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Five Nights At Freddy's: A Guide For The Clueless

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Sep 21st, 2014
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  1. First Night: Welcome one and all, to Freddy Fazbear's Pizzeria. You are a security guard working the night shift here. Your job is to watch over the animatronics, and try not to get killed while doing so. First of all, you will recieve a phone call from another guard. This guard is finishing up his last week as a security guard. He will inform you on the company's introductory greeting, how the characters "tend to wander" at night, and how if they see you they will see you as a metal endoskeleton with no costume on.Now, if you want to survive you have to conserve power. Only close your doors when absolutely nessecary, and use the "Lights" button to check your only blind spots, right by your door. Use the camera and make sure to check on the amount of power you have left and the time.Bonnie, the pink bunny, and Chica, the yellow chicken, tend not to move until around 2-3 AM. Keep wary of Pirate Cove, however, as Foxy, the hidden red/pink fox, will activate if you are idle for too long.
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  3. Second Night: You will recieve another call from the same guard, this time he informs you on how the animatronics become more active as the week progresses, and how freddy stays on the stage most of the time. He will tell you about the door lights, and he will also introduce Foxy. The trick is, you need to watch Pirate Cove, as that is where he hides. The Phone Guy himself notes this, suggesting that Foxy doesn't like being watched, and gets more active when the cameras aren't on. Besides Foxy, this stage is still relatively simple as long as you're careful, and keep watching Pirate Cove occasionally. Make sure that neither of the other animatronics are making a move towards your office before checking. Bonnie and Chica also become faster and more active this night, making it more challenging.
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  5. Third Night: Tonight, you recieve yet another phone call. The Phone Guy advises you to try acting dead so they think you are an empty costume, but then quickly corrects his mistake when he realizes they may stuff a endoskeleton into you. Chica will be the first to move on this night followed by Bonnie with Freddy right on his/her heels. Foxy's mechanics are altered slightly. Now, he will start to pull out from behind the curtains if you watch him too much. Watch him sporadically, but not too much for him to come out; If you find Pirate Cove's curtain open, immediately close the left door before Foxy enters the office. Freddy will start moving during this night, but he isn't exactly a threat. He WILL become a threat during The 4th Night. If the West Hall poster suddenly changes to a poster of golden Freddy missing his eyes, lower the camera and them immidiently pull it up again. Golden Freddy isn't dangerous, so long as you do that.
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  7. Fourth Night: You recieve another phone call, and the Phone Guy speaks to you for a bit, telling you to check on the heads in the back room, as he is curious as to what is in them. He then is killed by what could have been any of the animatronics. Freddy will become active tonight, if he appears in the East Corner close your door before checking the cameras. The pattern for Foxy is the same, check but not too much. Bonnie and Chica are more active and can both cause the doors and lights to fail. The doors and lights WILL NOT reactivate, which makes this night challenging.
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  9. Fifth Night: The phone rings, however it is not the guard, it is a demonic sounding garbled voice. Check Pirate Cove frequently, Foxy is much more active than on the earlier nights. Check the East Hall frequently; if you see Freddy, do not look at him more than twice, or he will sneak into the room and attack you. Only check Freddy Fazbear and Foxy on the camera, for Chica and Bonnie only check the lights.
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  11. Sixth Night:
  12. This night is believed to be incredibly hard to, or the most difficult to beat. All of the animatronics are active and you must be careful with the conserving of power. You will not recieve a phone call, and you must keep a close eye on Freddy. Upon beating the game, the player will be greeted with a happy-toned image of a $120.00 paycheck with a background of all of the animatronics in a non-disturbing daytime light.
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  14. Seventh/Custom Night: You are able to set the level of the animatronics, the highest being twenty. The difficulty is as shown:
  15. 0 - 2: Easy
  16. 3 - 6: Medium
  17. 7 - 12: Hard
  18. 13 - 20: Extreme
  19. Upon completion of the 7th/custom night, the player will receive a "notice of termination", meaning he was fired. He was fired for "Tampering" (Messing with the Animatronics' AI to make them harder/easier), "General Unproffessionalism" (Possibly Screaming), and "Odor" (Through sweating/secretion of other bodily fluids) "thanks, mngmt" (From management).
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