Five nights at freddys 2 night 7 ending relationship

Night 7 | Five Nights At Freddy's Wiki | FANDOM powered by Wikia

five nights at freddys 2 night 7 ending relationship

I'll end each game's section by summarizing our review of the game. Some of this stuff Fritz Smith: He works the seventh night of Five Nights At Freddy's 2. maxresdefault-7 .. What is his relationship with the sad child?. Going to night 2 or 3 you get Freddy's POV on the first game. clue in the Take Cake to the children minigame (type in five nights at freddys 2 minigames) and . The 4th cutscene thing after the 4th night is in this vid at . on Freddy's POV, and the Puppet is following your head, in the end says it's me. Toy Chica drops by to say hello in Five Nights at Freddy's 2. Problem is, the pizzeria has to close down at night - and when it does, the .. Night 3 sees the end of the Toy animatronics for a little while, pushing . 7 months ago on affiliate relationships and advertisements with partners including Amazon.

He hints that it may keep all of the animatronics busy, but in truth it will only keep the Puppet out of your hair.

WELCOME TO THE FAMILY - Five Nights at Freddy's 2 - Part 5

If at any point the music box stops playing music - and you can tell when it's winding down, thanks to a warning sign in the bottom-right corner of the screen - the Puppet will emerge from a nearby prize box and begin moving towards the office.

You can't stop it at this point, and the Freddy Fazbear Head will not trick it. All you can do is pray that it does not reach you before the night ends, which it probably almost certainly will. Always wind the music box. And we still don't really know what this thing is.

Golden Freddy A dumpy bear costume of questionable origin. Though not a threat during the first five nights, Golden Freddy will begin to pop up on the sixth night whenever you pull the monitor up, either appearing in the hallway or in front of you in the office.

Whenever the suit appears, regardless of where it is, you must immediately put the Freddy Fazbear Head on. You have about as much time as you would with any of the other old animatronics. Fail, and, well, you get the idea. As you might expect, each progressive night is more difficult than the last, with more animatronics to fend off, less battery power for your flashlight, and a music box that expires more quickly. You'll need some ridiculous reflexes to make it all the way to the end of the fifth night Night 1 Though the first night is still fairly easy, it's not nearly as easy as the first night from the original Five Nights at Freddy's.

There's a very real risk of dying if you aren't careful. You have two tasks on this night: The hallway is no great concern as of yet, as Foxy doesn't become terribly active on this night. Listen to the phone call, check your vents periodically, don the Freddy Fazbear Head if you see any animatronics staring back at you, and wind the music box whenever you have a free moment.

The music box degrades so slowly on this night you won't even really have to worry about it until the Phone Guy mentions it that it's not a huge issue. Night 2 Night 2 is a decent bit more stressful than Night 1.

Not only do more animatronics start to wake up and bother you, the music box degrades more quickly than it did before.

Five Nights at Freddy's / Characters - TV Tropes

You'll need to be much quicker on your toes to stay alive. Start to get into a routine at this point: Repeat in roughly the same order. It is imperative you flash the hallway from time to time, as Foxy gets rowdy on this night, and if you don't shine a light on him now and then he'll attack you from the front and take you out.

Perhaps the greatest irritant on this night is the Balloon Boy, who can take out your light and expose you to attack from Foxy. Be sure to check your left vent whenever you hear giggling. He's usually not there when he giggles or speaks, but it's best to be sure.

Throw on the Freddy Fazbear Head if he's there, then wait to hear thumping in the vent to confirm that he's left. You may also run into the Mangle on this night, despite it being introduced formally on Day 3, though you don't need to worry about the thing unless it's in the right vent. If you hear a hiss of static, throw the head on and wait for it to go away. Night 3 Now the game gets mean. Night 3 sees the end of the Toy animatronics for a little while, pushing them aside in favour of the older, meaner dudes.

Though you may still see the Toy animatronics occasionally. It's just not likely. Bonnie, Chica, and Freddy are rather terrible opponents, especially when thrown into the mix with Foxy, the Mangle, Balloon Boy, and the ever-present threat of the music box.

Past this point you shouldn't attempt to look at any camera but Cam At this point it's wise to make a point of always putting on the Freddy Fazbear Head when exiting the cameras. The old animatronics have a tendency of popping up once you leave the monitor and sometimes they'll pull it down themselvesand you'll have barely a second to put the head on to avoid death. Get into the rhythm of doing this every time to save yourself a world of trouble in the long run. Your cycle of events past this point will probably look something like this: Check the left vent Check the hallway as you're scanning right Check the right vent Wind the music box for several seconds seldom all the way to the top Put on the Freddy Fazbear Head Repeat So long as you only flash the hallway once on each pass, assuming Foxy isn't there, you should make it through the night without running out of battery power.

Night 4 Night 4 is pretty similar to Night 3, only the animatronics have become more vicious and aggressive. Expect to run into the older animatronics a great deal more often, making the Freddy-Fazbear-Head-after-looking-at-the-cameras trick all the more indispensable. Be sure to check the hallway more often, as well, as you can often spot Bonnie and Freddy skulking towards your position well in advance. Foxy is much more aggressive on this night, making the occasional hallway check all the more important.

Overall the fourth night isn't that different from the third, but it is more fast-paced and difficult, especially given the degrading quality of the stupid music box.

Night 5 Vicious, pure and simple.

five nights at freddys 2 night 7 ending relationship

Night 5 is almost as harsh as they come, and for one terrible reason: Though inactive for Nights 3 and 4, the Toy animatronics abruptly make a return on this night and mix it up with the older crew. You'll have a much harder time jumping from vents to hallway to music box to Freddy Fazbear Head and back again without biting the dust.

Nevertheless, the procedure outlined on Night 3 continues to work here - you just need to move all the more quickly to get it done.

It is vital that you keep the music box wound as much as possible, as the animatronics in the vents particularly Balloon Boy like to linger in place for long periods of time. You may have to risk death by hopping quickly into the camera to wind the music box.

five nights at freddys 2 night 7 ending relationship

It's worth noting here that the old animatronics are pretty good at wasting your time, not just because their abrupt appearances force you to shove on the Freddy Fazbear Head, but because the lights take a little while to come back on after they disappear. Don't wait for the lights to fully return after they flicker. As soon as the offending animatronic vanishes from sight, take the head off and get back to work. Only your initial hiding action counts towards your survival, not what comes after.

Night 6 Yep, this game has a Night 6 as well. A significant jump upwards in terms of overall difficulty, Night 6 is the hardest challenge in Five Nights at Freddy's 2, save for what comes next. Your tactics won't change at all, but you'll have to balance vents, hallway, music box, and mask quite effectively to survive the whole night.

Relying on sound cues static, giggles, etc. The only new animatronic to pop up on this night is Golden Freddy, and it presents a significant threat - though one you can easily handle. If you spot it in the hallway, at any distance, immediately don the Freddy Fazbear Head. This should make it fade out of view fairly quickly. Once it's gone you can get back to business as usual. Make the game even worse? Custom Night Once you've completed the sixth night you'll unlock the Custom Night, which, similarly to the original Five Nights at Freddy's, allows you to manually set the difficulty level of the various animatronics.

Setting an animatronic to zero will render it almost comatose during the playthrough; setting it to twenty will make it extremely, extremely aggressive. Note that a zero setting does not completely stop an animatronic from moving; it simply makes their inclusion in the round quite unlikely. In addition to the manual settings there are a series of presets which allow you to take on specific challenges. Completing these challenges will award you with minor, aesthetic prizes for your office.

They are as follows: Freddy, Bonnie, Chica, and Foxy are all set to twenty. A throwback to the original game, this mode allows you to ignore the vents but forces you to jump into the Freddy Fazbear Head constantly after checking the music box.

Foxy will work danged hard to drain your flashlight, as well, but keep a constant eye on him. There are hints in 6 that they might be part of the game's universe as well. Unfortunately for them, they chose the wrong place to night watch. With only the tools at hand, some nerves of steel, and a strange persistent to come back every night, these night guards have to survive five nights at minimum to get their paycheck.

Since The Child and Charlotte are so different from the night-guards, they aren't included in this folder. If you play it right, the guards, with no weapons and having only equipment of limited help, can survive up to seven nights straight against a bunch of homicidal robots who get increasingly fast, smart, and cranky as the week progresses. Because the playable characters are Featureless Protagonists with no distinctive personality, players have interpreted them as either themselves, famous Let's Players such as Markiplieror popular fan interpretations such as Rebornica's.

They're normal guys up against a bunch of murderous, haunted robots, and their only lines of defense are the security cameras and either blast doors, a mask and a flashlight, and audio cues and the ability to remotely seal vents. With a sufficiently skilled gamer, each of them can still survive. Subverted following The Reveal in Freddy Fazbear's Pizzeria Simulator, that all of the guards were likely Michael Afton, who was undead at least post-Sister Location and determined to stop his father and let his victims move on, no matter what.

Bring My Brown Pants: Both Mike's and Fritz's pink slip list "Odor" as a reason for being fired. While it could be explained away as natural body odor due to sweat, it's more than likely referencing the now-soiled pants of the Fazbear Security Uniform. Following a Cerebus Retconthe true reason is likely that they're both the rotting corpse of Michael Afton.

Despite the terrifying conditions, Mike, Jeremy, and the Fright Guard all continue working at their jobs as long as they can. Fritz only gets one night before getting fired, so it's unknown whether he would've done the same or whether Freddy's just fired him before he could quit. Don't Touch It, You Idiot! Nearly all of them have tinkered with the animatronic's AI, making them more active and aggressive than ever before.

Usually, what we know about them is just their names. Everything else, though, is left to the player's imagination. As can be seen by their entries, fans take little things from the games and run with them to spin richer characterizations for each. Five Nights has a rather intriguing plot involving child murders, missing bodies, haunted animatronics, and a killer who may or may not still be on the loose.

As the nightwatch security guard, you have absolutely no investment or involvement in this plot, and at most you can just discover what happened, not resolve it.

However, this is averted for Eggs Benedict, who actually has an ulterior motive for going to Circus Baby's. If he's all of the other protagonists, then he's been going from location to location trying to undo his father's legacy all along. They don't really say much. Even when murderous animatronics are screaming in their faces.

In the first 3 games, all of them are completely bound to their chairs. Averted for Sister Location until the secret ending of night 5. Implied; if the theories are true about our brave night guards going to hell and back just to get paid, then they've all redefined the meaning of pure desperation.

Each of the first three have one that references their role in the story; however, the one in Five Nights at Freddy's 3 doesn't get named due to their workplace burning down before they get paid, and, initially, the same can be said for Sister Location's Eggs Benedict. It is revealed at the very end of the story, however: Protagonist Without a Past: None of the protagonists have any backstory, which makes it harder to guess why any of them keep coming back to their job.

A distinction that sets them apart from other survival horror protagonists.

  • The Animatronics
  • Five Nights at Freddy's 4 Walkthrough

While many other games involve finding a way to get away from the crazy place or thingall the night guards already have this choice; nothing is forcing them to be there, and they can quit at any time. They only keep coming back in order to get paid by the end of the week. Through the Eyes of Madness: The guards have a tendency to have "hallucinations," which may actually be hallucinations possibly caused by the air in the workplace or lack of sleepbut are quite likely to be supernatural in origin.

If it's true that the night guards are all Michael Afton in disguise, maybe the hallucination comes from the fact he's technically dead and is struggling to stay sane in the living world.

Too Dumb to Live: Okay, the first night can be passed off due to ignorance of how dangerous the job really is Killer animatronics? However, coming back to Freddy Fazbear's after a first-hand experience lands most of them smack-dab into Darwin Award territory.

Fritz is a special case, since he gets fired before he serves another night though messing with the animatronics on the first day of the job certainly takes a special kind of idiocy, or possibly intelligence. And in Phone Guy's case, he was there when the robots started to act up the first time around! The Fazbear's Fright guard also has an excuse of showing up for more than one day, as the animatronic wasn't installed until after the first day — but beyond that, he falls into either this trope or The Determinatordepending on his intentions.

The child has yet another excuse; he has nowhere to run away to, as the entire thing is taking place inside his mind. The CBPW technician a. First, he shows up for work on his fifth night after spending the fourth night being kidnapped and narrowly surviving being stuffed into a suit. Then, on Night 5 proper, he can be stupid in one of two ways: What the hell is with this guy?

Pizzeria Simulator lends evidence to another theory that Michael Afton is ALL of the guards bar the Child from 4, and was trying to stop his father's legacy at every turn. Two Aliases, One Character: It's entirely probable that all the night guards are, in fact, Michael Afton under various pseudonyms and aliases. Freddy Fazbear's Pizzeria Simulator received an updated ending showing what are presumably the names of the missing Children, among which are "Fritz" and "Jeremy", suggesting he deliberately chose those names.

Mike Schmidt "Hey you're doing great! Most people don't last this long. I'm not implying that they died. A Heroic Mimelike many video game characters, he's the latest security guard to take the literal graveyard shift 12 A. His job is simple: Sit in the security office and watch over the expensive free-roaming animatronics in the Show Stage area for six hours.

At least it was simple, up until the animatronics started trying to kill him.

Five Nights at Freddy's 2 Walkthrough | LevelSkip

The things they leave out of the orientation packet Early Installment Weirdness: It's noticeable that he's a silent protagonist through and through, no breathing from him. He's also the only night guard to have an unambiguously happy ending that this type of series can offer anyway.

Fritz also gets fired, but he didn't get paid. Earn Your Happy Ending: After seven nights of pure horror, he is fired. Believe us, in the grand scheme of things, that is much, much better for him than keeping his job. And as noted above, not only does he get paid, but nothing bad happens to him either! If he is there, immediately turn off your flashlight and close the door. Wait until you hear his footsteps receding before opening the door again. Note that it's crucial to turn the flashlight off before closing the door, as he can still kill you if you leave it on, whether the door is open or not.

Fredbear has one more trick, as well. If you don't hear him moving around outside the room anymore, and in particular if you hear him laughing, check the bed and the closet.

Five Nights at Freddy's 2 Walkthrough

There's a good chance his head will be staring at you from one of these two locations. Shine a light on the bed head and close the door on closet Fredbear. This will shunt Fredbear back into the hallways. He doesn't turn into a cranium too often, but you should still check the bed and the closet whenever you hear a laugh, or if you can't hear his footsteps in the hallways.

I find the head goes to the bed far more often than the closet, so check there first. The strategy for this night, therefore, consists of rapid movement, not patience.

Keep sweeping from one door to the other, following the sounds of Fredbear's movements. If you see him, turn the light off, close the door, and wait for him to move.

If he laughs, check the bed and the closet, in that order. Repeat this process until the night ends. Beating Night 5 will complete the main game of Five Nights at Freddy's 4. This will earn you a star on the main menu. It will also unlock an Extras menu, where you can look at models of the animatronics What, you thought you were done?

Night 6 Everything you've learned up until now comes into play on Night 6. It starts off with the four primary animatronics doing their usual thang, albeit at an increased intensity. Bop back and forth between doors as before, checking constantly on everyone and doing your one-two-three-four count before daring to turn on your light.

If Foxy manages to get in, slam the closet door on him and give him about six seconds to reset to plushie form. Keep meandering around the room in this fashion. Freddy is especially dangerous this time around, since his stupid plushies multiply like crazy, so check the bed as often as you can.

Once you hit 4 am - and it's a good idea to keep an eye on the time - the animatronics will all disappear. He'll vanish from the closet if he's in there.

five nights at freddys 2 night 7 ending relationship

At this point Fredbear will come out to play for the final two hours. Perform as usual, checking the doors constantly and slamming 'em shut if you see Fredbear in the hallway.

Go for the bed if you don't hear him moving - or if he laughs. Fredbear's a bit easier to handle than the other four animatronics, so hitting 4 am is a bit of a blessing. Assuming you can get that far. Completing Night 6 will earn you another star on the main menu. It will also open up more options under Extras, including something called 'Nightmare'. You can probably guess what happens when you click it by now. Night 7 All of your skills will be put to the test here.

Night 7 is the almost-ultimate challenge of Five Nights at Freddy's 5, though in that sense it's also almost identical to Night Until you hit 4 am you're still dealing with the first four animatronics, and they act the same as they always have. They're all more aggressive, requiring constant surveillance on your part. In particular you want to keep Foxy out of the room for as long as possible or completely, if you can manage it because monitoring him in the closet takes up too much time. Follow his sounds in the hallways whenever deciding which door to check.

The game takes a bit of a swerve when you hit 4 am. This is normally when Fredbear would show up, but on Night 7 he is replaced by Nightmare, an ebon lookalike that's even more difficult than his predecessor. Nightmare acts more or less identically to Fredbear, but with less leeway - for example, he will always appear right at the door when he's in the hallways, giving you only a split second to react to his presence.

You also have less time to ward him off with the flashlight if you catch him on the bed or in the closet. The process for trouncing him is the same as Fredbear, but your reactions need to be spot-on at all times to avoid death.

Beating Night 7 will earn you another star on the main menu.