- Were you looking for the sixth night from the third game named "Nightmare", or perhaps the nightmare animatronic named Nightmare?
|“||Great!! (Now get out.)||”|
— The message received upon completing the Custom Night in Five Nights at Freddy's 2.
|Night 1||Night 2||Night 3||Night 4||Night 5||Night 6|| Custom|
The Custom Night is the seventh and final playable night of Five Nights at Freddy's. It allows the player to change the difficulty of the animatronics' A.I. to any number that they wish, ranging from 0 to 20. It is unlocked after beating Night 6. After completing this night, the player will receive a pink termination slip.
The player is given the ability to set the difficulty level (A.I.) of each animatronic, excluding Golden Freddy. The player can set the difficulty to any number between 0 and 20, for a total of 21 possible level settings. Setting the A.I. level for each animatronic higher will increase its difficulty.
Depending on the settings the player chooses, the animatronics will act differently. The higher the A.I. (artificial intelligence) is set, the more active and tougher the animatronics will be.
- Setting any animatronic to Level 0 will almost completely disable them during the night. Bonnie and Chica will only move from the Show Stage at the later hours, Freddy Fazbear never moves (with the exception of when the player runs out of power), and Foxy will almost never appear in Pirate Cove. (He will only do so if the player is extremely inactive.)
- Note, however, that Freddy will always come for the player if the power goes out, regardless of his difficulty setting. The only way to survive if the power goes out is if the clock rolls over to 6 AM before Freddy's tune ends or before he attacks.
- Despite his settings, Freddy is the least active of the four animatronics on every level. On levels 1 - 2, he is extremely inactive. Having him on these settings will significantly reduce the player's chances of dying from him. On levels 3 - 6, he will become more active and start to behave more like he does on Night 3.
- On levels 7 - 12, he will become very active. On levels 13 - 20, Freddy is at his most active and will strike at almost any chance he gets in. The player can avoid him by shutting the right door every time they pull up the Monitor or by keeping the camera on the East Hall Corner and closing the right door when the player wants to check other cameras.
- As listed above, no matter the difficulty, Freddy will always be the one to greet the player if they run out of power. Also, no matter the setting, the length of Freddy's jingle and how long he waits before and after it is played, is completely up to chance, although it is theorized that by "playing dead" (not moving the mouse when the power goes out), Freddy may delay his appearance before and after his song. In addition, his jingle itself might be longer (its maximum time is 20 seconds).
Bonnie and Chica
- Both Bonnie and Chica have similar behaviors. Assuming they're at the same level, Bonnie will always be more active than Chica for unclear reasons, with the exception of Level 20. On levels 1 - 2, they will act as they did on Night 2. On levels 3 - 6, they will appear more frequently.
- On levels 7 - 12, they will appear much more frequently. On levels 13 - 20, they will appear very frequently and will be much more adept at disabling the doors and lights. At Level 20, it can be assumed that they have almost the same frequency of appearing, and the time they give to close the door has significantly dropped.
- If the player sees Bonnie or Chica in their blind spot at A.I. 20, the player will only have one or two seconds to put the door down before they come in and disable the lights and doors.
- It is worth noting that some players have noted that when Bonnie and Chica are set to A.I. 18 and Foxy is set at A.I. 12, Bonnie will almost seem to control Foxy, and shortly after he appears at the door and is warded off, Foxy will make a break to kill the player.
- Foxy's difficulty level will determine his frequency of appearing, as well as how adept he is at attacking the player and how fast he will reappear in Pirate Cove. On levels 1 - 2, he will act as he does on Night 1 and Night 2, and can be viewed as much as possible without fear of drawing him out.
- On levels 3 - 6, he will assume his Night 3 mechanics, meaning that the player must now reduce the frequency of viewing Pirate Cove (but not enough to let him quit the Cove and make a move towards The Office). On levels 7 - 12, Foxy will appear in Pirate Cove more quickly and attack more frequently. On levels 13 - 20, Foxy will attack much more frequently and will appear/reappear in Pirate Cove much faster. On Level 20, Foxy can reappear in Pirate Cove almost instantly after having attacked.
Completing the Custom NightUpon completion of the Custom Night, the player will receive a "Notice of Termination," stating that they were fired. They are fired for Tampering with the animatronics (adjusting the A.I. levels to be easier/harder), General unprofessionalism, and Odor.
Special Input Codes
There are currently three special codes that the player can input on the A.I. difficulty screen.
Contrary to popular belief, setting all A.I. difficulty levels to zero will not disable all four animatronics. However, this mode is perfect for finding hidden Easter eggs or noting changes within Freddy Fazbear's Pizza as the night ticks on. Although the player can be caught off guard by Bonnie and Chica in the later hours, this is highly infrequent.
Triggering Golden Freddy remains a possibility, and of course, running out of power will result in Freddy coming to put an end to the player's night, unless the night ends before that occurs. Foxy can activate even when his A.I. is set to 0, although the likelihood of him attacking is incredibly low. As a result, it would be wise to keep tabs on Pirate Cove even when playing on this mode.
Nicknamed "4/20 Mode" or "Nightmare Mode" by the community, this is the most difficult setting in the game. All of the animatronics are extremely active and survival is extremely difficult. Scott Cawthon, the creator of the game, hinted numerous times that this game mode is close to impossible.
If the player manages to survive, they will unlock the third and final star on the main menu. Scott expressed his shock and congratulations towards Twitch gamer BigBugz and YouTuber Markiplier when they were able to complete the mode, which he had previously considered impossible - in fact, until he realized it could be done, there was no reward for beating this mode.
Below are the two most common strategies employed for beating 20/20/20/20.
- Close the right door every time the Monitor is raised to prevent Freddy from getting in.
- Open the Monitor, and only look at Pirate Cove to counter Foxy. If Foxy is triggered, close the left door as soon as possible before checking the West Hall.
- Close the Monitor, open the right door, and check both of the Hall Lights for Bonnie and Chica. If either of them are at the doors, close them, and open when they are gone.
(Note: This strategy only works if Freddy plays his longer jingle, making it risky to employ.)
- Open the Monitor and check the East Hall Corner for Freddy.
- Close the Monitor and check the Hall Lights. If Bonnie or Chica is at the door, close it.
- Open the Monitor and check the East Hall Corner for Freddy, and Pirate Cove for Foxy. If Foxy is triggered, close the left door before checking the West Hall.
- Close the Monitor and repeat.
(Note: This strategy doesn't require Freddy playing his longer jingle, but it is even riskier than the former.)
1/9/8/7As of version 1.13, it is currently impossible to play the Custom Night with this setting. Entering this code will instantly trigger Golden Freddy's kill screen, which will then close the game (as seen here). This was added by Scott Cawthon to cease false rumors about entering 1/9/8/7 (a reference to The Bite of '87) into the difficulty settings to get an alternate ending.
- The most commonly-used tactic used for beating 20/20/20/20 is to only check Pirate Cove on the cameras. Begin by checking the left door's light (to see if Bonnie is there), then check the right door light (to see if Chica is there), before closing the right door and pulling up the camera, only checking on Pirate Cove very briefly. Rinse and repeat. If Foxy is gone, immediately close the left door and wait for Foxy to bang on the door. Once the banging sound occurs, re-open the left door and repeat the process, only keeping both doors shut if both Bonnie and Chica are there. Failing to close the right door before bringing up the Monitor or going out of sequence will most likely result in a Freddy attack.
- Another, less-common, tactic used for beating 20/20/20/20 is to only check the East Hall Corner. It has been observed that Pirate Cove itself does not need to be viewed in order to stall Foxy - as long as the Monitor is in use, he will stay in Pirate Cove. This means that only checking the East Hall Corner will keep Foxy at bay while also allowing the Monitor to be raised without closing the door, because Freddy is already being viewed. The player can then simply check the East Hall Corner, before lowering the Monitor and checking the hall lights, and repeating this throughout the night. If the night is well into 5 AM, the power is at about 3 to 5%, and Freddy plays his longer jingle at the end, the player has a high chance of completing the night.
- The player can also combine these strategies, by checking the East Hall Corner very frequently (in which case shutting the right door is not required) and to check Pirate Cove only casually (in which case the right door must be closed), while, of course, checking the lights for Bonnie or Chica and closing the doors if they are present.
- Regardless of which strategy is used, a helpful tip to completing 20/20/20/20 is to save a little power by closing the right door and checking the camera immediately after. Even if the player does not see it shut all the way, as long as the button is clicked and the door is not disabled, Freddy won't enter the room. If done throughout the whole night, this alone can save up to 2-3% power, as opposed to waiting to witness the door completely close.
- Additionally, it is recommended that the player shouldn't use the Monitor, turn on lights, or close the doors with only 5-4% power left. This can potentially stretch out the remaining time, if the player is lucky enough to not get attacked by Freddy or Foxy.
- As a final tip, it is recommended that in the hardest modes, the player should only check Pirate Cove to know when Foxy is set to attack. He will be active regardless of whether he's watched "too much" or "too little." The player should also check cameras quickly. A quick rhythm to check only the fewest cameras in the shortest amount of time is recommended. If Foxy bangs on the door more than twice during the night, it would be wise to restart (because he drains more and more power each time he bangs on the door).
- The player will be able to tell when Freddy is moving by when his laughter sounds, so the player does not need to close the right door until they hear him laughing, which can save power.
- The player can also combine these strategies, by checking the East Hall Corner very frequently (in which case shutting the right door is not required) and to check Pirate Cove only casually (in which case the right door must be closed), while, of course, checking the lights for Bonnie or Chica and closing the doors if they are present.
- Unless all the characters' A.I. are set to 20, beating the Custom Night will not give the player a third star.
- This Custom Night and the Custom Night from the PC version of FNAF 2 are the only ones in which the player can choose each animatronic's AI. The mobile version of FNAF 2 and Sister Location are restricted to presets, while the 3rd and 4th game technically don't have a Custom Night.
- As of August 21, 2014, YouTubers BigBugz and Markiplier were the first to be confirmed to complete 20/20/20/20 mode, which was initially thought impossible even by creator Scott Cawthon. Bigbugz's video, which was the first to show it was possible, can be seen here. Markiplier's, which explains the strategy, can be found here. Other people have completed this mode since then, but their names will not be listed here.
- Scott Cawthon commented on BigBugz' video, stating that BigBugz' completion of 20/20/20/20 difficulty is the reason he added the third star.
- There was a rumor that entering 0/6/6/6 or 6/6/6/6 would enable the Kitchen camera. This has been proven false, as no image files exist in the game for the Kitchen.
- There was also a rumor stating that entering 2/0/1/5 into the Custom Night settings will unlock an easter egg for Five Nights at Freddy's 2. This has been proven false.
- In addition, Five Nights at Freddy's 2 was actually released in 2014.
- Upon unlocking the Custom Night, the default A.I. settings are 1/3/3/1, which doesn't appear to follow the settings of any of the nights, but it is closest to Night 1.
- Mike will still be fired even if the player does not touch these settings in any way.
- Scott Cawthon stated that the reason for 4/20 Mode lacking a special ending is because he thought it was impossible.
- A strategy to beat 20/20/20/20 without losing all of the player's power has been discovered. A video showing the strategy can be found here.
- In the A.I. customization image of Foxy, he still appears damaged, possibly meaning that Foxy's photo was taken after he got shut down, or that he was already damaged before. The in-universe reason for this is unexplained, but the most likely reason in reality is that Scott didn't want to make a brand-new Foxy model just for a photo.
- If all A.I. levels besides Foxy are set to 0, and Foxy is set to 20, with the left door closed for the entire night, Foxy will drain all of the power with his banging in about 3 minutes and 5 seconds.
- If Freddy's A.I level is set to 20 while Bonnie and Chica's are both set to 0, Freddy will be forced to remain on the stage until the later hours, as he can't leave until both Bonnie and Chica have gone from the stage.
- In the mobile versions, there are no difficulty specifications for the A.I. levels listed. This is likely because of the screen not being big enough to display the numbers on it.
- There are a total of 194,481 configurations of A.I. levels - 21 levels per animatronic, and including 1/9/8/7, which is unplayable due to the Golden Freddy easter egg.
|Night 1||Night 2||Night 3||Night 4||Night 5||Night 6|| Custom|
The Custom Night is the seventh and final playable night of Five Nights at Freddy's 2. Similarly to the first game, this night allows the player to control the A.I. difficulty of each animatronic. The Puppet, however, does not appear in the setup screen, as its behavior in-game is dependent on the player's actions.
This night is unique as the player does not play as Jeremy Fitzgerald, the guard who worked the six previous nights before being moved to the day shift, but rather a newly hired security guard named Fritz Smith.
New to Five Nights at Freddy's 2 is the inclusion of preset game modes in the Custom Night, which have all the characters set to certain difficulties. Winning a preset will reward the player with collectible toys for their desk in The Office, with the exception of 20/20/20/20 mode. The presets are as follows:
|20/20/20/20 is a night involving all four of the old animatronics being set to the highest difficulty of 20. Completing it grants the 3rd star on the menu screen.|
|New & Shiny is a night involving all the new animatronics set to a difficulty of 10. Completing it grants a Toy Bonnie figurine for player's desk.|
|Double Trouble is a night involving both Bonnie and Toy Bonnie, with their difficulties set to 20, and Foxy with his difficulty set to 5. Completing it grants a Bonnie plushie for the player's desk.|
|Night of Misfits is a night involving both Mangle and BB, with both of their difficulties set to 20. Golden Freddy also appears in this mode. Completing it grants a BB figurine for the player's desk.|
|Foxy Foxy is a night involving both Foxy and Mangle, with both of their difficulties set to 20. Completing it grants a Foxy plushie for the player's desk.|
|Ladies Night is a night involving the trio of Chica, Toy Chica, and Mangle, with all of their difficulties set to 20. Completing it grants a Chica plushie for the player's desk.|
|Freddy's Circus is a night involving Freddy, Toy Freddy, Foxy, BB, and Golden Freddy. Freddy and Toy Freddy are both set to 20, while the rest are set to 10. Completing it grants a Freddy Fazbear plushie for the player's desk.|
|Cupcake Challenge is a night involving the whole gang, including the old animatronics & the new animatronics, with everyone's difficulty set to 5. Completing it grants a Cupcake plushie for the player's desk.|
|Fazbear Fever is similar to the Cupcake Challenge, except the difficulty has now been increased to 10. Completing it grants a replica of Freddy's microphone for the player's desk.|
|Golden Freddy (10/20 Mode) is similar to the Cupcake Challenge, except the difficulty has been increased to 20, the maximum level. This mode has also been nicknamed 10/20 mode by fans. Completing it grants a Golden Freddy plushie for the player's desk and the 3rd star on the menu screen.|
Golden Freddy (a.k.a. 10/20 Mode)
- Several YouTubers have completed the 10/20 mode of the Custom Night using the following strategy that the player should follow:
- Wind the Music Box until the ambience cue is heard; from now on, the player will need to flash the hallway.
- Wind the Music Box until the animatronics can be heard inside the vents, from now on, the vents will need to be consistently checked.
- If an animatronic has forced the Monitor down, put on the Freddy Head and wait for said animatronic to leave.
- Check the Left Air Vent, flash the hallway while panning to the right, check the Right Air Vent, flash the hallway again.
- If an animatronic appears in either of the air vent blind spots, put on the Freddy Head immediately. The player will be able to tell when they leave by the vent audio cue. Take heed, however; the animatronics are constantly entering the vents and thus the same audio cue plays, so it can be confusing as to which cue is the right one. Wait at least 5 seconds. If an audio cue gets cut off by another vent audio cue, it means they have left. Once they leave, repeat step 3.
- If no animatronic appears, rewind the Music Box.
- The number of ticks needed to wind the Music Box varies depending on which animatronic is in hallway. If the player can't see in the hallway or if Foxy is standing there, go for 5-6 ticks. If the player can see into the hallway and Foxy isn't there but another animatronic is, go for 6-7 ticks. If the hallway is empty, go for 8 ticks. If the player sees Foxy in the hallway and goes for 7 ticks, the player won't be able to flash Foxy in time and their night will come to an end.
- Like the original Five Nights at Freddy's, this strategy requires impeccable timing; a slight hiccup could lead to certain death.
With the mobile version, a different strategy must be used, as using the other one often results in a Foxy death very quickly:
- Wind the Music Box until audio cues are heard.
- Lower the Monitor and put on the Freddy Fazbear Head.
- Check all lights and flash in hallway.
- Wind the Music Box no more than 50% at a time to prevent giving Foxy an opening to attack.
- Repeat steps 2-5.
It is also interesting to note that if an animatronic appears in The Office, due to Toy Bonnie's increased time in the vent blind spot, the Left Air Vent's blind spot does not need to be checked, as the mask would have warded them off when the old animatronic appeared.
On the mobile version, Foxy is an incredibly difficult character to handle, as the hallway light gets disabled for much longer periods of time when he appears there.
- The strategy can be found being used here and it is explained here. Both users invented the strategy themselves.
20/20/20/20 (a.k.a. 4/20 Mode)
- The player should flash the Flashlight down the hall after either Bonnie or Chica has left The Office. Then, they should quickly wind up the Music Box. Checking the vents is not needed, knowing that Bonnie and Chica bypass the blind spots, and neither Toy Bonnie, Toy Chica, Balloon Boy, nor Mangle will appear there, as they are disabled at the time. Quick reflexes are needed for this night. Luckily, since only the old animatronics are very active, the first 3 hours should be similar to Night 4. The player has little to no need to change the Monitor from the Prize Corner camera, as this should allow them to wind the Music Box with less interruptions.
- It is possible to defeat 4/20 mode without the use of the Freddy Fazbear Mask. The strategy involves winding the music box and flashing Bonnie, Chica and Freddy with the Flashlight so they don't reach The Office. The player should only lower the monitor when the ambiance is heard to flash Foxy in the hallway. Though the ambiance also plays when Bonnie, Chica, or Freddy are close to The Office so it is advised to constantly check for Foxy in the main hall. This strategy is a lot more risky than the above strategy, so it is not recommended.
- This challenge is a clear throwback to the most difficult mode in the original game, in which all of the animatronics would be manually set to 20.
- This preset can quickly drain the player's Flashlight power, as Foxy constantly appears in the hallway. Flashing him 2-3 times before winding the Music Box will effectively keep him at bay and save power. Keeping the camera on the Prize Corner is also recommended, even though Mangle is seen on every camera without light (excluding the vents and Kid's Cove). The player only needs to flash the hallway and wind the Music Box, as an audio cue will signal Mangle's presence in The Office. If playing on mobile, however, the player must check the right vent blind spot as the static sound does not play. It is also recommended that the player stays faced towards the Right Vent, since checking the Left Vent isn't needed.
Night of Misfits
- This preset is an excellent way for players to get accustomed with BB and Golden Freddy before they attempt 10/20 mode, as said animatronics' levels are fairly high. The player usually does not need to check the right air vent for Mangle, as an audio cue will generally reveal it has made its way into the vent. However, if the player is playing on mobile, the right vent must be looked at.
Double Trouble/Ladies Night
- These presets aid the player in becoming more accustomed with both of the Bonnie animatronics, both of the Chica animatronics, and Mangle. On Double Trouble, the player only needs to check the right vent for Toy Bonnie, and the hallway for Bonnie and Foxy. On Ladies Night, the player is required to only check the Left Vent for Toy Chica, but must also be listening for Mangle's audio cue. On mobile, due to a lack of Mangle's audio, the player will need to watch the Right Vent.
- This preset allows the player to become familiar with all of the Freddy animatronics and BB. It is a fairly balanced night. The player only needs to check the Left Vent light. The player should also be careful for Golden Freddy. If he is seen slumped in the player's office, quickly don the mask and wait until he fades away. If his head is seen in the hallway, do not flash the light again, as this will make Golden Freddy kill the player.
New and Shiny
- This preset is slightly easier than the other presets, with the exception of Night of Misfits and Foxy Foxy, and is recommended as the first preset the player should attempt. As a note though, the player must be very wary of Balloon Boy, as if he gets in the room, Foxy can kill the player. This applies to all presets with Balloon Boy included.
Cupcake Challenge/Fazbear Fever
- These presets are recommended for the player to attempt before 10/20, as they allow the player to become familiar with the disabled cameras - unless they want to just stick to the Prize Corner.
- Like Mike Schmidt in the first game, Smith is fired upon completing this night for "tampering with the animatronics" and "odor," though not for "general unprofessionalism," which was the third reason Mike Schmidt was fired.
- Smith's pink slip also has a note that states, "First day on the job? Really?!?!", as well as indicates that Smith is the third employee in the building. According to Phone Guy, Jeremy Fitzgerald was the second guard, while the person he replaced was said to be the first one.
- Despite the fact that Phone Guy called Jeremy Fitzgerald and Mike Schmidt during their first nights in order to help them to get settled, Fritz Smith never got a call from him. On the other hand, Smith shows that not only does he already have the needed skills, but he is also able to change the animatronics' A.I.
- Only one or two other people were able to do the latter: Mike Schmidt, who only became able to do it after working for six nights, and an unknown person (likely the Purple Guy) who may or may not have done it, as Phone Guy mentioned in the Night 4 message.
- Fritz Smith's name appears to come from the surnames of the protagonists from the first game and this one; Fritz is derived from Fitzgerald and Smith is derived from Schmidt.
- Mangle is seen in the Ladies' Night mode, even though Phone Guy refers to it as male. This has led to much speculation of the reason (such as only being there to balance difficulty) as well as debate about the character's gender, and has become a running joke throughout the series, being referenced again in Sister Location‘s Custom Night.
- Although Golden Freddy appeared in the first game, he was not given an official name until the second game, as revealed on the Custom Night screen.
- Additionally, even though Golden Freddy is considered to be either the guards' hallucination or a supernatural being, Fritz Smith can manually modify Golden Freddy's A.I..
- The Show Stage and Parts/Service cameras are always disabled on Custom Night. This is because the game's files and mechanics will not allow certain presets to work under normal conditions; for example, Freddy's Circus, which requires Freddy and Toy Freddy to leave the room while the other animatronics stay. In normal gameplay before this night, the two Freddies can't leave until their respective friends do.
- For this reason, when the player first uses the monitor on this night, rather than starting on the Show Stage camera like usual, it starts on the Main Hall camera.
- Upon completing a preset, two stars will appear on either side of the selected preset on the Custom Night menu.
- Similar to the first game, completing 4/20 mode will award the player with a third star on the menu screen.
- In the mobile version of Five Nights at Freddy's 2, it is not possible to change the characters' A.I. Instead, only the preset modes are available.
- However, upon loading the Custom Night screen in the mobile version, for a brief second, the player can see the custom mode preset appear. Due to the inability to manually edit the A.I. levels for each animatronic, it is possible that Scott removed this feature in the mobile version.
- If an animatronic is at level 0, they become completely disabled, except for Foxy, who will simply become a less common and less significant threat. A solution is to set Foxy's A.I. to 1.
- In Foxy Foxy and Double Trouble, this means the player only needs to watch the right side of The Office to stop Toy Bonnie (and Mangle on the mobile version, as it emits static sounds when in the vents on the PC version but won't do so on mobile ones). In Freddy's Circus, only the left side needs to be watched for BB.
- In v1.031, there was a bug causing the animatronics' A.I. to be on 0 for a split second when the Custom Night menu was accessed; if the player clicked "READY" fast enough, the animatronics would all be disabled (besides Foxy, of course) and if the player finished the night, they'd get the reward for the preset that was selected. This bug was fixed in v1.032 but still exists in the Desura version.
- Unlike the first game, the animatronics' portraits will be darkened slightly if their A.I. is set to 0, as they're disabled entirely.
- However, Foxy is still active when he is set to 0. This is to keep the game from becoming effortlessly easy, and also to keep BB from being useless in presets where he's active but Foxy is set to 0.
- There are a total of 352,716 A.I. level combinations.
- The pink slip is actually just a cropped and edited image of this image.
- This is the only night in the game without a Phone Call
|“||Perhaps some things are best left forgotten, for now.||”|
— Quote displayed upon completing Nightmare in Five Nights at Freddy's 4.
|Night 1||Night 2||Night 3||Night 4||Night 5||Night 6||Nightmare|
While Five Nights at Freddy's 4 doesn't have a custom night, there is a Night 7, proclaimed as Nightmare, which is unlocked after the completion of Night 6 and found in the Extra menu. This night is harder than the others, as every animatronic is incredibly active. At 4 AM, this night also introduces Nightmare, who replaces Nightmare Fredbear.
End of Night Sequence
After completing Night 7, the player is brought to a screen with a box with two locks on it. Clicking the locks will cause them to jiggle around a bit, but won't open or break them. After attempting, some text appears at the top of the screen reading "Perhaps some things are best left forgotten, for now." This is possibly hinting to the free update which was released on October 31. The game will then return to the title screen, rewarding the player with the third star on the title screen.
Scott later revealed in a post on Steam that the contents of the box are the "pieces" of the story put together. Recently, MatPat of The Game Theorists finally put it all together on a timeline, using Dream Theory. With that, he heavily implied that he will not reveal the contents of the box, as "some things are best left forgotten, forever". Still after that, the exact contents of the box, if any, are unknown.
Night 8 (20/20/20/20 Mode)
After completing Nightmare mode (Night 7), the player can unlock Night 8 by visiting the Extras screen, then typing 20202020 using the number keys. The number pad cannot be used, and entering any other sequence of keys will not work. If entered correctly, "Nightmare" mode will change to 20/20/20/20 mode, and the player can start Night 8. On mobile devices, to get to 20/20/20/20 mode, it is required to double-tap on Nightmare. Completing Night 8 will award the player the fourth and final star on the title screen. As of the Halloween update, once Night 8 is beaten, it cannot be accessed again.
Strategy of 20/20/20/20 Mode
- The key to completing 20/20/20/20 mode is to actually stay calm and not rush about during the first 4 hours of the 20/20/20/20 mode. The strategy is to focus entirely on Nightmare Foxy and the bed, ignoring Nightmare Bonnie or Nightmare Chica. Headphones or good speakers are recommended so that audio cues can be easily heard.
- Upon entering Night 8: Immediately click the locations to load up their assets (including the Bed). This will speed up the process of checking out the doors / flipping back to the bed next time, as well as preventing possible hitching.
- Don't let Nightmare Foxy come in. After spinning back from the bed, the player has to wait and listen for tiny footsteps before going to either one of the doors.
- After deciding to close the door or shine the flashlight, quickly flip back to the Bed and ward off the small Freddy counterparts.
- In other words, the player has to following this pattern: Doors, bed, repeat.
- However, if the player heads towards the same door more than twice, it is advised to check the opposite door as well to keep the corresponding Nightmare animatronic from entering the bedroom. (Pattern becomes, e.g: Left Door, bed, Left door, bed, Left Door, Right door, bed, repeat. )
- If all goes well given that the player follows the above steps, Foxy should not be able to enter the Closet, which would simplify the Night. One can also notice that by just focusing on Nightmare Foxy, Nightmare Bonnie and Nightmare Chica would also be repelled.
- When the timer hits 4 AM, Nightmare will appear, replacing all other four animatronics. Start by returning to the centre of the bedroom. Listen for Nightmare's footsteps going left or right until the audio cue stops completely, then head over to the corresponding door and just promptly shut it. Don't turn on the light because that will increase the risk of getting a game over.
- When a laugh is heard, flip to the bed or head over to the closet to ward off Nightmare (flashlights are a must if Nightmare is in the room), but if Nightmare's laugh and footsteps are heard, he is not in the Bedroom. So even though laughter is heard, wait for a few more seconds before judging if Nightmare really is in the bedroom or not.
- This night is similar to Five Nights at Freddy's 3's "Nightmare", as it's not a Custom Night, but rather a harder version of the previous two nights.
- This is the only 7th night to introduce a new character.
- 20/20/20/20 Mode is the only night in the entire series which simply displays the main menu screen upon completion of the night, instead of either moving on to the next night or displaying some sort of cutscene or paycheck.
- 20/20/20/20 mode is a reference to the first game's highest difficulty on Custom Night. However, despite this, there are five animatronics active - though, in the original, Golden Freddy was a "fifth animatronic" as well, and Nightmare is to some extent a counterpart of him, explaining this reference whether it was Scott's intention or not.
- 20/20/20/20 is the only night in the series to no longer be playable once the player has completed it once.
- A Reddit user by the name of Phisnom went into the game's coding to figure out that the box was originally meant to be opened after the eighth night. After 10 clicks on the locks, they would destroy themselves and the box would presumably open. Since the community did not figure out the majority of the lore as intended, the idea was scrapped.
The contents of this page are from a non-canon source, and thus, have no bearing on the official lore of the series.
|Night 1||Night 2||Night 3||Night 4||Night 5|| Custom|
|“||Well, hello again! HAHAHA! Are you ready for Round Two?||”|
— Funtime Freddy, after starting the Custom Night.
The Custom Night returns in Five Nights at Freddy's: Sister Location as a free update implemented on December 1, 2016. It is only unlocked after the player has beaten Ennard in the Private Room and earned all three stars.
Scott has also deemed this update as non-canon, as it would ruin the events of the main game.
Like Five Nights at Freddy's 2, there are modes in which the player can pick and choose. Similar to the Custom Night on the mobile version of Five Nights at Freddy's 2, the player cannot change the A.I. levels of any animatronic manually and can only play a premade mode. There are ten modes in total, all of which have four difficulties to choose from: Easy, Normal, Hard, and Very Hard.
This preset is relatively simple. The player will need to listen to Ballora's music, and give the Minireenas a controlled shock to save oxygen. Several Minireena 2 may also block the player's view, making it difficult to see the monitor and close the doors.
Freddy & Co.
This preset is an excellent way to focus on getting used to avoiding Funtime Freddy, Funtime Foxy, Bonnet, and Yenndo's attacks before taking on the Golden Freddy preset. The key here is to keep an eye on Funtime Foxy, and make sure it doesn't leave its curtain (similar to Foxy from the first game), and listen for Funtime Freddy's commands. Bonnet may also walk around the Private Room. The player must click her nose, before she crouches down and attacks. Yenndo can randomly appear standing in the Private Room. The player must look at the monitor to deter him (similar to Golden Freddy from the first game).
This preset is similar to Freddy & Co., with the exception of Bonnet, and the inclusion of Lolbit. The strategy remains the same, but the player must also watch the screens and check if Lolbit's face appears. If she does appear, the player must type LOL on the keypad or on the keyboard to deter her.
The power can go down quickly, thanks to Electrobab. To stop her, the player must shock her. The player must also shock the Minireenas to save oxygen, as well as listening to metallic banging. This indicates that Bidybab is entering the vent, and the player must shut the vent door. Bonnet can enter the room, so the player must be aware of her presence.
The player must watch Funtime Foxy, but must also listen for Ballora's music, as well as Bidybab's vent sounds. Bonnet can enter the room, causing the player to click her nose. Minireenas can also mess with the player's oxygen, so the player must shock them. This is a throwback to a preset from Five Nights at Freddy's 2
This preset requires a lot of awareness, since Yenndo, Bonnet, and Lolbit are active. The player must also shock Electrobab and Minireenas to save power and oxygen.
This preset requires listening. The player must listen for Ballora's music and Funtime Freddy's commands. Funtime Foxy must also be observed. Yenndo and Bonnet can enter the room, which the player must be aware of.
The player must become aware of Lolbit appearing on the screens, as well as listening for vent noises, that indicate that Bidybab has entered the vent. Electrobab and the Minireenas need to get shocked to save power and oxygen.
This preset can be difficult, since most of the animatronics (with the exception of Yenndo, Bidybab, and Minireena 2) are active. This mode requires listening (like Top Shelf) and awareness (like Weirdos).
This is the most difficult preset in the game, as every animatronic is active. The tips can be explained in this video. This is a clear throwback to the most difficult preset in the second game.
After beating modes on Very Hard, there will be one of seven canon cutscenes, played in order. They show Michael Afton decaying.
- In the first cutscene, he looks like a normal man, wearing a purple shirt and blue pants. The people around him wave cheerfully.
- In the second cutscene, Everything is the same just with him having a minor skin color change from tan-pink to tan. The people around him continue to wave cheerfully.
- In the third cutscene, his skin seems to be more of a green color. The first person he walks past has a bewildered expression on his face. The rest are normal, just waving cheerfully.
- In the fourth cutscene, his skin becomes a darker greenish-brown his eyes are also now completely black. The last three people he walks by look in confusion.
- In the fifth cutscene, he looks much more decrepit, with a strange glow in one eye. Everyone around him now look very concerned.
- In the sixth cutscene, his skin has turned a dull purple, now having a glow in both of his eyes. He also acts to be more senile, and less cheerful than he was before. There are much fewer people around him, and one of them is hiding behind their house in fear.
|The following information contains spoilers. To view them, click the [show] tag.|
In the last cutscene, The man is now completely purple with all townsfolk hiding away from him. After he walks past all the people, his eyes vanish and he regurgitates various pieces of metal into a sewer and his body falls to the ground.
Baby's voice then repeatedly says "You won't die", until the man rises in an unnatural fashion, his eyes lighting up again as six animatronic eyes open in the sewers. The screen then fades to black.
The final cutscene shows a scrolling shot of Fazbear's Fright, now burned down. Throughout the scene, a man named Michael tells his father that he found what his father seemingly wanted him to find, presumably referring to Circus Baby and the other animatronics in the building. He says they didn't recognize him at first, but then thought that he was his dad. Michael then says he found "her" and put her back together, like he was asked to, and she's now free - however, he then says something is wrong with him: he should be dead, but he's not. As the cutscene ends, he says he's going to find him. Springtrap then appears from the right side of the screen for a split second before it cuts to black.
- The gameplay of this Custom Night have been confirmed by Scott Cawthon to be non-canon, as by this point (assuming it's the 7th night) the protagonist is already gone due to either of the endings happening beforehand. This seemingly means that all the animatronics introduced in this mode don't really exist, similarly to the Halloween Update animatronics in the fourth game. However, the cutscenes of the mode are canon.
- However, on reddit Scott stated that the code "1983" for easter egg is canon year when Five Nights at Freddy's 4 take place.
- Circus Baby and Ennard are entirely absent from the Custom Night, as Ennard can't possibly be in the same place as the animatronics that make up its body, and Baby has a significant and pivotal role in the game, not being an enemy nor an ally.
- Although the first Custom Night teaser shows Bon-Bon crawling in the vent, he is instead a part of Funtime Freddy's mechanics in the game. This sort of thing has happened several times throughout the series and this may be from an early idea during development.
- Completing all modes with four stars will unlock a fourth and final star on the main menu.
- With the stars from the modes, Five Nights at Freddy's: Sister Location has the largest amount of stars with 44 in total.
- Golden Freddy mode was locked when the update first released due to bugs. It was then released the next day, on December 2, 2016.
- Scott then decided from player feedback that it should be slightly easier, so on December 4, 2016, he decreased the length of the night during the mode and gave the game a final cutscene revealing the main protagonist's identity if the mode is beaten.
- Cupcake Challenge, Girls' Night, and Golden Freddy are nods to the second game's custom night, although that game's version of "Girls' Night" was instead called Ladies' Night, and Golden Freddy himself doesn't appear in this one (though Yenndo may be related).
- As with the second game, Girls' Night implies Funtime Foxy to be a female, while the help tag calls it a male (along with the two HandUnit voices calling it opposite pronouns earlier in the game as well).
- This may be a reference to confusion in the second game where people were debating the gender of Mangle.
- Cupcake Challenge on Hard also has the animatronics' A.I. set to 5, very much like the second game.
- As with the second game, Girls' Night implies Funtime Foxy to be a female, while the help tag calls it a male (along with the two HandUnit voices calling it opposite pronouns earlier in the game as well).
- Strangely, unlike the main game, none of the animatronics aside from Bidybab open their faceplates during their Custom Night-unique jumpscares.
- Minireena and Bonnet appear in seven Custom Night modes, making them the most common, while Bidybab has the least appearances, only being in four modes.
- This is the only Custom Night (on PC) in which the player cannot change the A.I. without the use of the modes.
- Counting all settings, there are a total of 40 A.I. level combinations.
- Voices.com shows that the voice actor, PJ Heywood, revealed himself to be the voice of both William Afton and Michael Afton.
- If one listens very closely in the first few seconds of Golden Freddy mode's OST, sirens can be heard.
- If Funtime Freddy is active, he'll say, "Well hello again! Are you ready for Round Two?" at the beginning of the night.
- He always says this dependent on the mode he is active in.
- Almost all nights are about seven minutes and thirty seconds long. Golden Freddy mode, however, only lasts six minutes for the sake of having enough power to survive.
- It's possible that the name of the mode "Freddy & Co." could reference Fazbear Entertainment, the owning company of Freddy Fazbear's Pizza.
Custom Night will be set to return as a standalone game, as requested by the community and described by Scott as an “Ultimate Custom Night”, featuring fifty three animatronics in total, making this the biggest variation of the mode in any game yet.
As a first in the series, Custom Night seems to include a variety of animatronics from all preceding games, from the original game to Sister Location, along with most of the animatronics in Pizzeria Simulator. All characters with the exception of Dee Dee are known to have customizable AI.
Scott Cawthon has offered some information about the characters' behavior as he slowly adds each member of the roster into the game. As of now, he has completed all of the characters, and has now begun beta testing, along with voice acting auditions for nearly every character present on the roster. He has also recently announced that Custom Night will be released as a standalone game instead of an update for Freddy Fazbear's Pizzeria Simulator for the sake of launching and playing more easily. The characters' behaviors are as follows:
- Golden Freddy: Just like in the original game, Golden Freddy can be banished by pulling the monitor back up when the player is faced with him.
- Helpy: He will randomly appear on the player's desk and attack if not dealt with quickly.
- BB: Similarly to his behavior in Five Nights at Freddy's 2, BB will slip in through the side vent and disable the player's flashlight temporarily if not kept at bay.
- JJ: Taking on a role similar to BB's, the now-officially-named JJ will slip in through the side vent and disable the player's door controls temporarily if she is not stopped. (This marks the first official acknowledgement of JJ as a character within the main series, instead of a hallucination.)
- Nightmare Fredbear & Nightmare: Working in tandem, these two characters are invisible to the player until they reach the doors, where only their eyes will then be visible. They can be deterred by closing the door on them when they arrive.
- Phantom Freddy: He will slowly fade into existence in the office, and can be dispatched with the flashlight. If he is allowed to fully materialize, he will jumpscare the player and cause a temporary blackout, much like the Phantoms' behavior in Five Nights at Freddy's 3.
- Old Man Consequences: "Better catch a fish." (This cryptic message is all Scott currently has to offer about this character's appearance in the Ultimate Custom Night.) It was later revealed by the game trailer that you must press C in his minigame to catch a fish, otherwise he'll lock your monitor.
- Marionette: If the player neglects its music box then it will break free of its prison. Once out, it can't be put back inside, and the ventilation system will drain much faster than it did before, causing blackouts and eventually a game over.
- Nightmarionne: His presence moves randomly to different locations in the player's office as the player plays, and begins to reappear when the player's mouse cursor moves over him. Be quick to avoid the area of the office that he occupies, or the player's run will end with a jumpscare!
- Music Man: He is behind the player, always, and he is sound activated. If the player continues to make a lot of noise, he will slowly become more active, crashing his cymbals together faster and faster, finally ending the player's run with a startling face-to-face jumpscare.
- Nightmare Balloon Boy: He sits in the player's office throughout the night, usually slouched over. When slouched, be careful not to shine light on him. If he is standing, however, shine light to return him to his sitting position, otherwise he will attack when the player turns away.
- Happy Frog: She climbs around in the overhead duct system making her way toward the hoses that drop into the player's office. Use the audio lure to hold her in place. She is fooled 100% of the time by the audio lure, but is immune to the effects of the heater.
- Mr. Hippo: He climbs around in the overhead duct system making his way toward the hoses that drop into the player's office. Use the heater to repel him, or the audio lure to hold him in place. He is fooled 100% of the time by the audio lure. He is slightly faster than Happy Frog.
- Pigpatch: He climbs around in the overhead duct system making his way toward the hoses that drop into the player's office. Use the heater to repel him, or the audio lure to hold him in place. He is fooled 100% of the time by the audio lure. He is slightly faster than Mr. Hippo.
- Nedd Bear: He climbs around in the overhead duct system making his way toward the hoses that drop into the player's office. Use the heater to repel him, or the audio lure to hold him in place. He is fooled 50% of the time by the audio lure. He is slightly faster than Pigpatch.
- Orville Elephant: He climbs around in the overhead duct system making his way toward the hoses that drop into the player's office. Use the heater to repel him, or the audio lure to hold him in place. He is fooled 10% of the time by the audio lure. He is slightly faster than Nedd Bear.
- Springtrap: He climbs around in the vent system, making his way toward the vent opening embedded in the wall in front of the player. Track him by watching the vent monitor. He moves silently, so don't bother listening for him. When he is poised to attack the player will see his face looking back from the vent. Close the vent door on him to send him away.
- Molten Freddy: He also climbs in the vent system, but is much faster than the other animatronics when it comes to maneuvering his way toward the player. The player can track him on the vent monitor, and can hear his laugh when he is poised to attack. Close the vent door on him to send him away.
- Ennard: He also climbs in the vent system, but unlike the other animatronics in the vents, he is difficult to track, appearing only briefly here and there when moving. He can't be seen in the vent opening, but gives himself away by making a squeaking sound before attacking. Close the vent door on him to send him away.
- Phantom Mangle: Will appear at random in the player's viewing monitor. Close the monitor or switch viewing modes to make it disappear. If left onscreen for too long, Phantom Mangle will invade the player's office temporarily, causing audio distractions and increasing the player's noise meter, which can attract even more problems.
- Mangle: Mangle makes his way through the vent system, but unlike the other animatronics in the vents, once he reaches the vent to the player's office he will never leave, and will enter the player's office the moment the vent door opens. The only way to stop her is to use the vent snare, which can only be active in one place at a time, forcing the player to keep track of Mangle's location in the vent's to ensure that the correct vent snare is active. Once in the player's office, Mangle will hang from the ceiling creating audio disturbances before eventually dropping down to jumpscare the player.
- Withered Chica: She is the last of the five vent-crawlers. Withered Chica can be blocked by the vent snare as well as the vent door. Unlike Ennard and the others, she gives no audio cue when she is at the door, meaning the player needs to track her position using the vent radar. If she reaches the vent door, she will become stuck in it, preventing the player from closing it for the rest of the night. While her girth prevents Ennard, Molten Freddy, and Springtrap from passing, Mangle can still get through. While this may seem like a strategic advantage, keep in mind that Withered Chica may eventually wiggle free and jumpscare the player.
- Toy Bonnie: He sneaks in through a trapdoor to the player's right. There is no way to prevent him from entering the player's office. The only defense against him is to put on the Freddy Fazbear Head to fool him. Looking directly at him will increase the effectiveness of the mask, causing him to leave a little faster.
- Toy Chica: She sneaks in through a trapdoor to the player's left, and just like Toy Bonnie, there is no way to prevent her from getting into the room. The player's only defense is to put on the Freddy Fazbear head to fool her. Toy Chica is faster than Toy Bonnie and will invade the office more often, however she is easier to fool with the mask, especially when looking directly at her.
- Jack-O-Chica: She appears at both the player's left and right doors at the same time. Closing either door by itself will have no effect on her. Check the cameras and view the hallways on either side, when Jack-O-Chica is fully materialized at both doors, close both doors simultaneously to cause her to disappear. Keeping the office cool will prevent her from appearing. Jack-O-Chica only begins to appear when the player's office overheats.
- Rockstar Chica: She stands outside the office waiting for her chance to jumpscare the player (she can approach from either side.) Closing the doors will not cause her to leave. To make her leave, the player must double-click the "wet floor" sign to place it in front of the door that she is standing at. This will discourage her from entering (she will be afraid of slipping), and make her go away.
- Freddy Fazbear: He approaches from the left hall, emerging from the darkness and progressing in stages toward the door. Keep track of him on the monitor and shut the door when he is standing in the doorway to turn him away. He moves faster as the building gets warmer, so the player needs to keep him at a cool 60 degrees whenever possible.
- Phantom BB: He will appear on the player's viewing monitor at random. Quickly change cameras or close the monitor to avoid his jumpscare. Getting jumpscared by Phantom BB will cause the player to black-out temporarily.
- Phone Guy: He will call at random into the office, and the player will only have a brief amount of time to mute his call. If the call is not muted in time, the player will be forced to listen to the whole phone call, which will aggravate any animatronic that is sensitive to the noise level. Also, the mute button will appear in unpredictable locations.
- Nightmare Freddy: While the player isn't looking, mini-Freddies (Freddles) will accumulate on the player's desk and around the office. Shine the flashlight to scare them away. If the player lets too many of them gather together then Nightmare Freddy will be summoned, ending the run with a jumpscare.
- Chica: She hangs out in the kitchen, being generally clumsy and knocking over lots of pots and pans. In Custom Night, the kitchen is also where the music box happens to be, and while Chica doesn't care if the music box is wound up or not, she can grow tired of the music selection playing. As long as the player hears the pots and pans, Chica is content. If she stops making noise, however, then she has grown tired of the song, and the player only has a short amount of time to change it. Don't get too eager to change music selections though, because if the music gets changed while Chica is happy, then she will leave the kitchen to come get the player. Once she leaves the kitchen, there is no way to make her go back.
- Lefty: He sits in the closet off of the left hallway. He becomes more and more agitated if the office becomes too noisy or too hot. This state of agitation increases slowly, and will eventually end with Lefty jumpscaring the player. Lowering the noise won't reverse the effects, nor will reducing the temperature, and doors won't prevent Lefty from getting to the player. The only way to ease his temperament is to switch on the Global Music Box (which soothes all music box animatronics at the expense of extra power being drained).
- El Chip: El Chip is just a cameo mascot when he appears at Freddy Fazbear's Pizza. His real passion lies in authentic Mexican cuisine. He isn't here to jumpscare the player, but he may interrupt the night with some jarringly colorful advertisements for El Chip's Fiesta Buffet. Click "Skip" or press ENTER to get rid of the invasive advertisements before the player loses control of what's going on in the office!
- Withered Bonnie: He slips in through the trapdoor while the player is viewing the monitor. The audio and visual distortions he causes will alert the player to his presence. The player only has a short amount of time to put on the mask to ward him off, or Withered Bonnie will jumpscare them.
- Funtime Chica: She isn't here to ruin the player's day, she just wants her moment in the spotlight. She will occasionally appear on screen as though posing for the red carpet, accompanied by camera flashes which may cause some disorientation. The player will need to learn to maneuver around the office despite these disorienting effects, otherwise someone else may take advantage of the player's confusion and crash the party.
- Toy Freddy: Relax, Toy Freddy is retired. He sits in the Parts and Service room playing video games on his big-screen TV. What game is his playing? Five Nights With Mr. Hugs, of course. The problem is that Toy Freddy has never been very good at video games, and if he loses his game, he will probably blame the player for it. Check the Parts and Service cam to see how he's doing. In Five Nights With Mr. Hugs, there are three ways into the office and only one door can be closed at a time. Click the cams on Toy Freddy's monitor, then be sure that the appropriate door is closed to prevent Mr. Hugs from getting into his office. If the player checks on Toy Freddy and see GAME OVER on his screen, that means that Mr. Hugs has already jumpscared him, and now Toy Freddy is on his way to jumpscare the player. Once Toy Freddy has been jumpscared, there will be no way to calm him down, and the player has no way of saving themselves.
- Funtime Foxy: He hides behind his curtain waiting for the show to begin. Check his stage and read the sign to see when the showtime is; it will always be on the hour, but the hour will be random. For instance, showtime may be 1 am, 2 am, 3 am, etc.. Remember that time, because "showtime" is the exact moment that the player gets jumpscared. There is only one way to prevent showtime, and that's by viewing his stage the moment the hour changes. If the player is watching him on camera when showtime arrives, then the show will be delayed by several hours (and the sign will change as well). Each hour in-game lasts exactly 45 seconds, and there is a timer visible while playing; use this to calculate exactly when the player needs to be viewing Funtime Foxy's curtain to ensure that showtime never happens.
- Ballora: She will approach from either the left or right hall, disabling all of the camera feeds as she approaches. The player will have to rely on the sound of her music to determine which side she's approaching from, and close the correct door before she reaches the player. Close the door in time and she will retreat into the darkness.
- Rockstar Bonnie: He will occasionally appear in the office and is conspicuously missing his guitar. In fact, the only way to appease him is to locate his guitar on the camera system and double click on it. Fail to do this in a timely fashion and the player will lower their monitor only to be greeted with a jumpscare.
- Rockstar Foxy: His parrot will occasionally fly through the office, and if the player is able to click on it before it gets away, then Rockstar Foxy will appear in the office. While the other Foxy counterparts are here only to torment the player, Rockstar Foxy isn't quite as hostile. In fact, he will probably offer a few interesting boosts to help the player get through the night, such as increasing the power meter, restoring the temperature to a cool 60 degrees, or soundproofing the office for five seconds. However, choosing to summon Rockstar Foxy isn't without risk. If the player catches him in a bad mood, he may just greet the player with a jumpscare and end the night preemptively.
- Circus Baby, Nightmare Bonnie, and Nightmare Mangle: They will all approach from the right hall, but each of them will only attack once per night, and they change their order of attack each night so that the player won't know who to expect first. There are two ways to defend against them. One is to shut the right door and leave it shut for the duration of the night (which is obviously impractical as it will drain power). The other is to purchase their plush toy from the Prize Corner. The Prize Corner has only three plush toys available to buy: Bonnie, Mangle, and Baby, and the player's funds will be very limited, so it's important to buy the characters in the order that they appear in the hall. The player must use Faz-Coins to purchase the plush toys, and there are two ways to accumulate them throughout the night. One way is to block the attacks of other animatronics. Each successful block earns one Faz-Coin. The other way to earn coins is to find them on the cams and scan the mouse cursor over them to collect them. Increasing the difficulty of these characters will increase the price of their plush toys.
- William Afton (AKA Scraptrap): Afton has the distinction of having the simplest mechanic in the game, but also possibly the scariest. He will only attack once per night, and there will be no way of knowing in advance when this attack will happen, or if it will happen at all. He will always attack from the vent on the right wall, and when he does, there will be a violent clamoring sound in the vent and the lights will flicker. When this happens, the player will have only a fraction of a second to close the vent door or the run will end with Afton screaming in the player's face.
- Scrap Baby: Once per night, she will appear on the other side of the player's desk, slouched over and appearing to be decommissioned. There will be a shock panel sitting next to her. The player can shock her at any time by clicking on this button, but it will drain 1% of your power each time you do so, and it will have no effect until she is poised to attack. The player must refrain from pushing the button until the player notices that she has moved. Shocking her at this stage will cause her to leave the office and not return. If the player fails to notice that she has moved and bring up the monitor again, the player will have nothing but a jumpscare to look forward to.
- Rockstar Freddy: He will stand in the office the entire night, and on occasion will activate, demanding a payment of five Faz-Coins. If the player pays him, he will return to sleep-mode. Fail to pay him in a timely fashion, however, and the player's run will end with an angry Rockstar Freddy in the player's face. The problem is that Faz-Coins might be scarce, especially if the player has other Faz-Coin demanding animatronics in the halls. Thankfully, there is another option at the player's disposal. If the player is running short on Faz-Coins, or just prefer not to spend them here, just crank up the heat for a few seconds. This will cause Rockstar Freddy to malfunction and eventually think that payment has been made.
- Trash and the Gang: ???
- Bonnie: Poor Bonnie has been forced to share a cramped stage with another animatronic, Foxy, and he's pretty upset about it. These two will take turns looking out from the curtain, but whereas Foxy will hide himself when viewed on camera, Bonnie will do the opposite, and become more agitated. If Bonnie is looking out from the curtain when the player views Pirate's Cove, he will take the opportunity to flash his blinding eyes and scramble the cameras, all of them, for a significant amount of time. Needless to say, losing the ability to use the cameras for this long will most likely be a death sentence. The only way to tell who is actively looking out from Pirate's Cove is to observe a tiny figurine on your desk. This figurine will change from Foxy to Bonnie depending on who is active in Pirate's Cove. Not paying attention to this detail and thereby looking (or not looking) at Pirate's Cove at the wrong time can cost the player's run.
- Foxy: He inhabits Pirate's Cove along with Bonnie, and while the player shouldn't view Pirate's Cove when Bonnie is active, it's a necessity when Foxy is. Foxy will gradually make his exit if the player doesn't check on him regularly, and once he's out, there's no way to make him go back. He also has a new trick up his sleeve to get into the office: he gets in piece by piece. He will find any vulnerability in the office and slip in chunks of himself (arms, legs, head, torso) through any open vent or open door, until all of his fragments are inside. Once there, he will wait for the player to pull up the monitor before putting himself back together and jumpscaring the player.
- Dee Dee: Dee Dee can appear at random and add a new character to the night, set to an unknown difficulty. She can also add two other characters who are not present on the character select screen.
- RXQ (full name RWQFSFASXC, aka Shadow Bonnie): Once activated, he will make the office go black for about ten seconds. You will not be able to see the doors, meaning you will have to keep track of what is open and closed through other means. This can only happen once per night.
- ???: The second character will be revealed all in good time.
Ultimate Custom Night will be released on June 29, 2018.
- On April 1st, Scott added three characters, Nightmare Freddy, Foxy, and Phone Guy, however their mechanics were jokingly based off of debunked theories. They were removed the following day. Their mechanics were:
- Nightmare Freddy: He appears suddenly in your office holding an alarm clock. You have only a moment to press the button and activate the alarm. If you press the button in time, you will awaken in your bed for ten seconds before falling back asleep and continuing the night.
- Foxy: He will run into your office when things are looking dire and offer to help you. You can choose one of three ways for him to assist: He can block one door, clear the vents, or add 1% more power to your meter.
- Phone Guy: He will call into your office at random, creating a lot of noise and momentarily increasing the aggressiveness of the animatronics. He cannot call, however, if Springtrap is in the vents, because he can’t be in two places at the same time.
- Foxy's joke mechanic would later be reused for Rockstar Foxy, albeit in a modified form.