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Five Nights with Froggy 2

2 years ago

Five Nights with Froggy 2 — Randomized night


The next FNwFroggy 2 update is coming! Let's take a look at a new mode that was spontaneously added to the game during the development of the patch for now.

Randomized night is an unpredictable night in which everything lines up randomly. This game mode combines elements from all levels of the game, including the challenges. This mode will be only available after you have completed all of the challenges.

When you pass Randomized night, you are credited with one victory. If you win 10 times in a row, you get a trophy and an achievement. Losing or quitting the game during this night will reset your win streak.

Let's take a closer look at the peculiarities of the accidental night:

  • Night lasts 6 minutes (the "Fast Night" upgrade is activated);

  • The difficulty of all enemies is random from -30 to 30 (if the speed is less than zero, the enemy is inactive), but with each victory this numerical interval increases by 4 units: (-26, 34) => (-22, 38) => (-18, 42) and so on;

  • The starting location of the enemies is random;

  • The angle of each screw is set randomly from 180 to 720. At the beginning of the night, it is better to check them;

  • The player appears either in one of the rooms, at the door, or at the electric panel;

  • With a 1 in 6 chance it will rain;

  • If it rains, chances are 1 in 2 that there will be thunderstorms;

  • With a 1 in 20 chance there will be earthquakes throughout the night. The chance increases depending on the current winning streak, but cannot be more likely than 1 in 8;

  • At a chance of 1 in 3 the door may already be open;

  • With a 1 in 8 chance the rooms will be foggy. The chance increases depending on the current win streak, but cannot be more likely than 1 in 3;

  • With a chance of 1 in 100 there will be paradise. There will be a white glow outside the window, a quiet ambient sound, no opponents, all upgrades. If paradise falls, there will definitely be no: rain, multicolored and red filters, random room coloring, fire alarm, disco ball, other ambient and ordeal elements in the night;

  • Each of the computers with a 1 in 4 chance of being on at once;

  • With a 1 in 8 chance the power will go out at the beginning of the night;

  • With a 1 in 10 chance the lights in the third room may not work. The odds increase depending on the current winning streak, but cannot be more likely than 1 in 4;

  • With a 1 in 30 chance there will be electrical problems as in Gloomy Night. The starter panel switches will go off one by one, if they are not all on, the lights will flicker and the starter panel will shut down 32 seconds after being turned on (whereas in Gloomy Night it was 12 seconds). The odds increase depending on your current win streak, but cannot be more likely than 1 in 15;

  • With a chance of 1 in 20 throughout the night, cameras will turn off one by one, as in the seventh night. The odds increase depending on the current win streak, but cannot be more likely than 1 in 10;

  • With a chance of 1 in 14 there will be an effect of overflowing colors and waves. Chance increases depending on current win streak, but cannot be more likely than 1 in 6;

  • With a 1 in 16 chance the red filter will be applied if the color and wave transfusion effect is not activated. The chance increases depending on the current win streak, but cannot be more likely than 1 in 10;

  • With a 1 in 2 chance, if no color wavy and red filters are applied, the room is weakly colored in a random color;

  • With a 1 in 6 chance, the Philosopher will be visible all night on the workshop camera;

  • With a 1 in 8 chance that a fire alarm will appear on the current night. The odds increase depending on the current win streak, but cannot be more likely than 1 in 2;

  • The intervals between fire alarms are random (from 35 to 185 seconds), but they decrease by 10 seconds with each victory. The minimum interval is 35 seconds;

  • With a 1 in 12 chance, there will be a disco ball in the first room;

  • A 1 in 10 chance that the ambient will hum from the dungeon;

  • If the dungeon hum does not play, chance 1 in 14 that the ambient will be an infernal hum;

  • If previous ambients did not fall out, the chance is 1 in 12 that the ambient will be a gloomy night ambient;

  • If the previous ambients didn't roll, the chance is 1 in 20 that the ambient will be disco music;

  • If no previous ambients fell out, the chance is 1 in 25 that the ambient that plays after passing the super test will play;

  • If none of the above ambients fell out, one of the following ambients is randomly chosen: the ambient of the first night, the ambient of the other nights of the story campaign, the ambient of the trials, and the endless night;

  • There's a 1 in 20 chance we'll have a hammer;

  • Chance of 1 in 10 that the dwarves will already be in the room, and will always need to wind up the box;

  • Chance of 1 in 8 that there will be a fog of the past;

  • Chance of 1 in 12 that there will be drowsiness (with the electricity coming back if it was turned off at the start);

  • Chance of 1 in 12 that there will be a bottle-shot pipe;

  • A 1 in 12 chance that there will be explosives in the room;

  • Each explosive will have a timer set from 1:45 to 2:30;

  • Chance of 1 in 20 that there will be a "Less digital noise" upgrade;

  • Chance of 1 in 18 that there will be a "Comfortable shoes" upgrade;

  • Chance of 1 in 22 that there will be an "Stability" upgrade;

  • Chance of 1 in 18 that there will be an "Titanium screws" upgrade;

  • Chance of 1 in 20 that there will be a "Second chance" upgrade;

  • Chance of 1 in 16 that there will be a "New music box" upgrade;

  • Chance of 1 in 24 that there will be an "Clear mind" upgrade;

  • Chance of 1 in 10 that the door will have a random event decoration if there is no explosive.

This was a detailed description of the Randomized night, which you can study in detail so you know what you can expect on this night.



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