Five Nights at Freddy's Wiki
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This is the history sub-page related to the Power Indicator.

Five Nights at Freddy's[]

The Power Indicator in Five Nights at Freddy's is located at the bottom left of the player's screen. It starts off with 100% power; however, since power isn't decreased by whole integers, rather decimal values, the value is rounded down to the nearest integer, making it appear to start at 99% (which is also the reason the amount of power left will read 0% for a while before actually shutting down). The remaining power will decrease at a variable speed depending on how much power is being used at any given time.

For example, having both doors closed and having the monitor up will cause the power to drain at an alarming rate. The player can conserve power by using the lights, doors, and cameras sparingly. Below the percentage indicator is a usage graphic that may show two green bars, a yellow bar, and a red bar. If only one or two green bars are illuminated, then the power usage is minimal. If the yellow bar is illuminated, then power usage is medium, and the red bar indicates critical or max power usage.

In the Android and Console versions, there is a cheat mode which grants unlimited power, fixing the amount of power left to 100%.

Running Out of Power[]

If the player's power supply is depleted, any closed doors will automatically open, the monitor will be inoperable, and the lights will go out, leaving The Office dimly lit. At this point, the only way for the player to survive is if they are lucky enough to make it to 6 AM. There are four phases of the power outage sequence:

  1. The player sits in the dimly lit Office. There is a 20% chance for this phase to end every five seconds. However, this phase will end forcefully if 20 seconds have passed.
  2. Freddy Fazbear will appear in the left doorway, flashing while accompanied by his music box jingle. Like with Phase 1, there is a 20% chance every five seconds for this phase to end, but it will end by itself after 20 seconds.
  3. The remaining lights in the Office and Freddy's face flicker and turn off, leaving the room pitch black (with barely visible shines on the doorways), while Freddy's jingle stops as well. Unlike the first two phases, there is now a 20% chance every two seconds for this phase to end. But once again, it will end automatically if 20 seconds have passed.
  4. Freddy jumpscares the player, causing the screen to go to static, leading to the Game Over screen. It should also be noted that contrary to popular belief, "playing dead" (not moving) during the power outage sequence does not increase the amount of time that each of the first three phases lasts. As mentioned above, it is entirely up to chance.

What Drains Power[]

  • There is an unstoppable 1-bar drain that drains 1% power every 9.6 seconds (this value decreases as the nights go on), seemingly caused by the fan and the light in the Office, the security cameras running, and the lights around the building.
  • Turning on the Hall Lights, closing the Doors, and checking the Monitor will cut that time in half for each one turned on. 1% each 4.8 seconds with 2 bars, an average of 1% each 3.2 seconds (in a cycle of 2.8s, 2.9s, 3.9s) with 3 bars, and an average of 1% each 2.4 seconds (in a cycle of 1.9s, 2.9s) with 4 bars (the max amount). It is possible to have 5 bars, but this only lasts for less than a second after closing both doors, turning one light on, and checking the cameras. It should be noted that these values tend to fluctuate over the nights, possibly intentionally to make the game harder in later nights or as a side effect of additional processing for more active animatronics.
  • The first time Foxy is blocked, he drains 1% power. The second time he is blocked, he drains 6% power. The third time he is blocked, he can drain the power upwards of 11%. This video confirms that this increases by 5% for each successive knock beyond this point.
  • Every night except Night 1 has an additional extra power drainage separate from the usage meter. This is not applied immediately, but in small increments every second. The drainage is as following:
    • Night 2: 1.5% per hour
    • Night 3: 1.8% per hour
    • Night 4: 2.25% per hour
    • Night 5 and up: 3% per hour

Power Usage Calculations[]

~9% power used per in-game hour with the constant 1-bar usage. Assuming a night where no one kills the player (only possible if Foxy and Freddy Fazbear never attack the entire night even without being looked at), the maximum amount of remaining power capable of possessing upon completing a night with is 45%.

Assuming the Monitor, Doors, and Hall Lights all drain the same amount of power:

  • 18% power used per hour with constant 2-bar usage. Electricity would run out at ~5:30 AM.
  • 27% power used per hour with constant 3-bar usage. Electricity would run out at ~3:42 AM.
  • 36% power used per hour with constant 4-bar usage. Electricity would run out at ~2:47 AM.

Not accounting for the few seconds the player has to survive with no power, even distribution of power over the 6 hours would lead to ~16.6% power usage per hour. Below is a guide of values to try to remain above. (Tip: Energy can be conserved earlier in the night due to having a slight grace period before the animatronics start beating down on the Office. This only works well during the first few nights, however.)

Maxpowermaxusage

Power indicator showing max power and max usage.

  • 12 AM: ~99%
  • 1 AM: ~83%
  • 2 AM: ~66%
  • 3 AM: ~50%
  • 4 AM: ~33%
  • 5 AM: ~16%
  • 6 AM: ~0%

Five Nights at Freddy's: Sister Location[]

The Power Indicator returns in Five Nights at Freddy's: Sister Location only available during the "fake" ending while facing Ennard at the Private Room and the non-canon Custom Night.

Just like from the first game, the power indicator will drain when using the doors or the monitor. If the power runs out completely, the player will be jumpscared by Ennard (or Ballora in the Custom Night).

Ultimate Custom Night[]

The Power Indicator once again returns in Ultimate Custom Night, this time not only do the doors and the monitor consume power, but also the flashlight, the fan, the silent ventilation, the heater, the AC and the Global Music Box. However, the Power Generator can conserve power, but the player is unable to control the temperature.

Just like in the other games, once the power runs out the player will be unable to defend themselves and will be jumpscared by the first animatronic that reaches them.

Five Nights at Freddy's VR: Help Wanted[]

The Power Indicator returns in Five Nights at Freddy's VR: Help Wanted in the FNAF 1 and Danger! Keep Out! modes.

FNAF 1[]

In this game mode, the Power Indicator works exactly the same as it does in the original Five Nights at Freddy's, draining every time a door, light or the monitor is used. The player will be vulnerable to Freddy once the power is completely drained.

Danger! Keep Out![]

The Power Indicator is also featured in Danger! Keep Out!. However, it functions differently in this mode. The power starts at 100% but the cameras and lights no longer drain power. It will only decrease every time the player uses the camera flash, which depletes 20% of the power. Once the player has used up all the power, the building power will shut down. While the building power is shut off (which can also be done by flipping the switch next to the monitor) the building power will recharge and the player will be unable to use the cameras, camera flash and lights, leaving them vulnerable to attack. The power can be switched back on by simply flipping the switch.

The usage meter also functions differently. It no longer shows how much power is being consumed but instead shows how much power is left and how many flashes the player can do before having to recharge. Below is a list of the amount of bars shown on the usage meter depending on how much power is left:

  • 5 bars at 100%
  • 4 bars at 80%
  • 3 bars at 60%
  • 2 bars at 40%
  • 1 bar at 20%

Five Nights at Freddy's AR: Special Delivery[]

The Power Indicator, called the Battery Power, appears in Five Nights at Freddy's AR: Special Delivery, only when facing off against an animatronic or when the player collects Remnant.

The flashlight and controlled shock both use Battery Power. The Flashlight will use 3% when turned on and slowly drain power while it is on. A Controlled Shock will deplete 10% of the battery. Battery that has been drained will not recharge during an animatronic encounter and will recharge at a moderate pace while not in an encounter.

If the battery drains to less than 10% power during an encounter, putting it in the critical range, one of two things will happen. If the player has Extra Batteries, the battery will gain around 70% charge. If the player has no Extra Batteries, the player can no longer stop the animatronic from attacking and they will be jumpscared soon after dropping too low in power.

Five Nights at Freddy's: Security Breach[]

Lolbit-Icon "PLEASE STAND BY"

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