6 months ago

FNAH strats


FNAH 1:

Night 1: nothing happens much. Katz is the only one active and he moves every two hours. It’s impossible for him to get to your door in time so don’t worry about it. You might as well stay in the office and do nothing. Keep in mind, the only thing that uses power are the blocking devices (vent locks and door power) and even then, they have separate energies. There’s no power outages in the game. If you run out of door power there’s nothing to do but use your lights and cameras. The vent power can be recharged.

Night 2: Three of the characters are active now. Katz can attack you 0 times or only once on this night since he moves each hour. You don’t have to use your door lights often since the door characters will only attack once. Bizy will attack from each of the three vents. The secondary dining room, arcade room, and storage rooms are the only cameras with vents. They are all lined up horizontally. If Bizy is in a camera with a vent, lock it. This strategy is called the pre-vent locking strategy. This is because once the characters get in the vents it’s game over because it takes long to seal the vent. Spam the recharge power button to recharge the vent power in order to seal the vents. The vent power goes up to 40. Once Bizy leaves the room with the vent, find out to see if he went in the vent or to another room. If he went to a different room, unseal the previous vent and seal the other one.

Night 3: Things start to get more dicey as the player has gotten used to their surroundings. Katz will move each half hour this night which is about 40 seconds. Henry is now active too. Think about Rabz, Katz, and Bizy merged together. That’s what Henry acts like. He can go to both doors and vents, (except for the one in the arcade room so if he’s there don’t worry about it). Once Henry awakens in his storage room, seal the vent. He will either exit the room or enter the vent afterwards. You might need to pre-lock TWO vents this night because both vent characters are active. This will require you to never leave the recharge button unless someone’s at the door.

Night 4: The strat here is to do the following > Don’t open the cameras until you hear footsteps or a laugh. Henry won’t always make a laugh when he moves so if a footstep is heard, check is it’s Henry. > lock vents, recharge. Keep doing this until someone enters the right or left hallway. After this, go back to the original strat until you hear a footstep or your camera glitches up. Once that happens, check the left or right. If someone’s there, close it, if not, repeat.

Night 5: same strat applies

Night 6: This night is much different from the last 5 nights. No one is active except golden Henry and demonic Henry. If Demonic gets in your room and he has not laughed, use the flashlight and hold it on his head. If he has laughed, DO NOT US THE FLASHLIGHT AT ALL. Simply turning it on will get him to kill you. If you hear him in the vents (a power outage had occurred and there’s no cameras or doors) use the flash beacon to scare him off. He attacks after the second or third vent noise, never the 1st. For golden Henry, use the flashlight to make him disappear on your screen. If you don’t use the flashlight at all, his head will slowly fade in. Once it fades fully, you’re dead. You can get rid of Golden Henry the same time if you’re holding the light on Demonic Henry.

Max mode: This mode had the original 4 toons and demonic Henry. You would have to use the flash beacon if he got in. He would move every 20 seconds. He made the game much harder because he could attack at the same time a vent character is attacking. This caused me to remove him from the custom night all together. The max mode has all characters on 6. The only reason it doesn’t go to 20 is because I didn’t code in movement opportunities in my AI and it ran on a different technique. The same strategy used on night 5 works.



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