of the buildings says there was, like, an extra room that got boarded up or- uh, something like that. So, we're gonna take a peek and see what we can find. Uh, for now just get comfortable with the new setup, um... You can check the security cameras over to your right with a click of that blue button. Uh, you can toggle between the hall cams and the vent cams... Uh, then over to your far left, uh, you can flip up your maintenance panel. Y'know, use this to reboot any systems that may go offline. Heh. So, in trying to make the place feel vintage we may have overdone it a bit, hehe... Some of this equipment is barely functional. Yeah, I wasn't joking about the fire. Tha-tha-that's a real risk. Uh, the most important thing you want to watch for is the ventilation. Look, this place will give you the spooks, man, and if you let that ventilation go offline, then you'll start seeing some crazy stuff, man. Keep that air flowin'. Okay, keep an eye on things, and we'll try to have something new for ya tomorrow night.
— Phone Dude


This is the easiest night in the game, as well as the whole series, since Springtrap and the phantom animatronics are not active at this night, so the player does not have to do anything to survive.

During Night 1, the player is recommended to experiment and become familiar with the basic controls to the game (the Monitor, Maintenance Panel, etc.) as well as getting a clear understanding of the building.


Upon clearing this night the player will be taken to a minigame, which seems to take place in Freddy Fazbear's Pizza of the first game. The player controls Freddy Fazbear and has to follow a purple-colored version of Freddy (most likely Shadow Freddy from the second game).

After a certain point, Purple Freddy will enter a room (the Safe Room, which the animatronics aren't programmed to enter) that, when the player attempts to follow it, they will be given an error message, and will be unable to enter the room. Shortly after, Purple Guy will run out of the room and dismember Freddy.

Also, if the player strays from the path of "Purple Freddy" for too long without following him, Purple Guy will run at and dismantle Freddy regardless.

If the player explores the minigame area, they will come across a hallway which provides instructions on how to play the hidden minigames in Night 2, and, therefore, the good ending.

On the mobile version, Mangle's Quest will automatically start once Night 1 ends.


  • Unlike the Night 1 calls from Five Nights at Freddy's and Five Nights at Freddy's 2, this call lasts until 4 AM, essentially making it the series' longest introductory call.
    • However, this may simply be because the nights are much shorter than in the previous games. Each hour is only 38.5 seconds long, even shorter than the first game's mobile version.
    • This phone call lasts "longer" with Fast Nights enabled, due to even shorter hours, being cut off at 6AM.
  • Unlike the first, second, and fourth games, nothing happens on the first night. There are no audio, video or ventilation errors, and Springtrap and the phantom animatronics aren't active. As a result, it is impossible to lose on this night. Therefore, this night serves as an introduction for beginners to get used to the controls and mechanics.
    • Because of this, it is also the most optimal night for finding hallucinations that aren't night-specific, (like the Springtrap posters) because nothing will bother the player.
  • The reason Springtrap is not active is because he is not discovered at the time of Night 1.
  • It is during Night 1's call that potential fire risks within the attraction are mentioned, heavily foreshadowing the attraction's fate.
  • This is the only night which shows green-colored text upon starting the night. Every night onwards will show white text.
    • This possibly tells the player that this is a safe night, hinting at no jumpscares, hence the green name of the night.

Night 1 Night 2 Night 3 Night 4 Night 5 Night 6 Nightmare

Night 1 is the first playable night of Five Nights at Freddy's 4. This night serves as an introductory stage that acquaints the player with the mechanics of the game.

Unlike the previous installments, there is no Phone Guy to explain anything to the player. Instead the game uses tooltips over the interactive areas. To enable the player to get a feel for the game, the assault of the animatronics does not start for about 3 hours or slightly less.

The game starts up with a line saying "Five days until the party". Then an image of a pixelated Fredbear appears and begins to talk to the player. The screen changes to a crying child locked in a room with toys of the Fazbear gang (Foxy is missing his head) and the Fredbear toy on the bed, following the player with his eyes. If the player moves over to the toys, a text box will appear saying "These are my friends." To end the minigame, move the child over to the door. Once the door has been knocked on enough, the child will lay down and cry, prompting a text box that says "Tomorrow is another day." to appear and end the game.

The only animatronics active on this night is Nightmare Freddy, Nightmare Bonnie/Jack-O-Bonnie, and Nightmare Chica/Jack-O-Chica. Nightmare Foxy/Nightmare Mangle may also appear if the player shines their flashlight on the bed for 15 seconds.

In the Halloween Edition, the same events happen again, with decorations in the house.


This night is fairly tame in nature to allow the player time to settle in. However, it is still extremely easy to fall into some of the lesser explained traps of the game with some mechanics being easier to pick up on than others. For the first time, there is no Monitor to view or any visual aids; the player's only cues to detect the animatronics will be of the sounds they make, so clear listening is an absolute must.

The player has two things they must do on this night in order to survive.

  1. The player must turn around to the bed every so often and flash the light to keep it free of Nightmare Freddy's small counterparts. If they are neglected, Nightmare Freddy will form and attack the player. If the bed is stared at for too long, Nightmare Foxy/Nightmare Mangle will attack from behind.
  2. Keep Nightmare Bonnie/Jack-O-Bonnie and Nightmare Chica/Jack-O-Chica away from the doors on either side. This can be done by the player running to the doors and listening for at least 3 to 4 seconds (clarified by Scott Cawthon on Steam) for breathing. If breathing can be heard, the player must close the door for a few seconds to allow the animatronic to walk away. This will be indicated by the sound of their footsteps. If breathing cannot be heard, the Flashlight must be shone down the hall to fend off a possible approach from the animatronic.

Another way to beat this night is to flash the bed from 2 AM onward. If Nightmare Foxy/Nightmare Mangle approaches, his efforts will be proven futile unless the player turns around, which can be easily avoided.

It is important to note that not being attentive enough while handling the doors can result in death if the animatronic is anywhere in the hall. If the Flashlight is shone while the animatronic is in breathing distance, they will attack. Vice versa, if the door is closed while the animatronic is down the hall, they will sprint down and attack the instant the door is opened. Patience is a virtue when dealing with the doors, but the player should also be warned that hanging around one door too long can cause the other animatronic to sneak in and attack when they turn to the bed.

End of Night Sequence

Once the Night is over, an alarm clock will sound and 6 AM will appear on the screen. Then, another minigame sequence will play. The crying boy will be in the room again, however, this time they can leave to explore the house with the Fredbear toy waiting for them in each room. Going to the right reveals a female's room with a broken Mangle toy lying next to a bed. Going to the left reveals a family room with a TV set and couch. If the child approaches the TV set, someone from behind it wearing a Foxy head will scare the child. This ends the sequence with the words "Tomorrow is another day." appearing once more.

At the end of every night, the player will have a chance to get two hours skipped the next night by playing the "Fun with Plushtrap" minigame. It is essentially "Red Light, Green Light". To win, the player must to keep the light off to allow Plushtrap to move from his chair at the end of the hall towards the player where an X lies on the floor. If light is shined while Plushtrap is on the X, the player wins 2 hours off. But, if the player fails to stop Plushtrap on the X, or allows Plushtrap to move past the X, which results in a jumpscare, the player will not get two hours off the next night. It should also be noted that if the two hours off is received, and the night ends up failed, the two hours off will no longer take effect.


  • Each hour in the game lasts approximately 1 minute, which means each night takes approximately 6 minutes to complete - a considerably faster rate compared to the first game, which takes approximately 1 minute and 25 seconds per in-game hour.
  • The setup of the game is very much like the first game; however, Bonnie and Chica work in a far more explicit tag team, trying to get the player to pay more attention to one so the other can sneak in.
  • Sometimes if the player turns around to the bed, an IV Drip can be seen at the side, hinting that the protagonist may be ill. Additionally, a small jar of pills or a vase of flowers may also appear at the side of the bed.
  • Similar to the first game, Nightmare Foxy/Nightmare Mangle only makes an appearance on the first night if the player attempts to "cheese" Night 1 by standing in a way that prevents the triggers of any of the other animatronics from playing their attacks, given Nightmare Freddy is the only one that can get the player from behind on this Night. If the player tries to avoid Nightmare Bonnie/Jack-O-Bonnie's or Nightmare Chica/Jack-O-Chica's attacks by never turning around, Nightmare Foxy/Nightmare Mangle will put an end to that tactic.
  • It is possible to beat Night 1 with neither Nightmare Bonnie/Jack-O-Bonnie nor Nightmare Chica/Jack-O-Chica appearing at the door at all.

Night 1 Night 2 Night 3 Night 4 Night 5 Custom
FNAFSL Night 1 Text

Night 1 is the first playable night of Five Nights at Freddy's: Sister Location. Like all previous games, this night serves as an introductory night; it acquaints the player with three rooms: The Elevator, the Primary Control Module, and the Circus Control.

The equivalent of Phone Guy in Sister Location is HandUnit, an AI designed to teach the technician about his job.

Like Night 1 of Five Nights at Freddy's 3, there are no animatronics active on this night. There is also no 12 AM to 6 AM sequence for this or any other night (excluding Night 5, if the player manages to enter the Private Room), allowing the player to run around the three specific rooms as long as they complete their job.


Before the night starts, a girl exclaims:

Daddy, why won't you let me play with her?

The player starts the night riding down in the Elevator during his shift, with the HandUnit speaking over.

Welcome to the first day of your exciting new career! Whether you were approached at a job fair, read our ad in "Screws, Bolts, and Hairpins", or if this is the result of a dare, we welcome you. I will be your personal guide to help you get started. I'm a model 5 of the Handyman's Robotics and Unit Repair System. But, you can call me "HandUnit". Your new career promises challenge, intrigue, and endless janitorial opportunities. Please enter your name as seen above the keypad. This cannot be changed later, so, please be careful.

After some time, the player will be asked to enter their name into a keypad that pops up from the bottom of the screen. It should be noted that no matter what the player enters into the keypad, the technician will be named "Eggs Benedict".

It seems that you had some trouble with the keypad. I see what you were trying to type, and I will autocorrect it for you. One moment. Welcome: Eggs Benedict.

When the Elevator stops, HandUnit instructs the player by saying:

You can now open the Elevator using that bright, red and obvious button. Let's get to work!

The player is now assigned to go into the vent towards the Primary Control Module, where HandUnit speaks more fully into the history of the place.

Allow me to fill this somewhat frightening silence with some lighthearted banter. Due to the massive success, and, even more so, the unfortunate closing of Freddy Fazbear's Pizza, it was clear that the stage was set (no pun intended) for another contender in children's entertainment. Unlike most entertainment venues, our robotic entertainers are rented out for private parties during the day, and it's your job to get the robots back in proper working order before the following morning.

The player will now be introduced to the starting room of the game, also known as the Primary Control Module. They will be now be required to check in on Ballora and Funtime Foxy using the light switches on either side of the room before heading to the Circus Gallery.

You are now in the Primary Control Module; it's actually a crawlspace between the two front showrooms. Now, let's get started with your daily tasks. View the window to your left. This is the Ballora Gallery: Party Room and Dance Studio, encouraging kids to get fit and enjoy pizza! Let's turn on the light and see if Ballora is onstage. Press the blue button on the elevated keypad to your left.

The player is now permitted to turn on the lights in Ballora Gallery, where they will notice that Ballora has supposedly gone missing from her stage.

Uh oh! It looks like Ballora doesn't feel like dancing. Let's give her some motivation. Press the red button now to administer a controlled shock. Maybe that will put the spring back in her step.

Should the player follow HandUnit's instructions, there will be spastic lights coming from the Ballora Gallery along with a distinct electrocution sound.

Let's check the light again.

Checking the lights as per instructions will show Ballora now situated onstage in proper working order.

Excellent. Ballora's feeling like her old self again and will be ready to perform again tomorrow. Now, view the window to your right. This is the funtime auditorium where Funtime Foxy encourages kids to play and share. Try the light! Let's see what Funtime Foxy is up to.

The player will now be permitted to check on Funtime Foxy by switching on the lights in Funtime Auditorium, where Funtime Foxy is nowhere to be seen.

Looks like Funtime Foxy is taking the day off. Let's motivate Funtime Foxy with a controlled shock.

Should the player follow instructions before checking the lights again, they will get no response from Funtime Foxy's part, and the stage will remain empty.

Let's try another controlled shock.

Checking the lights a second time after administering another shock will show Funtime Foxy onstage with seemingly nothing out of the ordinary.

Looks like Funtime Foxy is in perfect working order. Great job! In front of you is another vent shaft. Crawl through it to reach the Circus Gallery Control Module.

The player will now be redirected to the Circus Gallery by crawling through another vent, where they will be required to check on Circus Baby.

On the other side of the glass is Circus Baby's auditorium. Let's check the light and see what Baby is up to.

Checking the lights in Circus Gallery will show a supposedly empty room with nothing to be seen in front of the lights as before.

Looks like a few of the lights are out, but we can fix that later. Let's encourage Baby to cheer up with a controlled shock.

Should the player administer a shock, they will get no response from Circus Baby, and the room will remain empty.

Let's try another controlled shock.

Administering another shock to the room will reveal nothing as detailed above. However, HandUnit will state that Circus Baby is now present as opposed to the player's view of the room.

Great job, Circus Baby. We knew we could count on you! That concludes your duties for your first night on the job. We don't want you to leave overwhelmed; otherwise, you might not come back. Please leave using the vent behind you, and we'll see you again tomorrow.

The player is then permitted to crawl back through the Circus Gallery vent before ending their shift for the night.


There are no specific jobs that will require playing with the animatronics aside from the checking on their stage. This night, however, is more an introduction, as it explains the various mechanics to help with the next night.

The Immortal and The Restless - Episode 1

After each night (with the exception of Night 3), the player watches a TV show about a vampire, Vlad, and his human wife, Clara, who has recently given birth to a child. Vlad says the baby isn't his, despite the several similarities of the two.

Narrator: Another day, another dramatic entry in the lives of Vlad and his distressed mistress! Where will they go? What will they do? All of that and more happening now!
Vlad: Clara, I tell you, the baby isn't mine!
Clara: Count, I tell you that it is! You're the only vampire I've ever loved! And the baby turns his bottles into powdered milk.
Vlad: That doesn't mean anything.
Clara: He sleeps on the ceiling fan!
Vlad: Upright, or upside down?
Clara: What does it matter? You NEED to be part of your son's life!
Vlad: I'm an old man, Clara! I can't be a father!
Clara: Well, then, at least pay your child support, you deadbeat!
Narrator: Will Vlad and his distressed mistress find common ground? Tune in next time!


  • It is unknown how Ballora's controlled shock affects the Minireenas.
  • It is unknown how Funtime Foxy and Circus Baby can fight the controlled shock.
  • The reason Circus Baby is not seen in Circus Gallery is likely due to the fact that a few lights are out. Therefore, only HandUnit can tell whether she is in her place or not.
  • When crawling through the vent before ending the night, some metal clings and clangs are heard. Most people believe that it was an animatronic chasing Eggs Benedict.
    • This, however, is not true, since the player can stay still without getting jumpscared, resulting in a game over.
  • The title of The Immortal and The Restless is a parody of The Young and the Restless, which both bear a similar plot.
  • Vlad is an obvious parody of Count Dracula.
  • According to the show's animator, Neko Pikarcik-Tellez, the show was originally called by Scott Cawthon, "I Love Vlad". That is until Neko suggested the show's name, and "All My Undead" as parodies for existing soap operas.

Neko suggested the show's name, and "All My Undead" as parodies for existing soap operas.

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