You Wont Believe What This Chica Gamer Animation Can Do
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This item is incompatible with Five Nights at Freddy's. Please see the instructions page for reasons why this item might not work within Five Nights at Freddy's.
Hello, everyone! After several days of hard work, this guide is finally finished! I'm here to give you some tips on how to beat the game and to clear up some misconceptions about the animatronics themselves. This guide uses information from people who have actually decompiled the game data.
This guide will cover the PC version only. The mobile version is not included because I don't own it. It has different mechanics from the PC version, the most obvious difference being the shorter duration of the nights.
Steam Community :: Guide :: Five Nights At Freddy's 1
Most of the screenshots in this guide are provided by me. The only ones that aren't are the picture of the guide and two of the Golden Freddy pictures (I couldn't get him to show up).
You can't fight the animatronics, but you can ward them off. Your tools for that are the monitor, the doors, the hall lights, the power indicator, the clock, and a pair of good ears.
The game requires a mouse to play. The mouse is responsible for all inputs in the game, from controlling the player's view to using the door controls to checking the cameras.
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To pan to the left side of the office, move the mouse towards the left of the screen. To pan to the right, move the mouse to the right.
The monitor is used to watch the animatronics' movements throughout the restaurant. It can also be used to prevent Freddy and Foxy from moving.
Now, you have access to all the cameras in the building. You'll see a mini-map of the entire building on the right side of the monitor screen. This map has clickable boxes that represent the camera feeds of all the rooms. The camera feeds are labeled with numbers and letters, and the monitor will display the name of the currently selected camera feed at the top of the map.
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To view any of these camera feeds, simply click on the one you want to see. You can switch to a different camera feed at any time.
When you're done using the monitor, scroll down to the double arrows at the bottom of the screen again to put it away. Now, you're back in full view of the office.
The left and right hall lights are used to check for Bonnie and Chica when they try to enter the office from the doorways. These doorways are also known as your blind spots because the camera can't see those areas. Thus, you can't get away with simply checking the cameras; you must also use the hall lights. The reverse also applies.
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To use a hall light, scroll over to the appropriate light button and click on it. Both the light button and the doorway will light up.
The hall lights must be used whenever you can't find Bonnie and Chica in the cameras, whenever they cause the cameras to go out while they move, or whenever they make footstep sounds. This is important for avoiding deaths.
Anyway, you can only use one hall light at a time. Using one light while the other light is on will automatically shut off the first light you used.

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Sometimes, the lights may not turn off after you've clicked on them. This is because there's a bit of a delay. To remedy this, you can do one of two things:
The left and right doors are the only way to prevent any animatronic from entering the office once it has the chance to strike.
To use the doors, simply mouse over to the door buttons and click on them. The buttons will turn green, and the doors will drop.
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To deactivate the doors, click on the door buttons again. The buttons will change back to red, and the doors will rise.
Fail to close the doors at the right time, and it's game over. This will be explained in more depth in each of the animatronic sections.
Your ears must be used to listen to certain in-game sounds that will warn you of approaching animatronics. The only animatronic that completely bypasses this mechanic is Foxy. This will be further explained in the sections about the animatronics.
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The clock will start from 12AM and will go all the way up to 6AM. Use this to keep track of what you should be doing at certain times of the night.
The monitor, hall lights, and doors all use up power. How much power you're using is displayed by the power indicator at the bottom left side of the screen.
The left and right doors are separate tools. The same goes for the hall lights. Along with the monitor, that makes five tools to use at your disposal, but you can only use up to three of them at a time.
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Once the power hits 0%, all the tools that you can use to protect yourself will disappear from the screen, and you will be unable to use any of them. If the monitor is already up when the power goes out, it will drop and stay down. If either hall light is on, it will turn off automatically. If the doors are closed, they will suddenly open. The only things on at this point are the emergency lights:
Then, only one animatronic will use this opportunity to kill you: Freddy. Freddy will commence his final attack after a short period of time. This will be explained further in the Freddy section.
In any case, practice with the mechanics during the first two hours of Night 1, and you'll quickly understand how to play the game.
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The goal of the game is to last from 12AM to 6AM for each night, which, in real time, corresponds to exactly 9 minutes [11]. Each in-game hour is 90 seconds [11]. Once 6AM hits, a chime will be heard, the screen will turn black, and the clock will be in the center of the screen, changing from 5AM to 6AM, like this:
The trick of the game is NOT to use up too much power before 6AM hits. If you use up the power too early, Freddy will kill you.
Newer players may frantically and profusely check the cameras, use the hall lights, and close the doors, wasting a lot of power. You must use your tools as sparingly as you can.
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However, if you run out of power, you can still make it to 6AM. This is because the clock still runs even after the power goes out. Thus, it is entirely possible, though not guaranteed, to reach 6AM before Freddy has the chance to do his final attack.

As the nights progress, the animatronics will get faster and more aggressive. As a result, there is no point in checking all the cameras to monitor all the animatronics, especially past Night 2. Just use the cameras for only Freddy and Foxy while using the hall lights for Bonnie and Chica. This tactic will be explained in more depth in the General Strategies section.
Now, I will explain each animatronic in full detail. They are very easy to understand and counter. I will post the mechanics of each character in separate sections.
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Bonnie's movement path is much less linear than Chica's path, so he'll often jump to a room that's disconnected from another room. This makes Bonnie seem as if he's teleporting. Also, Bonnie has certain choices for his next destination depending on his current room, but his choices are very random, so he doesn't have a set path.
Still, Bonnie will always start from the show stage (Cam 1A). Once he leaves the show stage, he will never return there. He will then move only in the other rooms on the left side of the map, which includes Cam 1B but excludes Cam 1C (Pirate Cove). He will never show up anywhere else.
Because Bonnie is very fast, he shows up at the office more often than the other animatronics. When he appears, he will stare right into the office from the left door.
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To prepare yourself for him, listen for “pit-pat” footstep sounds. These could be either Bonnie's footsteps or Chica's footsteps, so you must check BOTH hall lights. If Bonnie is in the left hall light, like so...
You only have a
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