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Five Night's at Freddy's: The Remake

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Five Night's at Freddy's: The Remake is a remake of Five Night's at Freddy's 1 created by South Ferry.

Summary

"Welcome all to Freddy Fazbear's Pizza! A magical place for kids and grown ups alike, where fantasy and fun come to life! Come down and watch Freddy Fazbear and his friends preform! You as the security guard, must monitor cameras and make sure the animatronic devices remain safe. There have been multiple reports about the animatronics malfunctioning at night, but do not worry! Even if for some reason the animatronics attempt to enter your office, you have means of protection! What could possibly go wrong?"

Animatronics

Freddy Fazbear

Bonnie the Bunny

Chica the Chicken

Foxy the Pirate Fox

Withered Toy Freddy

Withered Toy Bonnie

Withered Toy Chica

Withered Mangle

Withered BB

Withered Puppet

Golden Freddy

Springtrap

Locations

The Office

The Office features two doors, two lights, a desk, and a fan.

Show Stage

This is where Freddy Fazbear, Bonnie, and Chica start.

Dining Area

Freddy, Bonnie, Chica, Foxy, Toy Freddy, Mangle, Golden Freddy, and Springtrap pass through here.

Pirate's Cove

This is where Foxy starts. Mangle may occasionally pass through here.

Back Stage

This is where Toy Freddy, Toy Bonnie, Toy Chica, Mangle, BB, and the Puppet start.

Safe Room

Only audio is available in this room. Golden Freddy and Springtrap begin here.

Restrooms

Freddy, Chica, and Toy Bonnie pass through here.

Kitchen

Only audio is available in this room. Freddy, Chica, Golden Freddy, and Springtrap pass through here.

West Hall

Bonnie, Foxy, Toy Freddy, Toy Bonnie, Toy Chica, Mangle, and the Puppet pass through here.

East Hall

Freddy, Chica, Golden Freddy, and Springtrap pass through here.

Vent Cam A

Toy Chica, BB, and occasionally the Puppet and Toy Freddy, pass through this vent.

Vent Cam B

Golden Freddy and Springtrap occasionally pass through here.

Gameplay Mechanics

Power

Everything the player does, closing the doors, using the lights, sealing the air vents, and using the monitor, all use power. If the player runs out of player, the player's office becomes dark, and Freddy Fazbear with play Toreador March at the player's left door. If the player stays still, the might be able to hold out until 6 AM.

Doors

The doors are the player's main method of defense. Once the player's doors are closed, it is impossible for an animatronic to enter the office. However, the doors drain a great deal of power, so the player must be conservative. If the player's doors are closed for a long period of time, then they may happen to error, forcing the player to use the maintenace panel. Using the maintenance panel will not allow the player to use the cameras, check the lights, or seal the air vents.

Lights

The lights allow the player to check if an animatronic is outside the door. Like the player's doors, the lights use up a great deal of power. If the player uses the lights for long periods of time, the lights may error, forcing the player to use the maintenance panel.

The Monitor

The monitor allows the player to view the cameras, and keep tabs on the animatronics. There are two buttons on the
Remake map
player's monitor which allow the player to toggle between the main cameras, and the vent cameras. There is a button which allows the player to seal a vent in the vent camera menu. The player's camera uses up power. Constant use of the cameras will result in a video error, forcing the player to use the maintenance panel.

Vent Gates

They are two air vents in Five Night's at Freddy's: The Remake. Air Vent A is a direct route from Backstage to the West Hall Corner, and Air Vent B is a direct route from the Safe Room to the East Hall Corner. Because of these easy, direct routes to the office, it is extremely vital for the player to seal the gates. The Vent Gates use up power, and constant use will result in a Vent Gate error, forcing the player to use the maintenance panel.

Maintenance Panel

The maintenance panel has four options: Doors, Lights, Camera Systems, and Vent Gates. The maintenance panel allows the player to reboot these four systems if they ever error. The Doors take 8-9 seconds to reboot, the Lights take 5-8 seconds to reboot, the Camera Systems take 6-8 seconds to reboot, and the Vent Gates take 7-9 seconds to reboot. There is also a "reboot all" option, which takes 9-12 seconds.

Phone Calls

Night One

"Uh... Hello? Hello? Uh.. If you're wondering who this is, I was the previous secuirty guard at this place. After I finished my five nights, I was given a raise and moved to the day shift, that will eventually happen to you after you complete your five nights. So I just wanted to lay out what to do, because the company really dosen't give you any explanation on what to do. So first of all, I need to tell you something very important. The animatronics here... they're set to free roam mode at night because appearently they're servos lock up if they stay in one place for long. The company can't have them walk around during the day because of the Bite of '87. If you're wondering what that is.. let's just say it's amazing the human body can live without the frontal lobe. Anyway, if the animatronics enter the office, they'll see you as a bare endoskeleton and stuff you in a spare suit.

The company did see this as being... detrimental to your sucsess.. so they gave you multiple options to protect yourself. So, first of all, if you look on your desk, you see 2 tablets. The blue one can be used to flip up the hall cams and the vent cams. Um.. the two vents allow a direct route to your office, so you can seal them up to protect yourself if an animatronic tries to use those vents. The other tablet, the green one, can be used to reboot any systems that error. You have two lights to check if an animatronic is at your door, and two doors to close if you see an animatronic at your doors.

So um.. yeah, sorry for talking so long. That should be it.. Also, be consertive, you have limited power, budget restrictions, you know. Alright, good night."

Night Two

"Uh... Hello? Hello? Hello again. Uh.. just so you know, it's best to check the cameras while I talk, the animatronics get more active as the week progresses. 'Anyway, you've probably noticed the models from the 1987 location. Uh.. I think they were called the "Toys"? They are more advanced then the animatronics we have now, facial recognition, advanced mobility.. However unfourtanetly they.... malfuctioned... So they are kept for spare parts now. They shouldn't become active. Also, that safe room camera which is disabled, it has... Sorry, gotta go. Good night."

Night Three

"Uh... Hello? Hello? Great job on making it to Night three! Most people don't last this long. I mean they, um, uh, moved on to other things... they didn't die... So anyway, things will probably be alot more difficult tonight. Those toys might start to move, I'm not sure. Also, one of the animatronics from the safe room, might become active. So uhh.. Good luck."

Night Four

"Uh... Hello? Hello? Great job! Night four. So um, things have gotten really bad tonight. More of those toy animatronics have gotten active tonight. Some of our previous guards have reported the animatronic I was talking about suddenly... appearing in the office... limp... Just flip up the camera, and scare it off. So, I don't have much, good luck.

Night Five

"Uh.. Hello? Hello? Nice, Night Five! Next week you'll be on the day shift. Things are hard tonight. Errors seem to randomly happen now, but you should be able to reboot. Survive. Soon you will be free. Good luck."

Night Six

"Uh.. Hello? Hello? Overtime eh? So um.. remember that safe room? I can't tell you too much, but another animatronic has gotten out. It uses the vents, just seal them up real quick.. So yeah, good luck."

Custom Night

"Uh.. Hello? Hello? Woah, you really want some overtime. So uh.. the animatronics levels appear to randomly change every Seventh Night, we don't know why... So uh, good luck."


Credited to South Ferry

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