I Tried Playing Night of Nights Again
Howdy, hello? Hey! Hey, wow, day four. I knew you could do it. -Phone Guy Nighttime 4 of Five Nights at Freddy's.
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Night iv is the fourth playable night of Five Nights at Freddy'southward. Freddy Fazbear becomes more active on this nighttime. This is where the game gets difficult, every bit all animatronics are active, and Freddy may be very difficult to sympathise and predict.
From tonight on, when Bonnie and Chica are in the West Hall and Due east Hall Corners, their heads will violently twitch and a robotic mumbling audio can be heard, the aforementioned cue heard upon experiencing Hallucinations. This is actually benign to the player, since they are able to hear the audio from the function itself without having to pull up the monitor, serving as an accurate method of alerting players that either Bonnie and/or Chica are close, and that the actor should frequently listen for footsteps or keep on checking the Hall Lights for that particular period of fourth dimension.
The phone telephone call on this night indicates that Phone Guy may have been killed by one, more, or even all of the animatronics. Taking Telephone Guy down was probable a group effort. The strange moaning sounds coming from Chica and Bonnie, Foxy banging on the door, Freddy's signature jingle and Gilt Freddy's scream are all heard on this call. This points to the possibility that the Telephone Guy was able to control the situation to the best of his knowledge and abilities though his efforts proved to be futile in the very end.
Phone Phone call
Hello, hello? Hey! Hey, wow, day 4. I knew you could practice it.
Uh, hey, heed, I may non be around to ship you a message tomorrow. *banging* It'south-It'due south been a bad night here for me. Um, I-I'chiliad kinda glad that I recorded my messages for you *clears throat* uh, when I did.
Uh, hey, do me a favor. *banging* Maybe sometime, uh, you could check inside those suits in the back room? *banging* I'm gonna to try to hold out until someone checks. Maybe it won't be so bad. *blindside blindside* Uh, I-I-I-I always wondered what was in all those empty heads back there. *chime plays*.
You know...*deep moan* oh, no - *noises followed by a loud screech and static*
Tips and Strategies
- Freddy is extremely strange and becomes more difficult to deal with, equally his movement patterns initially seem to accept almost no predictability to them. His movements become more frequent than on the previous night, and he will become a major threat from this night onwards.
- The actor volition have to adapt their own strategy to accommodate for Freddy's arrival. Considering each night is largely RNG (random-number generated), he can show up as rapidly or as slowly as he chooses. Thinking quickly, likewise every bit acting efficiently and accordingly, is recommended.
- Freddy always takes this path to the histrion through the building: Show Stage → Dining Area → Restrooms → Kitchen → Eastward Hall → Due east Hall Corner → The Office. Nonetheless, one time he reaches the East Hall, he will never backtrack to the Kitchen, and volition keep moving between the Eastward Hall and the Due east Hall Corner for the elapsing of the dark.
- The easiest strategy against Freddy is to lookout man him on the Show Stage photographic camera similar to monitoring Pirate Cove to prevent Foxy from moving. If Freddy moves, check his new location. This volition make him barely/slowly movement and near likely confine him far from The Part.
- Check both Hall Lights. If an animatronic is there, close the door.
- Cheque Foxy and Freddy. This strategy works on all nights except for the Custom Night.
- As usual, the player should recollect the strategy to dealing with Foxy: the player should watch Pirate Cove, but non besides frequently, or else they risk triggering him regardless.
- Both Chica and Bonnie have the ability to disable the doors and lights if they're not checked on properly. They volition not reactivate if this happens. The only style to survive this situation is to agree out until six AM - avert looking at the cameras at all, as this volition trigger Chica or Bonnie into attacking. The actor may be able to stretch out their time if they can close the left door, but still, Freddy can notwithstanding arrive through the right.
- The easiest way to survive this night is to check both lights, then Pirate Cove, check both lights, then cheque Pirate Cove and the Testify Stage. If the player is fast plenty, Freddy and Foxy will become much less of a threat - Freddy volition not move if the player checks on the Bear witness Stage frequently, and Foxy will tend to refrain from attacking if the player checks on him about half dozen times an 60 minutes. However, this tin can exist randomized.
- Chica is often the first animatronic to motion, much like Night 3.
- In many cases, Bonnie or Chica will have already moved when the player lifts upward the Monitor.
- The "Only Close the Left Door" strategy no longer works from this dark onwards, as Freddy volition set on regardless of whether the Monitor is upward or non, and every bit always he comes in through the right door.
- If Pirate Cove's curtain is fully open up, the player must not wait at the Westward Hall before lowering the Monitor as this will trigger Foxy's sprint, leaving the player with less fourth dimension to protect themselves. To survive his set on after looking at Pirate Cove while it's empty, immediately lower the Monitor and close the left door. Foxy may bang on the door, and some power volition exist drained, one% the first time, five% the second, 11% the 3rd, and and so on, taking away the previous corporeality of power + %5 power each time he bangs on the door.
- This is not the example for the mobile version, likely due to hardware limitations.
- The player tin tell where Freddy is by counting how many times he has laughed: 1: Dining Area, 2: Restrooms, 3: Kitchen, four: Due east Hall, 5: East Hall Corner. When Freddy laughs a sixth fourth dimension, it signifies that he has either moved into the Office (in this case his laugh will accept a deeper tone), or that he moved away from the East Hall Corner, and it is safe to open up the door until his laugh is heard again (the player must still be wary of Chica while doing and so). This method is very useful for checking if Freddy is still at the Eastward Hall Corner, equally looking at him with the Monitor while he is at that place makes him stay in that location for much longer.
Trivia
- Golden Freddy can be summoned fifty-fifty on tonight in the mobile version, admitting rarely.
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File:FNAF2-4thNight.png
Night iv is the fourth playable night of Five Nights at Freddy's 2. Compared to the previous three nights, the toy animatronics (besides Mangle, The Puppet and BB) are now less agile, with their older counterparts taking more prominent roles, straining the role player's ability to multitask the Music Box, the Monitor, the Flashlight and the Air Vent Lights. Mangle is much more active, starting from this evening onward. The Music Box also winds down notably faster from here on.
Telephone Call
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Strategies
From this dark on, it is recommended that the player only checks the camera at Prize Corner (similarly to Pirate Cove), as the animatronics become much more than aggressive, and searching for them wastes precious time. The animatronics may push downward the Monitor while the thespian is viewing it, which volition commonly event in death. However, if the role player puts on the Freddy Fazbear Head immediately after the animatronics push the Monitor down, they can avoid that fate. The player should too retrieve to shine the Flashlight in the hall in front end of The Office from time to time, to check whether an animatronic is there or non, especially Foxy, who is extremely active and may begin to motility as early on as 12 AM on this evening. It is also advised that the player winds up the Music Box at the beginning of the dark until the alarm is heard. Mangle and BB also become extremely agile on this evening.
To beat the fourth night, following this routine is recommended.
- Wind the Music Box until the ambience cue is heard.
- Flash the hallway.
- Check the vent lights. If an animatronic is in the vent, flash the hallway earlier equipping the caput, lest Foxy assail the actor while the caput is on.
- Echo.
Checking the correct vent in The Office is not very efficient, due to Mangle emitting an audio cue when information technology enters the vent, but information technology is recommended, as Toy Bonnie can become active (albeit scarcely).
Cutscene
This time the scene is the same as the i that appears later starting up the game for the first time, with Bonnie and Chica looking out in front of them. However, The Puppet volition appear at the outset of the cutscene, and will stay in that position in the player's field of vision no affair which way they plow. (similar to the Phantom Boob in Five Nights at Freddy's 3) As the cutscene ends, the words "information technology's me" are seen, similar to Night 2 and Night iii. At that place are no more cutscenes subsequently this night.
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Dark four is the quaternary playable nighttime of Five Nights at Freddy's 3. On this night, Springtrap and the phantoms are more aggressive. Thus, the player must keep that in mind when checking the cameras. Phantom Puppet becomes active here and can pose a serious threat for the thespian if they are not familiar with its behavior.
Phone Call
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Strategies
Play the audio in CAM 08, and wait until Springtrap arrives and tin can be seen on camera. Check the systems and reboot anything. If Springtrap gets into a vent, seal off the vent and play the sound in another room.
If a phantom appears, wait for the jumpscare to finish then play the audio in a room, then reboot what got disabled. The player must too keep in heed that Phantom Puppet becomes active on this evening. Phantom Puppet usually appears on CAM 08. If the player sees Phantom Puppet, they must switch to some other camera chop-chop, otherwise Phantom Boob will prevent the player from using the cameras and disable the Ventilation.
It is also appropriate for the role player to check the ventilation cameras immediately after rebooting whatever systems, as Springtrap travels through the ventilation and tin use this every bit a ways to getting to the player very apace.
Minigame
Staying true to the previous nights, completing this night sends the player to the same minigame, only this time they play as Foxy and start out in Pirate Cove. One time again, a "Royal Freddy" is asking the player to follow him.
Doing then will somewhen pb to a room that when attempting to enter, will put an fault message on the role player'south screen. Shortly afterwards, Purple Guy will run out of the top room and detach Foxy. Also, if the histrion strays from the path of "Majestic Freddy" for too long without following him, Purple Guy will run at and dismantle Foxy regardless.
Occasionally, a different version will play where the second room the player enters, to the correct of the Pirate Cove entrance screen, will be the one that Regal Guy runs out from.
Tips
Springtrap is noticeably more aggressive on this night, and if the player spends a lot of time on the cameras, at that place is a loftier run a risk that the thespian volition exist jumpscared past a phantom. It is brash for the thespian to sentry Springtrap frequently while avoiding the phantoms.
Subconscious Minigame
The clue that was to be picked upwards was a lawmaking "395248" (which is actually a colour reference to regal). In The Office there is a section of tiles only to the correct of the bin of animatronic heads which can exist clicked. The numbers reference the tiles as follows.
- 123
- 456
- 789
Click the tiles in the order to start Golden Freddy's minigame, called Stage01. The player will be on a stage with Springtrap, and iii kids volition be watching the 2 perform. However, if the player goes off the stage and tries to jump back on, they will phase out of the map and fall downwards.
This unabridged minigame is laid out in a 3x3 filigree and the player starts in Box i if they utilise the box tile numbering for reference that was used to access the minigame. The player must avoid the exit and glitch to the hidden child. The right path AFTER falling from ane-4-7 is 8-5-ii-3. The child will be found at the end. Give the child the block to finish the game.
Trivia
- While playing the minigame, in one of the hallways, Shadow Bonnie will appear as a clue to the good/neutral ending.
- Tonight's minigame is the last finish-of-nighttime minigame playing as an animatronic (although the thespian does play as an animatronic during the hidden minigames to complete the "Good Ending").
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Night four is the fourth playable night of Five Nights at Freddy's 4. The animatronics go more active on this night.
Strategies
The player should follow a similar strategy from Night 3, only use more caution when dealing with the animatronics. The most important thing is keeping Nightmare Foxy out for as long every bit possible. Always heed for his footsteps as shining the Flashlight on him tin can keep him out longer. If the sound of Nightmare Freddy's mini Freddy's screaming can exist heard the player should make a note of checking the Bed soon. An important tactic is getting into a blueprint such every bit checking for Nightmare Bonnie and Nightmare Chica at their corresponding doors, then checking the bad and finally The Closet once Nightmare Foxy has entered.
End of Night Sequence
This brusk sequence shows the crying male child locked in the pizzeria spare parts/maintainace room crying to be allow out, until curling on the floor crying as the night ends. The room shows endoskeleton parts, a slumped over suit of what appears to be Fredbear, a mysterious skull, and a caput of Springtrap.
Equally usual, the minigame with Plushtrap tin be played to skip ii hours into Dark 5.
Trivia
- This is the last dark where the four main antagonists assail for the entire dark, as on Night 5 Nightmare Fredbear will be active in identify of them, only to be replaced himself from Night six onward, starting from iv AM in said night, by Nightmare.
Five Nights at Freddy'southward
The menu before playing Night iv.
Source: https://fnafapedia.fandom.com/wiki/Night_4
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