How to survive all five nights, Night 6, and the Custom Night (including the infamous 4/20 mode) in Scott Cawthon's original 2014 horror game, plus how each animatronic actually behaves and how to stop wasting power.
Researched September 2026 — current as of the Steam PC release (2014, Clickteam Fusion build; no content updates since). Live games change; check the linked sources if something differs.
You sit in a single office with two doorways. You never move; everything is done with buttons and the camera tablet.
| Tool | Where | What it does | Cost |
|---|---|---|---|
| Left door | Left wall panel (top button) | Seals the west doorway | Heavy constant drain while closed |
| Left light | Left wall panel (bottom button) | Lights the left doorway so you can see Bonnie or Foxy | Small drain while held/on |
| Right door | Right wall panel (top button) | Seals the east doorway | Heavy constant drain while closed |
| Right light | Right wall panel (bottom button) | Lights the right doorway, check for Chica or Freddy | Small drain while on |
| Camera tablet | Hover the bar at the bottom of the screen | Opens the security feeds | Drain while open |
| Mute call | Top-left during a call | Skips Phone Guy's message | Free |
The Usage indicator in the bottom left shows how many things are drawing power at once (1 bar is the baseline, and each active tool adds one). The more bars, the faster the percentage falls. On later nights the baseline drain also gets faster, so the same habits that were fine on Night 1 will run you dry on Night 5.
| Cam | Room | Why you care |
|---|---|---|
| 1A | Show Stage | Starting point for Freddy, Bonnie and Chica. Check who is missing at the start of each hour. |
| 1B | Dining Area | Everyone passes through here. |
| 1C | Pirate Cove | Foxy's curtain. Your most important check. |
| 2A | West Hall | Bonnie's approach, and where Foxy sprints toward your left door. |
| 2B | West Hall Corner | Bonnie's last stop before the left door. Also home of the Golden Freddy poster easter egg. |
| 3 | Supply Closet | A Bonnie hiding spot. |
| 4A | East Hall | Chica's and Freddy's approach. |
| 4B | East Hall Corner | Chica's last camera stop. Freddy waits here in the dark. |
| 5 | Backstage | Bonnie sometimes stares straight into this camera. |
| 6 | Kitchen | Camera disabled, audio only. You'll hear Chica (clattering pots) or Freddy's music box. |
| 7 | Restrooms | Chica and Freddy both pass through. |
Bonnie is the most active early on and teleports between rooms instead of walking in a strict line. His path runs through the Dining Area, Backstage, West Hall, Supply Closet, West Hall Corner, and finally your left door. When he's at the door, the left light shows him standing in the doorway. Close the left door and leave it shut until a later light check shows he's gone. If he gets in while the door is open, your left buttons stop working and he jumps you the next time you lower the camera.
Chica is slower and more predictable. She goes Dining Area, Restrooms or Kitchen, East Hall, East Hall Corner, then your right door window. When the right light shows her in the window, close the right door. Clattering pots on Cam 6 mean she's in the kitchen and not an immediate threat.
Foxy works in stages you can see on Cam 1C:
| Stage | What you see | What to do |
|---|---|---|
| 1 | Curtain closed | Safe |
| 2 | Foxy peeking out | Keep checking regularly |
| 3 | Foxy stepping out | He's about to go. Watch closely |
| 4 | Curtain open, cove empty (only a sign left behind) | He's running. Close the left door now |
Foxy advances when you don't look at the cameras enough, so brief, regular camera checks stall him. If you look at Cam 2A while he's running, you'll see him sprinting down the hall; shut the left door. If he hits the closed door he bangs on it and drains a chunk of your power, and the amount grows each time he does it. After knocking he returns to the cove and starts over.
Freddy is inactive for the first nights and gets aggressive later (roughly Night 3 onward, much more so on 4 and 5). He moves Show Stage, Dining Area, Restrooms, Kitchen, East Hall, East Hall Corner, then into your office from the right. He's hard to spot because he stays in dark areas; on Cam 4B you'll usually just see his eyes and outline. Two key rules:
His laugh and the music box sound in the kitchen tell you he's moved. When the power runs out, it's Freddy who appears in the left doorway playing a jingle before the lights go out.
Rare. The poster on Cam 2B can change to show Golden Freddy's face. If you then lower the camera, he may be sitting slumped in your office. Raise the camera again immediately; staring at him causes a jumpscare that closes the game.
| Night | Threat level | Plan |
|---|---|---|
| 1 | Very low | Learn the cameras, listen to the call. You can mostly just do light checks. |
| 2 | Low/medium | Bonnie and Chica start visiting doors. Foxy starts moving. Build the light-check rhythm. |
| 3 | Medium | Freddy may start moving. Check Pirate Cove more often. |
| 4 | High | Everyone is active. Freddy is a real threat on the right. Power discipline matters. |
| 5 | Very high | Fast baseline drain. Only close doors when you see someone. Keep camera checks short. |
| 6 | Extreme | Unlocked after Night 5. Same rules, tighter margins. |
| 7 (Custom) | You choose | Unlocked after Night 6. Set each animatronic from 0 to 20. |
The trick is that you're spending power in short bursts instead of holding things on. On Night 5 and 6, finishing with only a few percent left is normal.
The office goes dark, Freddy's face lights up in the left doorway, and a jingle plays. If 6 AM arrives first, you survive. You can't do anything to stop him, so it's pure luck at this point. The lesson is to budget better earlier in the night.
Beating nights adds stars to the title screen:
| Star | How to earn |
|---|---|
| 1st | Beat Night 5 |
| 2nd | Beat Night 6 |
| 3rd | Beat Custom Night on 4/20 mode (all four animatronics set to 20) |
The 4/20 mode is the game's hardest challenge. Everything above matters, but at full aggression you'll have almost no power to spare. Common community advice:
Easter egg: entering 1/9/8/7 as the AI levels (Freddy/Bonnie/Chica/Foxy) in Custom Night triggers a Golden Freddy jumpscare and crashes the game. It's harmless, just don't be surprised.
%AppData%\MMFApplications). Deleting it resets progress, so back it up if you're troubleshooting.How long is a night in FNaF 1? Roughly 8 to 9 real minutes. Each in-game hour is a bit under a minute and a half.
Can I pause the game? No. Alt-tabbing does not stop the night, so don't leave it running.
What unlocks after Night 5? Night 6 unlocks after beating Night 5. Beating Night 6 unlocks the Custom Night (Night 7), where you set each animatronic's AI from 0 to 20.
Why did Freddy get me when my right door was open and I was on camera? He was waiting at Cam 4B and moved in while you watched a different camera. Once he's at 4B, close the right door or keep your camera on 4B.
How do I beat 4/20 mode? Tight power management, light checks over camera use, short Foxy checks, and close doors only on sight. It still involves luck, so expect many tries.
Does the Steam version have achievements? No. The Steam store page for the original game lists only Single-player and Family Sharing as features, with no Steam Achievements; progress is tracked with the stars on the title screen.
What should I play after this? The series continues with FNaF 2, 3, 4, Sister Location, Freddy Fazbear's Pizzeria Simulator (free), Ultimate Custom Night (free) and later 3D entries. The franchise also has two feature films: the 2023 movie and its sequel released in December 2025.