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Five Nights at Freddy's Mod — Guide

Animatronics

The core of the mod is its massive roster of animatronics. These entities feature custom models, high-quality textures, and unique AI that changes based on the time of day.

General Behavior

  • Daytime: Most animatronics are passive and will remain on their designated stages or spawn points, performing for the "audience."
  • Nighttime: At midnight, animatronics enter "Free-Roam Mode." They become hostile toward players, villagers, and iron golems. They will actively hunt and attempt to jumpscare their targets.
  • Jumpscares: If an animatronic reaches a player at night, it triggers a custom jumpscare animation that typically results in instant death.

FNaF 1 (Classics)

Name Health Behavior Drops
Freddy Fazbear 100 Leader of the band; moves slowly but is relentless. Faz-Coins, Iron Ingots
Bonnie the Bunny 80 Aggressive; often the first to leave the stage. Faz-Coins, Blue Wool
Chica the Chicken 80 Wanders into the kitchen; often accompanied by her Cupcake. Faz-Coins, Chicken
Foxy the Pirate Fox 90 Sprints down hallways; requires constant monitoring. Faz-Coins, Iron Hook
Golden Freddy ??? Rare teleporting entity; can crash the player's game or cause hallucinations. Remnant

FNaF 2 (Toys & Withereds)

  • Toy Animatronics: Faster and more modern versions of the classics. Includes Toy Freddy, Toy Bonnie, Toy Chica, and Mangle.
  • Withered Animatronics: Damaged versions of the original cast found in the Backstage areas. They are highly aggressive and have larger reach.
  • The Puppet (Marionette): Floats through the air and ignores most obstacles. Must be kept at bay or it will hunt the player down.
  • Balloon Boy (BB): A nuisance mob that disables the player's flashlight if it gets too close.

FNaF 3 & 4 (Phantoms & Nightmares)

  • Springtrap: The primary antagonist of FNaF 3 structures. He is incredibly fast and can crawl through vents to reach the player.
  • Phantom Animatronics: Hallucinations that don't deal direct damage but cause blindness and jumpscare the player, making them vulnerable to Springtrap.
  • Nightmare Animatronics: Massive, terrifying versions of the cast with sharp teeth and claws. They primarily spawn in the Afton House structure.

Mechanics

Camera System

To set up a security system, players must place Camera blocks around their building. Using a Camera Monitor, right-click each camera to link it. * Modules: Cameras can be upgraded with modules like Night Vision, Motion Detectors (emits Redstone when a mob is seen), and Flashlight Modules. * Controls: While in the monitor, use the on-screen buttons to switch views. Press Z to exit the camera view.

Day/Night Cycle

The mod tracks the world time. At 6:00 AM, all hostile animatronics will attempt to return to their original spawn points and become passive. At 12:00 AM (Midnight), they become active and begin their hunt.

Power Management

In certain pre-built structures, the player must manage a limited power supply. Closing security doors and using the camera monitor drains power. If power hits 0%, the doors open, the lights go out, and the animatronics become significantly more aggressive.