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FNAF Writeup

Jul 2nd, 2018
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  1. FNAF 1 - The Old Animatronics
  2.  
  3. Bonnie the Bunny
  4.  
  5. FNAF 1 Behavior - The most active threat in the first game, attacking from Night 1 onwards. Roams the restaurant at random until he reaches the left-hand hallway, then attempts to enter the office. Closing the door in time will prompt him to leave rather quickly, and he'll appear in a random other room upon leaving. He can appear back in the left hall on later nights, allowing him to almost immediately attack again. If he's about to kill you, he be seen by flashing the door lights; doing so means you have about a 2 second window to shut the door. If the left door will not close, he is already in the office and will kill you the next time you close the camera feed. Other threats may enter the opened left door during this time.
  6.  
  7. UCN Behavior - Has been moved to Pirate's Cove with Foxy. A figure on your desk alerts you as to which animatronic is currently awake in the Cove. Checking the camera there while Bonnie is awake will anger him, causing him to scramble your camera feed heavily. Cannot kill you directly.
  8.  
  9. Lore - Like the other Old Animatronics, Bonnie is possessed by one of the children murdered by William Afton. Other than that, this particular character has no real importance above any other haunted animatronic. Bonnie is considered by Scott Cawthon to be the most frightening animatronic, and so becomes a rather prominent figure later in the series.
  10.  
  11.  
  12. Chica the Chicken
  13.  
  14. FNAF 1 Behavior - Almost identical to Bonnie. She warps around the restaurant randomly until she reaches the right hand hallway, then attacks from the right door. Major differences are that she frequents the Kitchen (where the cameras do not function), attacks less often, and stays at the door longer than Bonnie if you block her. When she DOES leave, she will never remain in the right hallway. On earlier nights, she almost always returns to the Kitchen upon a successful block. She can disable the right door by entering your office, and like Bonnie will kill you the next time the cameras are opened and closed. It IS possible to have both Bonnie and Chica inside the office, and thus have both doors broken. This is certain death unless it's almost 6 AM.
  15.  
  16. UCN Behavior - Chica again hangs out in the Kitchen, where no cameras are located. She'll merrily bang on the pots and pans until she gets tired of the music playing in the Kitchen. Change it immediately when she stops making noise, or she will immediately beeline for the Office and kill you unavoidably.
  17.  
  18. Lore - Like Bonnie, Chica is haunted by one of William Afton's victims. Beyond this, Chica remains a rather unimportant figure throughout the series, oddly enough.
  19.  
  20.  
  21. Foxy the Pirate
  22.  
  23. FNAF 1 Behavior - Foxy remains in Pirate's Cove all night, every night. At randomly determined points, he will peek farther out from behind a curtain in his Cove. This is USUALLY indicated by him humming a jaunty tune, but on later nights he may be silent when moving. Should he fully exit the curtain, he can be found in the left hallway, actively sprinting towards the Office. You have 3 seconds to close the left door or he will instantly kill you. If he arrives at the left door, and it's closed, he'll slam into it, draining a small amount of your power and returning to Pirate's Cove instantly. On earlier nights, he will only attack once, but later nights give him a chance to attack multiple times. He will ALWAYS go through the full process of peeking from behind his curtain, however. IF you see that he is gone from the Cove, a programming quirk means that, so long as you don't check the left hall camera, he'll take around 30 seconds to reach the Office rather than 3. As long as the door is closed after those 30 seconds, you'll live.
  24.  
  25. UCN Behavior - Shares his Cove with Bonnie, the two taking turns being active at random intervals, heralded by a figure on your desk. If the camera in Pirate's Cove is not checked at some point during one of his active periods, he will slip a piece of himself into the office. If all four parts get into the office, he will kill you the next time the cameras are opened and closed. You cannot get rid of parts that are inside the office. Simply peeking in for a second while he's awake is enough to prevent him from slipping in a piece.
  26.  
  27. Lore - Another animatronic haunted by one of Afton's victims. Foxy is interesting in that he is out of order at this time, and yet is the only animatronic to actively move on camera without warping. Foxy is the protagonist's predecessor's favorite character, and he gushes over the character for a while in one phone call. Foxy is one of several suspects in the Bite of 87, an occurrence in which an animatronic bit down on the head of a child, crushing their frontal lobe. Evidence towards Foxy being the culprit is that his jaw hangs limp, as if broken by chomping down on something, and that he's out of order. That said, there are other possible culprits, and no animatronic has been confirmed as the true perpetrator.
  28.  
  29.  
  30. Freddy Fazbear
  31.  
  32. FNAF 1 Behavior - Only active from Night 3 onwards, but he will kill you from the very first night if you ever run out of power. When the power runs out, he'll appear in the left door and play the Toreador March. If you make ABSOLUTELY NO MOVEMENTS, he MAY play the full song. If 6 AM hits before he stops playing music, you will survive. If not... well. On later nights, he's less inclined to play the full song, and may even actively cut it shorter than normal. Any input counts as a movement, even moving your cursor or pressing a key not usually used in gameplay. Once active, Freddy warps through the restaurant, actively staying in locations that make it difficult to see him on camera. He'll appear in the right doorway at some point, and you have 1 second to shut the door before he enters. Once the door is closed, he WILL stay there for a handful of seconds, instantly killing you if you open the door before he's gone. Be sure to flash the lights and make sure you can't see him before opening the door. If both doors are closed for any non-negligible amount of time while Freddy is active, he will appear in the office directly and kill you. The other animatronics are more aggressive while Freddy is active, attacking more often and staying at the door longer. Foxy also takes slightly more power when he rams your door. It's implied that Freddy actively studies and adapts to your weaknesses, ratcheting up the AI level of animatronics that give you trouble. If you don't check Foxy enough, for example, the Pirate will likely attack more often when Freddy is awake.
  33.  
  34. UCN Behavior - He simply attacks the left door. Close it and he can't kill you. He moves faster the warmer the office is currently.
  35.  
  36. Lore - The mascot of Fazbear Entertainment and again an animatronic haunted by an Afton victim. Freddy is implied to be the most intelligent of the Old animatronics, as they seem more coordinated and aggressive when he decides to get active. THIS PARTICULAR Freddy isn't very important beyond being another ghost, but the character has importance later.
  37.  
  38.  
  39. "Golden Freddy"
  40.  
  41. FNAF 1 Behavior - Appears inside the office upon certain secret conditions being fulfilled. Do not look directly at him. Open and close the cameras immediately or he will crash the game outright. Can appear on any Night.
  42.  
  43. UCN Behavior - Exactly as in FNAF 1, but simply kills you rather than crashing the game.
  44.  
  45. Lore - Hoo boy. Goldie is extremely heavily implied to be a phantom outright, rather than a possessed suit. He is EXTREMELY IMPORTANT later... but for now is a mystery, and one you can safely play the full game without ever laying eyes on.
  46.  
  47.  
  48. FNAF 2 - Toy and Withered Animatronics
  49.  
  50.  
  51. Toy Bonnie
  52.  
  53. FNAF 2 Behavior - Like his older incarnation, Bonnie is a fairly active threat... during the earlier nights, anyway. He steadily approaches the office, eventually appearing in the right vent. Quickly equip the Freddy Mask and he'll eerily pass right through the office, staring at you as the lights flicker. He remains in the office long enough that other threats will likely move closer to you in the interim, but two animatronics cannot be in the office at once... barring two exceptions.
  54.  
  55. UCN Behavior - Randomly enters the office through a trapdoor. Put on the Freddy Mask and look directly at him to pacify him.
  56.  
  57. Lore - A more kid-friendly redesign of Bonnie, and apparently not haunted. The Toy animatronics have facial recognition software so they can identify possible intruders, but the software is glitchy to the point they will happily "apprehend" the protagonist if given the chance. Because of this, wearing a mask of Freddy Fazbear is enough to convince them you are one of them and will make them leave you alone. This applies to ALL Toys, even Toy Freddy. The Toy line in general don't hold a ton of plot relevance, but the restaurant that employs them DOES.
  58.  
  59.  
  60. Toy Chica
  61.  
  62. FNAF 2 Behavior - Like Toy Bonnie, roams the restaurant until she decides to attack. She can attack via the front hall or the left vent. The Freddy Mask will suffice to drive her away. She becomes extremely inactive in later nights.
  63.  
  64. UCN Behavior - Like Toy Bonnie, she appears from a trapdoor. She is faster and appears more often, but wearing the Mask and looking at her repels her.
  65.  
  66. Lore - A more, uh, "family friendly" design of Chica. Like the other Toys, she's merely extremely glitch ridden rather than haunted. TC removes her animatronic eyes and beak while active, leering at the cameras with her endoskeleton's teeth and LED eyes.
  67.  
  68.  
  69. Toy Freddy
  70.  
  71. FNAF 2 Behavior - Most active in earlier nights and the final night. Toy Freddy appears at the end of the front hallway and slowly approaches you. You can use the flashlight to see where he is. Once he gets to the end, you have mere seconds to equip the Mask to make him leave. If you're too late, he'll still vanish... but will rip the mask off your head and kill you anyway.
  72.  
  73. UCN Behavior - Having retired from the scare game, T.F. is content to play his favorite horror game, Five Nights at Mr. Hugs', all night. Your job is to help him stay alive, because if he dies in the game, he'll take his rage out on you. If Toy Freddy is jumpscared by Mr. Hugs, you are already dead. He cannot be pacified after this.
  74.  
  75. Lore - A kid-friendly design of Freddy himself. Again, not haunted, just poorly programmed. Even among the Toys, Freddy holds nearly no importance to anything... hence why he's retired in UCN.
  76.  
  77.  
  78. "The Mangle" (Toy Foxy)
  79.  
  80. FNAF 2 Behavior - The most aggressive of the Toys, Mangle can actively move towards your office as early as the very beginning of the second night. She constantly emits a loud radio frequency, so it's possible to tell how close she is without seeing her on the cameras. If she appears in the right vent, the Mask will coerce her to move along. If you DON'T catch her out with the Mask, Mangle will attach to the ceiling of the office, where she loudly makes radio sounds. At this point, it is too late to get rid of her. The other animatronics will now move towards the office faster than normal, explained as them having noise sensors that are agitated by sound. At some point, Mangle MAY kill you, but it's also entirely possible to have her up there for several in-game hours without being killed. It's even possible to survive the night with Mangle hanging out. Mangle does NOT prevent other animatronics from being in the same room as her, and is the only active threat to do so. It is entirely possible for her to be in your office with another threat.
  81.  
  82. UCN Behavior - Crawls through the Vents with some other threats. Mangle can squeeze past the vent doors and other animatronics, so the only way to keep her out is by setting a snare in the correct location, which requires smart monitoring of her location.
  83.  
  84. Lore - Originally a kid-friendly Foxy, "The Mangle" was unofficially converted into a "do it yourself" attraction for kids less than a week into the restaurant being opened after the kids destroyed her daily. Now, Mangle is the most heavily damaged animatronic in 2 and uses her bizarre form to crawl around the building freely. Mangle is another suspect in the Bite of 87, and considered the most likely culprit, as FNAF 2 occurs in 1987. In fact... the Bite occurs the day of the bonus night. The Phone Guy laments her horrible state, as Foxy is his favorite character, just as in 1. Scott Cawthon is notoriously trolly about Mangle's gender, as she has a feminine color scheme and lipstick, and uses both pronouns randomly.
  85.  
  86.  
  87. Balloon Boy (BB)
  88.  
  89. FNAF 2 Behavior - Attempts to enter the office via the left vent, and is not visible on camera until inside the vent. Should he appear in the vent opening, the Mask will make him leave. If he gets into the office, he won't kill you... but he'll steal your flashlight and stay there allll night. Laughing. Constantly.
  90.  
  91. UCN Behavior - Much the same, except he's now repelled by simply closing the vent. Still deactivates the flashlight.
  92.  
  93. Lore - UGH. Widely considered the most annoying animatronic in the series. BB is given absolutely no lore importance beyond running on the same software as the Toy animatronics. If you don't hate BB on theory alone, playing 2 will give you a burning hatred for his very existence. Later games roll with this, treating the little jerk with as much respect as her deserves: none.
  94.  
  95.  
  96. Marionette/The Puppet
  97.  
  98. FNAF 2 Behavior - In the Prize Counter room, there's a music box. You must keep it wound all night. If the box ever stops playing music, the Puppet will instantly beeline to the office and kill you. It cannot be stopped. Winding the box requires use of the cameras, and so cannot be done while wearing the Mask or otherwise engaged.
  99.  
  100. UCN Behavior - Much the same, requiring the music box to be wound up lest it kill you.
  101.  
  102. Lore - Hoooo boy. The Puppet is a very, very important figure. In several hidden minigames, it's implied that the Puppet "gifted" the spirits of Afton's victims a second chance by putting them into the animatronics seen in FNAF 1. This is actually accurate, as the Puppet itself, once a security robot, now hosts the ghost of one of Afton's first victims, a young girl. Implied to be the daughter of one of the two men to design the Fazbear Entertainment animatronics, the spirit developed a vengeful quest to protect every child from William Afton while also ultimately crusading to kill the monster. Unfortunately... he was disguised as a security guard for at least some of his murders, so the Puppet kills night guards indiscriminately. If William Afton is the big bad, the Puppet is ironically the closest thing to a big good the series has, despite being an extremely major threat. The Puppet and its "pilot" continue to hold importance later.
  103.  
  104.  
  105. Withered Bonnie, Withered Freddy, and Withered Chica
  106.  
  107. FNAF 2 Behavior - Almost functionally identical, they enter your office through the left vent, front hall, or right vent respectively. Once there, they loom over you, giving you a slim window to equip the Mask. If you're too slow, you're dead.
  108.  
  109. W.B. UCN Behavior - Appears inside the office while you're checking the cameras, causing distortions of the screen. Quickly equip the Mask to repel him.
  110.  
  111. W.C. UCN Behavior - She attempts to enter the office via the vents... but is far too large to fit, getting stuck. She'll eventually wiggle out and kill you if you don't block her with a vent snare or by closing the vent. Vent animatronics cannot pass if she's stuck, barring Mangle, who's flexible enough to squeeze by.
  112.  
  113. Lore - The original gang, before the retrofitting and repairs seen in FNAF 1. Since 2 is a prequel, they're in worse shape than they are in 1. They're still haunted, and still out to kill. Bizarrely, Withered Freddy does not appear in Ultimate Custom Night. Presumably they have the facial recognition software at this point in time, or the spirits are easily confused, as the Mask still fools them.
  114.  
  115.  
  116. Withered Foxy
  117.  
  118. FNAF 2 Behavior - Foxy will immediately beeline to the hallway when he wakes up. Once there, he'll bum rush the office. Foxy is NOT fooled by the Mask, and will happily kill you regardless of your equip status. The only way to avoid Foxy is to flash the flashlight rapidly; the strobe effect disorients him and makes him leave. If BB is in your room, and Foxy pays you a visit... you're dead. No ifs, ands, or buts. Foxy will force all other animatronics out of the front hallway when he appears.
  119.  
  120. Lore - Foxy before his (apparently minimal) repairs shown in FNAF 1. Still haunted, and apparently more clever than the other haunted animatronics, as the Mask has no effect on him. Does not appear in UCN.
  121.  
  122.  
  123. "Golden Freddy"
  124.  
  125. FNAF 2 Behavior - Appears either in the office as a slumped animatronic OR in the hallway as a disembodied head. Either put the Mask on immediately in case of the former or immediately turn off the flashlight in case of the latter.
  126.  
  127. Lore - Yep, he's still here. And more supernatural this time. What is this guy's DEAL?
  128.  
  129.  
  130. FNAF 3 - The Phantoms and...?
  131.  
  132.  
  133. Springtrap/Scraptrap/Spring-Bonnie/WILLIAM AFTON
  134.  
  135. FNAF 3 Behavior - Lurks the halls of Fazbear's Fright with a complex AI, actively attempting to follow an unpredictable path. Can enter through the door or the vents. Cannot go through a closer vent, but the door is unclosable. He is attracted to sound, and you can play BB's laugh remotely in any room to lure him there, the chances of which depend on how close he was to that room and what night it is. If the ventilation fails, the alarm will make him beeline to the office. If the ventilation is failing, you will hallucinate extra Springtraps on the cameras.
  136.  
  137. FNAF 6 Behavior (as Scraptrap) - All FNAF 6 animatronics behave the same. Scraptrap roams your facility, susceptible to an audio lure that can lead him away from you. If seen in the vents, flashing your light will repel him.
  138.  
  139. UCN Behavior (as Springtrap) - Enters silently through the front vent. Close it to block him.
  140.  
  141. UCN Behavior (as Afton) - Attacks exactly once in a night, at a random time. Completely undetectable until he gets ready to pounce. The lights flicker, and you have a half second to close the vent and foil his attack. Miss and you're dead. Succeed, and he'll leave for the remainder of your night.
  142.  
  143. Lore - William Afton is responsible for almost every single incident in the entire series. A robotics genius, he at least partially designed most of the animatronics seen in the series... and as a serial killer specializing in children, he's responsible for their hauntings as well. He is first heard speaking in the 5th game, defending some of the design decisions in his products... decisions made for the purpose of creating robotic kidnappers. At some point, he disguised himself as a guard at a family restaurant and murdered AT LEAST 5 children. One possessed The Puppet, the others, with her help, possessed Freddy, Bonnie, Chica, and Foxy. Later, these spirits encountered and cornered Afton after he disassembled their animatronics. Panicked, he jumped into the only cover handy...
  144.  
  145. In the early days of Fazbear Entertainment, there existed two characters. Both of these characters were revolutionary "springlock suits," machines that doubled as animatronics and wearable mascot costumes. This was facilitated via cranking the animatronic parts out of the way and locking them in place with springs. Unfortunately... the locks were extremely sensitive and faulty. After a horrific maiming incident, the springlock suits were retired in favor of straight animatronics. One such suit, Spring-Bonnie, was later found and used for... unsavory acts.
  146.  
  147. Cornered by the ghosts of his victims, Afton leapt into the nearby Spring-Bonnie suit... which immediately broke the springlocks. The animatronic essentially exploded into Afton, killing him and trapping his corpse inside. Of course, it didn't end there. Afton's spirit possessed the Spring-Bonnie suit, and the suit fell into possession of the management of a cheap horror attraction. Afton attempted to kill their night guard, who retaliated by torching the attraction. Which, of course, failed to kill the revenant. It wasn't until an old business partner of his finally lured him into a trap in the 6th game that the monstrous specter was finally banished to Hell... and if UCN's clues are to be believed, Ultimate Custom Night is played from Afton's perspective as he endures his own personal Hell for eternity. How fitting.
  148.  
  149.  
  150. Phantom Freddy, Phantom Chica, Phantom Foxy, Phantom BB, Phantom Mangle, Phantom Puppet
  151.  
  152. FNAF 3 Behavior - Hallucinations that occur more frequently as the ventilation slowly fails. Each has a different effect. Freddy sounds exactly like Springtrap approaching and jumpscares you if you look too long. Chica will perform a non-deadly jumpscare and immediately crash the ventilation system. Foxy also jumpscares and disables the ventilation. As does BB. Mangle slowly rises up and emits a loud sound that distracts you and attracts Springtrap. Puppet manifests in the office and blocks your view for 17 seconds. None can kill you, but all will make you more susceptible to Springtrap.
  153.  
  154. Freddy UCN Behavior - Appears in the office; flicker the flashlight until he vanishes or he'll jumpscare you, making you temporarily black out.
  155.  
  156. BB UCN Behavior - Appears on the camera randomly. If you close the cameras while he's onscreen, he'll jumpscare your and force a blackout.
  157.  
  158. Mangle UCN Behavior - Appears on camera randomly; if the cameras are closed with her onscreen, she appears in the office and makes noise.
  159.  
  160. Lore - Merely fear-induced hallucinations brought on by the stress of fighting off Springtrap and the haze of a faulty ventilation system.
  161.  
  162.  
  163. FNAF 4 - The Nightmares
  164.  
  165.  
  166. Nightmare Freddy
  167.  
  168. FNAF 4 Behavior - Over the night, miniature Freddies (called Freddles) will manifest on the bed behind you. You must chase them away with the flashlight regularly, or they will combine into Nightmare Freddy. Once this happens, you are dead.
  169.  
  170. UCN Behavior - Much the same, Freddles appear and must be shooed off with the light, lest they conglomerate.
  171.  
  172. Lore - Along with the other Nightmares, it isn't exactly clear if Freddy is real or a figment of the player (a child)'s imagination. Either way, he SEEMS to be the leader of the Nightmares, more or less, but it soon becomes apparent that's not the case...
  173.  
  174.  
  175. Nightmare Bonnie
  176.  
  177. FNAF 4 Behavior - Attacks the left door. Check the hallway only if you don't hear breathing. If you DO hear breathing, hold the door closed until you hear him walk away.
  178.  
  179. UCN Behavior - Attacks in sequence with Circus Baby and Nightmare Mangle. Buy the Bonnie Plush from the prize counter as he's coming to pacify him.
  180.  
  181. Lore - Like Freddy, it's unclear if Bonnie is real or a literal nightmare. Barring that, no significance. Appears as Jack-o-Bonnie in a Halloween update.
  182.  
  183.  
  184. Nightmare Chica
  185.  
  186. FNAF 4 Behavior - Much the same as N. Bonnie, but from the right door. Occasionally her cupcake will be the one to kill you rather than her personally.
  187.  
  188. UCN Behavior - Secret animatronic summoned by Deedee. Will slowly advance, attempting to bite down on the player. Can be delayed by turning up the heater.
  189.  
  190. UCN Behavior (as Jack-o-Chica) - Appears at both doors simultaneously; both must be closed simultaneously to block her.
  191.  
  192. Lore - See Nightmare Bonnie. Notably, her Jack-o form is the only one of the two to appear in UCN.
  193.  
  194.  
  195. Nightmare Foxy
  196.  
  197. FNAF 4 Behavior - Appears in the closet as a plush at first, then becomes the full animatronic later. Simply close the closet door on him long enough and he'll return to an inert plush.
  198.  
  199. Lore - See above. If N.F. is an actual animatronic, he's another suspect for the Bite of 87.
  200.  
  201.  
  202. Nightmare Fredbear/"Nightmare Golden Freddy"
  203.  
  204. FNAF 4 Behavior - Replaces all other Nightmares and can use any of their attack patterns. Is extremely aggressive.
  205.  
  206. UCN Behavior - Appears in the left door; close it quickly to block him.
  207.  
  208. Lore - And here's the reveal. "Golden Freddy" is actually Fredbear, a character from the original Fredbear's Family Diner restaurant, back in the days of the springlock suits. The character was eventually retooled into Freddy Fazbear, but apparently the old springlock suit ended up haunted... Fredbear was involved in an incident known as the Bite of 83, where a young boy's head was crushed in the aftermath of a cruel prank by his brother. The protagonist of 4 IS this child, so it's presumed the Nightmares are a product of his extreme trauma and terror. It was at one time thought William Afton used the Fredbear suit for his murders, but it later was revealed that he utilized Spring-Bonnie. As the child's once-favorite character, Nightmare Fredbear supersedes all others in his mind after his brother locks him in a room with a disassembled Fredbear.
  209.  
  210.  
  211. NIGHTMARE
  212.  
  213. FNAF 4 Behavior - As Nightmare Fredbear, but even more aggressive.
  214.  
  215. UCN Behavior - As Nightmare Fredbear, but from the right door.
  216.  
  217. Lore - !!!!!!!
  218.  
  219.  
  220. Plushtrap + Nightmare BB
  221.  
  222. FNAF 4 Behavior - Both appear in a bonus minigame. Successfully stop the advancing foe on the X, and you get to begin at 2 AM rather than Midnight the next night. NBB is faster than Plushtrap and harder to pin down.
  223.  
  224. UCN Behavior (Plushtrap) - Secret animatronic summoned by Deedee. Appears in a chair and must be clicked to prevent a jumpscare.
  225.  
  226. UCN Behavior (N.B.B.) - Already in your office, slouched. If he sits up, flash the light to make him slump again. Otherwise ignore him.
  227.  
  228. Lore - More nightmares... though Plushtrap is implied to be based on a doll carried by a girl the night of the Bite of 83.
  229.  
  230.  
  231. Nightmare Mangle
  232.  
  233. FNAF 4 Behavior - As Nightmare Foxy.
  234.  
  235. UCN Behavior - Attacks in sequence with Circus Baby and Nightmare Bonnie. Buy the Mangle Plush from the prize booth as she approaches to pacify her.
  236.  
  237. Lore - See Nightmare Foxy.
  238.  
  239.  
  240. Nightmarionne (Nightmare Puppet)
  241.  
  242. FNAF 4 Behavior - As Nightmare Fredbear
  243.  
  244. UCN Behavior - Is already in the office, invisible. Mousing over it lets it slowly manifest in the room, killing you if it fully appears.
  245.  
  246. Lore - See above.
  247.  
  248.  
  249. FNAF Sister Location (5) - Circus Baby and Friends
  250.  
  251. Note: Because SL has a scripted story mode, all listed behaviors only apply to the Custom Night mode included alongside it.
  252.  
  253.  
  254. Circus Baby
  255.  
  256. UCN Behavior - Attacks in sequence with Nightmare Bonnie and Nightmare Mangle. Purchase the Baby Plush as she approaches to appease her.
  257.  
  258. Lore - One of a group of animatronics designed by William Afton for the express purpose of luring and kidnapping children. Rented out alongside her fellow animatronics for parties and other events. Incidentally killed Afton's own daughter, an act the AI expresses regret over. It's possible that Elizabeth Afton may have some degree of control over Baby, but it's somewhat ambiguous. Baby is the mastermind of the Funtime animatronics' plan to escape their facility, and speaks directly to the player at multiple times. She advises you in several incidents, keeping you alive until she needs you dead. Canonically, the protagonist believes her and is killed for the purposes of her plan, his organs scooped out by a machine designed to remove the amorphous endoskeletons of the Funtime animatronics for maintenance. Baby appears later, as well...
  259.  
  260.  
  261. Funtime Freddy (and Bonbon)
  262.  
  263. SL Behavior - Perches outside either door; sends Bonbon to attack you. If he yells "GO GET EM!" Bonbon attacks from the same side as Freddy. If he yells "GET READY FOR A SURPRISE!" Bonbon attacks from the opposite side. Simply close the appropriate door to block.
  264.  
  265. Lore - Yet another Freddy Variant, and this one has Afton's kidnapping gear integrated. Freddy is powered down by the player over the course of the story, and is later included in something bigger and badder than himself alone... His Bonbon hand puppet is apparently animatronic as well.
  266.  
  267.  
  268. Funtime Foxy
  269.  
  270. SL Behavior - As Classic Foxy in FNAF 1.
  271.  
  272. UCN Behavior - A sign in Pirate's Cove displays a certain hour. Be watching the camera at that exact hour or she will instantly kill you unavoidably.
  273.  
  274. Lore - Another kidnapping-equipped Afton animatronic. Funtime Foxy herself does not speak, as she's an introvert according to Scott; instead, she uses a Voice Recorder and Playback Device to imitate any voice. In UCN, she uses what is clearly a recording of a man's voice to taunt the player-as-Afton should he fail to tune in to her show on time. She is also equipped with a device that can emit any scent... and it's implied that extends to something like chloroform. Funtime Foxy will at one point unavoidably capture the player in SL, but won't kill him, only trap him in a springlock suit. Funtime Foxy's voice device is later used for another purpose...
  275.  
  276.  
  277. Ballora
  278.  
  279. SL Behavior - Elegantly glides throughout the facility; listen for her music to approach either door, then close the appropriate one.
  280.  
  281. UCN Behavior - Much the same, but she can disable your camera feeds.
  282.  
  283. Lore - One of the kidnapping animatronics. Ballora's extremely sexualized design was intended to distract fathers while the others handled the actual abducting. Unlike the others, she is against Baby's plan to escape... purely on the grounds that she's afraid it won't work. She's perfectly happy to kill the player. Much to her chagrin, she's more or less forced to comply with Baby...
  284.  
  285.  
  286. Bidybabs
  287.  
  288. SL Behavior - Appears in the vent; simply close it to block.
  289.  
  290. Lore - Apparently tiny animatronics designed to work with Baby. Not much else is known.
  291.  
  292.  
  293. Minireenas
  294.  
  295. SL Behavior - Either begin draining your Oxygen or permanently obscure your view. The former is prevented by electrocuting them.
  296.  
  297. UCN Behavior - Obscures your view.
  298.  
  299. Lore - Small "parental distraction units" that work with Ballora. Not much else is known.
  300.  
  301.  
  302. Ennard
  303.  
  304. UCN Behavior - Attacks via the vents; squeaks when about to pounce. Close the vent to block it.
  305.  
  306. Lore - A hivemind made up of the endoskeletons of all the Funtime animatronics. Baby's plan led to her assimilating her companions in hopes of hijacking the protagonist's skin and leaving under the guise of a human. Canonically, this worked... but the skin rotted, forcing Ennard to flee into the sewers. Ennard includes all the animatronics' various specialties, including Funtime Foxy's voice module, which it uses to speak in Baby's voice... and Elizabeth Afton's. Ennard eventually returns... in some capacity.
  307.  
  308.  
  309. Lolbit
  310.  
  311. SL Behavior - Spreads across screens in your office until she throws up a PLEASE STAND BY alert on your screen. Can only be banished by typing LOL on your actual keyboard.
  312.  
  313. UCN Behavior - Secret animatronic summoned by Deedee. Immediately covers your screen, banished with LOL again.
  314.  
  315. Lore - ???
  316.  
  317.  
  318. Freddy Fazbear's Pizzeria Simulator (FNAF 6) - The Scraps
  319.  
  320.  
  321. Molten Freddy
  322.  
  323. PS Behavior - All FNAF 6 animatronics behave the same. Molten Freddy roams your facility, susceptible to an audio lure that can lead him away from you. If seen in the vents, flashing your light will repel him.
  324.  
  325. UCN Behavior - Like Ennard and Springtrap, he hides in your vents. When you hear him laugh, shut the vent immediately.
  326.  
  327. Lore - When Baby's plan proved faulty, the other animatronics making up Ennard grew tired of her. They ejected their "leader" from the mass and parted ways. Now, Funtime Freddy is the only one of the AIs still conscious... and he's gone a bit loony from the isolation.
  328.  
  329.  
  330. Scrap Baby
  331.  
  332. PS Behavior - All FNAF 6 animatronics behave the same. Baby roams your facility, susceptible to an audio lure that can lead her away from you. If seen in the vents, flashing your light will repel her.
  333.  
  334. UCN Behavior - Appears in the office, slumped over. If she moves, administer a shock or she'll kill you next time the cameras are closed. If shocked while docile, she'll attack instantly.
  335.  
  336. Lore - After being ejected from Ennard, it seems Baby was able to salvage at least some of her old body. It's also confirmed at this point that Elizabeth Afton is in there SOMEWHERE. Baby now is openly hostile rather than quietly manipulative, and makes reference to wanting to follow in her father's footsteps. Considering William's legacy... well. That's not comforting information.
  337.  
  338.  
  339. Lefty
  340.  
  341. PS Behavior - All FNAF 6 animatronics behave the same. Lefty roams your facility, susceptible to an audio lure that can lead him away from you. If seen in the vents, flashing your light will repel him.
  342.  
  343. UCN Behavior - Lurks in a closet, becomes agitated by noise or heat in the office. Will unavoidably kill you if he gets angry enough. To calm him, the global music box must be used, which burns power.
  344.  
  345. Lore - A newly designed and built animatronic created to lure and trap The Puppet as part of a scheme to finally end the legacy of William Afton. Thanks to the player, it succeeds, and their employer's daughter, the Puppet's spirit, is finally freed... as Afton is condemned to Hell, Ennard is destroyed, and Elizabeth is also freed.
  346.  
  347.  
  348. Helpy
  349.  
  350. UCN Behavior - Appears on your desk; click him or suffer a nonlethal airhorn jumpscare. This counts as noise in the office as well.
  351.  
  352. Lore - A cutesy Freddy used in the Pizzeria Simulator software to guide and assist the player. Harmless.
  353.  
  354.  
  355. Trash and the Gang (Pan Stan, Mr. Hugs, Number 1 Crate, and Mr. Can-Do)
  356.  
  357. UCN Behavior - Crate performs a harmless bass-boosted jumpscare at random. Can-Do (a balloon) floats in front of a random camera, obscuring it. Harmless.
  358.  
  359. Lore - The cheapest possible "animatronics" one can purchase in the Simulator. Literally trash with googly eyes on it. Harmless, but Mr. Hugs actually has a Risk Factor of 1... somehow.
  360.  
  361.  
  362. The Mediocre Melodies (Happy Frog, Mr. Hippo, Pigpatch, Nedd Bear, and Orville Elephant)
  363.  
  364. UCN Behavior - All the same with variables. Enter the office via the ductwork. Can be lured away with audio or repelled by turning up the heat. Happy Frog is always fooled by the lure and is slow; is immune to the heater. Mr. Hippo is faster than Happy, but is only lured 90% of the time. Pigpatch is faster and only fooled 80% of the time. Nedd is faster and fooled 50% of the time. Orville is the fastest and only fooled 10% of the time.
  365.  
  366. Lore - Harmless, mediocre animatronics that can be purchased for a fair price in the Simulator. UCN implies they know Afton and what he's done... Mr. Hippo launches into one of four long winded, thoughtful monologues should he kill you.
  367.  
  368.  
  369. Candy Cadet
  370.  
  371. Lore - A harmless, if creepy, robot that dispenses candy and short horror stories in your Pizzeria. Was originally slated to be a threat in UCN but ultimately cut for other enemies.
  372.  
  373.  
  374. Funtime Chica
  375.  
  376. UCN Behavior - Appears at random as a hand-drawn image; obscures the camera and causes distortions. Harmless.
  377.  
  378. Lore - Apparently part of the Funtime line, but has no relevance because she's only a harmless item you can purchase for your Pizzeria.
  379.  
  380.  
  381. El Chip
  382.  
  383. UCN Behavior - Pops up ads for his Mexican restaurant; simply close them out. Harmless.
  384.  
  385. Lore - Harmless animatronic purchasable at a hefty price; a reference to Scott's older game, Chipper and Sons.
  386.  
  387.  
  388. Music Man
  389.  
  390. UCN Behavior - Already in your office. Will unavoidably kill you if too much noise is made through the night.
  391.  
  392. Lore - Harmless, expensive animatronic.
  393.  
  394.  
  395. Rockstar Freddy, Bonnie, Chica, and Foxy
  396.  
  397. UCN Behavior (Freddy) - Demands payment of Fazcoins; either pay him, turn up the heat to malfunction him, or die.
  398.  
  399. UCN Behavior (Bonnie) - Appears sans guitar; find his guitar on camera quickly or he'll unavoidably kill you.
  400.  
  401. UCN Behavior (Chica) - Appears outside one of the doors; click the wet floor sign at the correct door to scare her off.
  402.  
  403. UCN Behavior (Foxy) - His parrot randomly flies by; click it to summon him. If in a good mood, he offers you a boon of your choice. If in a bad mood, he kills you. Mood is indeterminate until he's summoned.
  404.  
  405. Lore - The Classic Fazbear Band in full repair! ...too bad they don't do anything lorewise. They're harmless in PS, only acting in UCN.
  406.  
  407.  
  408. Extras
  409.  
  410.  
  411. Jayjay (JJ)
  412.  
  413. UCN Behavior - As BB, but disables the door controls.
  414.  
  415. Lore - N/A.
  416.  
  417.  
  418. Old Man Consequences
  419.  
  420. UCN Behavior - Pops up as a minigame window. Catch a fish or he'll deactivate your camera feeds temporarily.
  421.  
  422. Lore - Appears in a secret ending in FNAF World. Represents the consequences of ignoring Fredbear's warning not to delve too deep into the virtual world.
  423.  
  424.  
  425. Deedee
  426.  
  427. UCN Behavior - Appears to taunt you before summoning a secret animatronic to harass you for the rest of the night.
  428.  
  429. Lore - N/A.
  430.  
  431.  
  432. Phone Guy
  433.  
  434. UCN Behavior - Attempts to call the office; mute the call quickly or he makes a lot of noise in the process of talking to you. Harmless.
  435.  
  436. Lore - An employee of Fazbear Entertainment heard in the first three games. In 1 & 2 he explains animatronic mechanics; in 3, he reads a company manual explaining the springlock suits. He is killed on his final day with the company, the 4th night of FNAF 1, when all five animatronics converge on him simultaneously. He may or may not be Fritz Smith, the player character in 2's bonus night. Huge fan of the Fazbear characters, especially Foxy.
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