Five Nights at Freddy's 4 Walkthrough
The latest in the series that just doesn’t want to die—both in and out-of-universe— Five Nights at Freddy’s 4 returns its fright-loving players to the world of Freddy Fazbear’s Pizzeria for another round. But, wait, what’s this? We’re not in a pizzeria this time? We are, in fact, in some kid’s bedroom? Well that’s just plain odd.
Anyway. You want a Five Nights at Freddy’s 4 walkthrough? You’ve got a Five Nights at Freddy’s 4 walkthrough.
Five Nights at Freddy’s 4 is both like and unlike the previous games in the series. You still need to survive until 6 am, you still need to watch out for murderous animatronics, and you’re still subjected to jumpscares when you muck up. That said, there are plenty of changes as well.
- For starters, you don’t have any cameras. You’re stuck in a single room the entire time. You can move to different vantage points in the room, however, and doing so is important for overall survival.
- There’s no power meter. The only device operating on power in this game is the flashlight, and it lasts the entire night. This is good…
- … except that you can’t leave doors closed for as long as power permits anymore. You must be beside a door and hold it down via a keyboard press. This is bad, as it means you aren’t looking at the other door.
- Sound cues are incredibly important. They were of varying importance in previous games - middling in the first game, high in the second, somewhat low in the third - but now they’re essential. If you don’t have a good pair of headphones you will notsurvive. And when I say good headphones, I mean a complete pair. A single ear won’t do it.
- The flashlight is not an automatic saviour anymore. It can, in fact, hurt you if you use it incorrectly. More on that in a bit.
The game boils down to this: you survive by using the flashlight to illuminate the animatronics and scare them away before they get too close. If they are too close, you close whatever door they’re near in their face until they lumber away. Sound like a plan?
There are five actively dangerous animatronics in Five Nights at Freddy’s 4. Knowing how they act, and react, is key to your survival. Here are some tips in dealing with this vicious crew.
True to tradition, Bonnie the Big Purple Rabbit will come at you from the left door, and if you shine your flashlight down that hallway you’ll often see him skulking at the far end. Bonnie is one of the easier animatronics to avoid - all you need to do is flash the hallway periodically. If he does get up close, stand at the door, listen for his tell-tale breathing (it sounds like a sigh, or something brushing against a microphone), and close the door for several seconds to keep him out. Don’t flash the hallway if you hear this breath or he will instantly kill you. Don’t turn the light on as soon as you open your door! The sound cue won’t go off for a few seconds, and the chances are way too good that you’ll kill yourself for getting too trigger-happy.
If Bonnie’s sound cue is tripping you up, watch your flashlight. Assuming Foxy isn’t in the room, your beam will begin to flicker if he’s standing at the door. (Or the next animatronic in the lineup. Either or.)
The bad bird of the gang is basically the opposite of Bonnie, coming at you from the right door instead of the left. Bonnie’s rules apply when dealing with Chica. (Also, her danged cupcake.)
Foxy is one of the more problematic animatronics, as always. Foxy starts outside your room, but he makes it his mission to get inside. From Night 2 onwards (though much more prominently on Night 3 and above) he will run around in the hallways, waiting for you to leave one of the two doors unguarded. Flash the hallways to stop him. If he does get in he will hide in your closet, and you’ll have to check on him to prevent a jumpscare death. Close the door in his face (quite literally), and keep doing it until he is replaced by a Foxy doll. Foxy will mess with your flashlight once he’s in the closet, so keep checking on him to stop this flickering. (And, you know, to prevent imminent death.) Foxy forces you to juggle four tasks rather than three, so keeping him out is of paramount importance.
One handy tip for evading Foxy is to pay close attention to the direction of his pitter-patter in the hallways. If you hear him heading to the right, check the right hallway. If you hear him heading to the left, check the left. This usually pushes him out of that hallway and into the other one. This is especially important if you hear him running and then stop, in which case he’s right outside one of the doors. Flashing him will send him packing. You need a good pair of headphones to take advantage of this advice, however (and they’re kinda necessary for this game in general).
The leader of the bunch is a much more immediate threat in Five Nights at Freddy’s 4 than he previously was. Freddy is more or less always in the room, initially taking the form of three demonic plushies that will appear behind your back. You need to flash the bed constantly to stop these little creeps from multiplying, because once all three are on the bed, Freddy’s not far behind in delivering a jumpscare and ending your game. Every time you perform an action, check the bed. It only takes a second, and will save you in the long run. The more plushies are on the bed, the longer you’ll have to flash them with your beam.
There are two ways to tell if the plushies are building up. The first is your flashlight. Like Foxy, these little pests can mess with the beam. If you're seeing a lot of flicker and Foxy's not around, it's their fault. The second is the noises. If there are two or more of these critters on the bed, you will be able to hear them chittering away very faintly in the background.
The big man comes out to play. Fredbear is a solo player in his levels, and so I've included information on how to beat him under Night 5, below.
In addition to the normal nights, you will engage in a game of Red Light, Green Light with Springtrap, the star of Five Nights at Freddy’s 3, between nights. (Yes, I know, he's Plushtrap, but.. c'mon. Springtrap!) During these matches you must stare down Springtrap in a hallway and try to illuminate him when he stops on an X on the floor in front of you. If you manage this successfully before the time is up… or Springtrap gets you… you’ll receive two hours off of the timer in the next level. Pretty sweet.
This mini game is not as difficult it seems. The trick is to ease up on the flashlight. Springtrap won’t move unless you give him a chance to move, and if you use the flashlight too often he’ll just keep resetting himself on the chair at the end of the hall. Wait for him to make two movement noises - this will put him right beside the X - then give him roughly eight seconds to move again before using the flashlight. If you time it properly you’ll catch him right on the X and earn your meagre reprieve. You have less time with each match, so getting the timing down early is key to completing the game.
It is important to note that the two hour bonus only applies to your next round. If you die on the next night you will have to play any subsequent games from 12 am, not 2 am.
The Nights (aka The Walkthrough)
There are seven nights in Five Nights at Freddy’s. (Go figure.) Each night gets progressively more difficult than the last, and different mechanics will pop up as you progress through each night. This walkthrough will help you trounce all seven nights. Hopefully.
The first night serves as training wheels. Helpful overlays will explain the game’s mechanics, and the animatronics will barely even try to touch you. The one exception is Freddy, whose minions will accumulate steadily at your back if you don’t wheel around to flash your light on ‘em. Do this consistently and you shouldn’t have a heck of a lot of trouble here.
Now the games begin. Night 2 ramps up in difficulty thanks to the Bonnie Chica combo, as they start to become rather aggressive and will charge your door more often than on Night 1. Maintain a steady rhythm of checking a door, checking the bed, and checking the opposite door. Always remember to wait a few seconds at the door before flicking on the lights. If you hear a muffled rubbing sound, close the door and wait. Once you hear shuffling movement outside it will be safe to return to your neutral position.
I've seen numerous messages from players who are having trouble hearing the animatronics, and thereafter dying horribly. I've found it's best to go to the count of four before turning on the light. Go 'one-one-thousand, two-one-thousand, three-one-thousand, four-one-thousand', and listen as you do. If you hear the telltale rubbing sound, close the door. If not, turn on the flashlight. Don't just close the door willy-nilly, as you'll draw either Bonnie or Chica straight to you.
Foxy may show up on this night, though he doesn’t cause much trouble yet. If he does get into your closet, simply add it to the rotation and check on him every once in a while. You don’t have to fret over him unless his head is sticking out of the closet, in which case… well… close it. There’s enough leeway that you can keep it closed until he changes into his plushie form, at which point you can resume normal activities.
Here comes the hard stuff. Night 3 ramps up the difficulty rather considerably, and should put the fear of death in most players. The primary pain-in-the-butt here is Foxy, as he becomes an outright nuisance from the second the night begins. Follow his movements by listening to the audio and check the hallways (when they’re safe, anyway) according to his movements. Try not to move yourself when you hear him moving, as there’s a good chance you’ll head in the wrong direction and allow him to slip by and into the closet. Handle the other three animatronics per normal procedures, just more vigorously.
If Foxy manages to slip inside, hope is not lost - you just have to work a lot harder to stay alive. Put the pressure on Foxy by checking the closet, say, every second rotation. This should give you enough time to return him to his harmless plushie state without compromising you on other fronts. Hopefully you can hold out long enough that he spends a minimum amount of time in the closet, ‘cause it really complicates matters.
Night 4 is just a more difficult version of Night 3. Bonnie and Chica will appear more often at your doors, and the Freddy plushies will accumulate more quickly (though if you check them every time you sweep across the room this is not a problem). Foxy doesn't really get any more aggressive here , so as long as you stay on your doors it shouldn't be too difficult to keep him out of the closet and out of your hair.
Just when you were getting used to the game, it throws an extreme curveball. Night 5 is populated solely by Fredbear, the big golden-ish baddie that plagues the minigames of our hapless protagonist. This sounds like a good thing, but it's not. Fredbear is tough.
Fredbear is a combination of Bonnie, Chica, Foxy, and Freddy, with his own tweaks thrown in as well. Like Foxy he will move from one hallway to the other, trying to get into your room. You need to follow the sound of his footsteps (it's heavier than Foxy's) and catch him in the hallway. Unlike playing with Bonnie and Chica, however, you should immediately turn the flashlight on when you arrive at a door, as you need to spot Fredbear in the hallway as soon as possible. If he's not there, check the other door. 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.
Sound like fun? 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. 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. Eesh.
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... as well as unlock Night 6. What, you thought you were done? Pssh.
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. (Yes, including Foxy. He'll vanish from the closet if he's in there.) 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.
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 6... just harder. 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. It will also unlock Nightmare's character model in the Extras menu, and show you a screen of a chest which you can't open. Yet. Mysterious.
WELL. That was fun. Game Over, and all that, right? Nope. Not yet. Enter the Extras menu and type '20202020', a reference to the semi-unofficial 20/20/20/20 mode from the original Five Nights at Freddy's. Done correctly this will change Nightmare to Night 8, a more-difficult (but functionally identical) version of Night 7. Completing Night 8 will grant you one more star for the main menu.