Jolly 4 Game Controls and Mechanics
Jolly 4 Game Controls and Mechanics
Written by Weshek
Jolly series created by IvanG
MAIN CONTROLS
Swipe Mouse – Look around
W – Walk Forward
A – Strafe Left
S – Walk Backward
D – Strafe Right
Click/E – Interact
CTRL – Flashlight
SPACE – Hide
MAIN SOUNDTRACK
1. Pre-Pandemonium (Announcement Trailer)
2. Stages of Grief (Trailer 1)
3. Liftoach Pandemonium (Trailer 2)
4. Prayer for the Dying (Trailer 3 [Tentative])
5. Please Stand By
6. Trypophobia
7. Start
8. Oz Factor
9. Elevator Friend
10. First Stage of Decay
11. Feel Alright
12. Sleep Paralysis
13. Second Stage of Decay
14. New Nightmare, Same Old Perspective
15. Third Stage of Decay
16. Nightmares and Dreamscapes
17. Fourth Stage of Decay
18. In Dreams
19. Final Stage of Decay
20. Dream A Little Dream of Me
21. Sincerely, Theo
22. King in Check
23. Jolly
24. Jack
25. Getaway
26. Everything Stays
27. Apiphobia
28. Freedom… Freedom
29. Aftermath
Gamejolt Summary:
“The final chapter of the Jolly series. You have been tasked to work in a facility to guard a
rebranded version of the beloved animatronics of Jolly Entertainment. However, you aren’t just
here for the paycheck. You have a greater purpose here…stay the course.
One goal, four ways to end it.”
ALL: (Does not apply to Jolly Goodtime) Any Goodtime animatronic can appear in the
doorways at the front of the office. The player must hold their light on the animatronic then shut
the doors when the animatronic recoils (other than Tal), or the animatronic will get in. If the
player sees that an animatronic is on the second floor and is approaching one of the doors, they
can run to the door, lean through it to look down the hallway, then flash their light at the
animatronic. This works on EVERY Goodtime animatronic, and prevents them from causing
more stress on the player . On the first night, the animatronics should react to the flash almost
immediately, but in the following nights, the animatronics will need the light held on them for
longer amounts of time, as they are becoming more adjusted to the flashlight. Jolly Goodtime
will always have to have the light held on him for a longer amount of time and George
Goodtime needs to have the flashlight flickered at him in order to deter him.
[UPDATED]
JOLLY GOODTIME (active nights 1-6): (ON NIGHTS 1 - 2) He will always be on the
second floor. Frequently, he appears in the hallways on the cameras, making his way toward
one of the doors. The player must flash their light at the Jolly and hold it on him until he covers
his eyes away (he will violently shake and twitch, slowly raising his hands over his face), then
shut the door on him. If the player does not shut the door, he’ll stay in the doorway, and when
he uncovers his eyes, he’ll run in and attack the player.
(ON NIGHTS 3 - 6) When the player flashes their light at Jolly and he covers his eyes,
when the door starts to close, Jolly will catch the door and run through the door at the player,
catching them off guard. The player must flash him again immediately, startling Jolly, causing
him to do the same thing as before (shake and cover his eyes), then run back out. The player
should still close the door behind Jolly if they want him to stay away for longer. If the player
falters or if Jolly Goodtime reaches the player, it’s game over. There is only a 50% chance that
Jolly will do this each time he appears at the door, so it’s not something the player can
anticipate.
JUMPSCARE:
- If the player neglects to flash/re-flash Jolly, he will run at Theo, then tackle and knock
the player over. His mask will pull open, revealing his endoskeleton. As this happens,
his eyes will roll back, and he will bite into the player, resulting in game over.
TWEETIE GOODTIME (active nights 2-6): She will stalk through the facility and will
eventually enter the elevator and make her way to the office floor. When she enters the office,
she will walk toward the player from the office desk. The moment the elevator opens, the player
must hide under their desk and pull their chair in front the desk’s opening. The player will see
the Tweetie G. walk up to the desk, slowly bend forward, placing her right hand under the desk,
feeling the air acting as if she is going to reach under the desk and grab the player. She will
then bring her left hand extremely close to the player’s face as if she is about to grab it. She will
hesitate, stand up, then walk out of the room. Tweetie Goodtime will not be able to go into the
elevator when the clock reaches 5:15, as it’d be unrealistic for the night to end with an
animatronic in the elevator, but then there is no animatronic in the elevator when the player
walks to the elevator.
JUMPSCARE:
- If the player doesn’t go under the desk: Tweetie Goodtime will turn the player
around and kick them in the chest, pushing them out of their chair and onto the floor,
resulting in game over.
- If the player doesn’t move the chair in front of the desk: The player will see the
Tweetie G. walk up to the desk. She will then drop to her hands and knees, quickly
crawl toward the player, and strangle them.
- If the player goes under the desk too late: The player will see the Tweetie G. walk
up to the desk, slowly bend forward, acting as if she is going to reach under the desk
and grab the player. She will hesitate, then snatch the player and drag them out from
under the desk and slam their head into her knee.
GEORGE & MAXIE GOODTIME (active nights 1-6): They will individually enter the
ventilation shafts through one of the six openings that are located throughout the facility. Using
the surveillance monitor, the player must direct them out of the vents by sealing certain vents off
and leading them back out. Each time a vent is opened for the first time, the airflow in the
building becomes more unstable and the player begins to go insane. If it happens six times, the
player passes out. It is best to seal the vent at its opening when George/Maxie is standing at it.
If every vent has been opened, the player will pass out, resulting in game over. If George/Maxie
reaches the office, the player will be able to see them push open one of the three vent shafts
that they can enter through.
JUMPSCARE:
- If George or Maxie enters the surveillance office through one of the vent shafts in the
corridors, the player will hear loud, metallic banging (running) Theo will automatically
turn, and George or Maxie will run at the player, picking them up by the neck and
slamming them into the floor.
- If George or Maxie enters the surveillance office through the vent at the front of the office
(the vent over the window), they will jump out from the vent and grab the player, pulling
them forward and slamming their head into the window in front of them.
- NOTE: The player should be able to see a full animation of George/Maxie banging on a
vent until its pushed open, resulting in the vent shaft opening falling to the ground with a
clanging sound. The player would then see George/Maxie climb out of the vent, then run
to attack them/grab the player.
TAL GOODTIME (active nights 3-6): It can crawl through the vents or walk through the
facility and can appear at one of the doors in the office. Tal Goodtime will climb up the elevator
shaft cable to enter the ventilation system, which can be seen on the cameras.
- In the vents: It will make its way to the player. The player must leave it be and let it
make its way to the office. If the player tries to block the vents in front of/around Tal
Goodtime, it will grab the camera and break it, completely disabling it for the night. The
player will now no longer be able to see if Maxie or George Goodtime is on that camera.
(There should be an animation of Tal Goodtime grabbing the camera). The player must
let Tal Goodtime make its way to the office, unprovoked. When Tal Goodtime reaches
the office, it will push open the vent grate and climb out (similar to George and Maxie
G.), but it will place the opening back on the vent, that way it does not mess with the
oxygen. It will then stalk toward the player. The player must hide under their desk and
put their chair in front of it. When they do, Tal Goodtime will stop in front of the desk,
then bend its knees, reaching its long arm under the desk. It almost touches the player,
then hesitates. Tal Goodtime takes its arm out from under the desk and leaves the office
through the elevator.
- At one of the office doors: It will stand in the doorway, for a random amount of time
(RNG) then walk into the office. When it does, the player must hide under their desk and
pull their chair in front of the desk. Tal Goodtime will walk in shortly after, stop in front of
the desk, then bend its knees, reaching its long arm under the desk. It almost touches
the player, then hesitates. Tal Goodtime takes its arm out from under the desk and
leaves the office. If the player closes the door on Tal Goodtime, Tal will catch the door
angrily, run into the office, and attack the player.
JUMPSCARE:
- If the player does not go under the table at all, when the player turns, Tal Goodtime will
be standing next to the player, and will attack them. It will grab the player’s head, place
its hands on the roof and bottom of their mouth, and pull, splitting their jaw open,
resulting in game over.
- If the player does not move the chair, Tal Goodtime will put its hand on the chair, then
throw it out of the way and bend down, leaning into the desk. It reaches both hands at
the player’s eyes, then pulls them out, resulting in game over.
- If the player goes under the desk too late, Tal Goodtime will stop in front of the desk,
then bend its knees, reaching its long arm under the desk. It almost touches the player,
then hesitates for a few seconds, then grabs the player and yanks them out from under
the desk. It throws the player into the wall at the front of the office, knocking them
unconscious, resulting in game over.
ANTONETTE (active night 6): A hallucination, only there to scare and distract the
player. Occasionally, the Antonette will appear on the cameras with the back of its head filling
the camera. The player only has a short amount of time to turn off their monitor or change
cameras before the footage flickers, rising in contrast. Antonette will cut off the camera for the
rest of the night.
Sub Antagonists
A/C SYSTEM: The A/C will malfunction from time to time (especially if the Antonette
attacks the player) and will make different floors in the building hotter or colder. The player must
recalibrate the A/C system to return everything to normal. They can do this by clicking boxes
that are either red or blue. When each box is a neutral black and white color, the A/C problem
on that floor will be resolved.
- HOT: The building heating up makes the animatronics move faster and makes the
surveillance footage glitchy and low res. The screen will continue to change its video
quality and the video feed will constantly restart. The player must keep the floor’s
temperature from reaching 100 degrees. If the temperature on any floor goes over 100,
a fire will start, and smoke begins to flow through the vent system and into the
surveillance office, taking the player’s oxygen bars down almost immediately, killing the
player soon after. There is no way to remedy your mistake if an area goes over 100
degrees.
- COLD: The building cooling down makes the animatronics keep their pace but makes
the surveillance footage glitchy and low res. The screen will show its worst video quality
and will occasionally freeze, sometimes taking forever to return to normal. If the
temperature on any floor goes below 20 degrees, the player will lose the ability to block
off any vents, as the vent shaft will be too cold.
- If the second floor goes below 20 degrees, the player’s computer will shut off and the
doors will stop working 10 seconds later (all of them will stay open). The player will have
to wait to be attacked by any animatronic.
OXYGEN SYSTEM: The oxygen system will decrease by one (of six) bar(s) each time
George or Maxie G. opens a vent shaft that is inside a room. There is no way to fix it. Each time
a bar decreases, the player will slightly begin to go insane. After the first bar is gone, each bar
represents a stage of insanity, there are five stages:
· Stage 1: A heartbeat sound, accompanied by everything in the office looking a bit more fluid
and mobile, like the start of an acid trip. The lights in the office turn a faint red color.
· Stage 2: Small, trypophobic holes begin to appear on the walls. They expand in and out,
simulating the holes breathing. A quiet buzzing sound fades in as the stage starts as the lights
in the office as the lights get redder.
· Stage 3: Audio from further away becomes louder than closer audio.
Beep.
THEO MURPHY (O.S., frantic)
Jack…it’s Theo. Please call me back man. The cameras just showed the
upstairs part of the building starting to collapse and I need you to get out as
fast as you can. Please call me…or text me. Just let me know you’re alive.
Please, man.
We cut to Theo’s vision, staring down at his phone. The contact name reads: Jack Carson.
Beep.
Theo hits the end call button again. He takes a deep breath, and whispers to himself, trying to
reassure himself.
We cut over to watch the television with Theo, a news reporter is speaking.
NEWS REPORTER
…that less than four hours ago a factory collapsed in Lincoln City near
the Siletz Highway. The collapse of the abandoned factory, owned by
Jolly Entertainment took the life of 26-year-old Jack Carson, who was
assumed to be trespassing on the property. Multiple machines and
animatronics from both Jolly Entertainment and even some from Fazbear
Entertainment were destroyed; however, one mascot was salvaged from
the debris a few hours after the collapse. Another mascot was reported
missing from the scene, its current whereabouts are unknown. Officials
speculate it may have accidentally activated or was removed from the
factory unknowingly. We are asking that any rural residents in Lincoln City
please refrain from going near the site for the next few days while it is
cleared out for safety purposes. We appreciate your cooperation. In
further news… (fades out)
We cut to a shot of Theo’s face, too numb to think. We slowly zoom in on his eye as a tear falls
from it. The newscast reflects in his eye. Moments later, he closes his eye and doesn’t open it
again.
We cut to black.
THEO MURPHY
I won’t let you die like that. You won’t die for nothing.
The credits sequence credits all of the developers and team members working on the game
(directors, writers, modelers, programmers, composers, beta testers etc.), while showing
flashing images or animations of Ivan’s choice.
The opening credits sequence will only play after the cutscene. It will not play ever again.
After the opening credits sequence, the player will see the title screen for the first time ever.
The title screen will feature a cycling presentation of the environments in the facility, panning
through rooms and across posters.
When the player clicks “New Game” or “Continue” on the main title screen, a fifteen second
theme (click to listen) plays. As it plays, the entire title screen fades to black and seconds later,
the word: SUNDAY/MONDAY/TUESDAY/WEDNESDAY/THURSDAY/FRIDAY fades into the
center of the screen. Shortly after, an animation of Theo’s eye opening, revealing the setting
they will start the game, facing the tracks. A few moments after the eye animation concludes (it
should take no more than 3 seconds), the word displaying the day of the week will fade out and
the 15 second theme will stop. The night has now started.
JOLLY 4 UNREAL ENGINE EDITION
SUNDAY (Night 1)
These endings can only be achieved by the player going through the full game multiple times
and changing their decisions on certain things. Each ending has a different sixth night before it.
Each ending has a different finale, credits theme, and final visual.
vis
The player will be able to always hear the protagonist’s breathing (click to listen), even if it is a
neutral and normal event (it will be very quiet breathing, still noticeable). Theo’s breathing will
get louder and faster during
uring scarier scenes.
The player will walk to the facility. Unless they stop, the walk should take no more than forty-five
seconds.
The player reaches the facility, coming across three small metal garage doors. They must click
and hold a lever on the side of the center garage, which allows it to open. Taking the mouse off
the lever causes the garage to stop where it is. The garage must be completely open before the
player walks in. The player can now walk through the garage and into the facility.
In the garage, the Antonette will lay motionlessly against the wall next to the doorway. Nothing
will happen to the player if they attempt to interact with it in any way, the Antonette will remain
deactivated.
[End Track: “Oz Factor” – Track ends when player enters the facility]
The player can enter some off-route rooms, but they will not be important to enter.
[An objective appears on screen (top center), reading: “Find the Elevator.”.]
If the player flashes their light into the two other garages in the entry hallway, the player will see
Decayed Tweetie and Maxie sitting or lying lifelessly in Garage 1. In Garage 3, the player can
see Decayed George sitting lifelessly with his back against the closed garage door. Decayed
Jolly will be nowhere to be found, and it will remain that way every single night.
All of them will stay in that room motionlessly when shown on the cameras, except for in the
sixth night (Limbo Ending).
The elevator is in the center of the facility. Once the player reaches it, they can click the UP
button and the elevator will immediately open.
____________________________________________________________________________
EASTER EGG (50% chance): Occasionally, Jack Carson will be standing in the elevator
looking down. If the player does nothing and continues to walk in, the Jack will remain calm and
the player will only hear his breathing and him constantly and sorrowfully saying, “No, no, no” as
the elevator rises. A short theme will play during this event.
This can happen on any night throughout the five nights in the main game, but will only happen
once in the game, never again after. The probability of the player experiencing this easter egg
becomes more likely if the player is following the Coward’s Route. This will not happen at all if
the player is following the Definitive Route.
____________________________________________________________________________
The surveillance office has a desk in front of the player with a laptop on the center of the desk,
which automatically turns on when the player approaches it, turning to static.
SURVEILLANCE SYSTEM:
When the player clicks on the computer, it makes the surveillance system Fullscreen, like in
Jolly 2. The camera system’s video footage should be similar to Jolly 3’s where anything that
would be in motion if it was in front of you (fans, flickering/flashing lights, silhouettes) is in
motion and all sounds are audible from the camera system (sirens, footsteps, . Multiple
animatronics should also be able to appear in one camera.
The camera system has a menu at the top, displaying four tabs that the player can switch
through, which represent the two floors that the player needs to monitor. These tabs will read:
“1st Floor, 2nd Floor, Temperature,” and “Vent System”
When the elevator is on a different floor, the camera feed will show the elevator shaft instead.
The ground floor and second floor ventilation system maps will be a 3x3 map with links
connecting some of the squares, like the FFPS map. By selecting the squares, the player can
view the vent footage, keeping an eye on any animatronics in the vents. By double clicking the
connecting links, the player can block the vent, preventing animatronics from proceeding. The
player can block up to three vents at a time. If they try to block a fourth vent, they will get this
notification:
“You can only have three vents blocked at a time. Please unblock a vent if you would like to
block a different vent.”
The player cannot block the vent shafts that lead directly into the office. If they try to, they will
get a computer notification, reading: “You cannot block vents that lead into your office.”
If the player blocks off George or Maxie anywhere on the second floor, they will make their way
to the vent grate on the second floor, exit the vent system, and either walk to one of the doors in
the office, or will use the stairs or elevator to go back downstairs, and will try again.
Under the “Vent System” button is a button labeled “Temperature”, which takes the player to a
completely different tab. On the Temperature tab, the player sees a chart full of boxes that are
either black, red, or blue.
Black: This means the temperature on whatever floor you are looking at is neutral. Neutral is
anywhere between 55-65 degrees.
Red: This means the temperature on whatever floor you are looking at is rising. The player must
click all of the red boxes shown to recalibrate the heating system, which sends the floor back to
a neutral temperature.
Blue: This means the temperature on whatever floor you are looking at is lowering. The player
must click all of the blue boxes shown to recalibrate the heating system, which sends the floor
back to a neutral temperature.
To the left of the chart is a different menu, which has a 2x2 grid with numbers 1-4 on it, a button
that reads “Return to Map” on it, and the player’s oxygen level on it.
- By clicking the square that says 1, the player will be able to view and fix the temperature
in the attic.
- By clicking the square that says 2, the player will be able to view and fix the temperature
on the company office floor.
- By clicking the square that says 3, the player will be able to view and fix the temperature
on the second floor.
- By clicking the square that says 4, the player will be able to view and fix the temperature
in the facility and on the ground floor.
The temperature on any of these four floors can go from 20 degrees to 100 degrees. The player
must repair them to stay alive. The number of squares on each floor will always be the same
each night, but any number of squares can be red/blue on either floor.
To the left and right of the player are small corridors shrouded in complete darkness. At the end
of each corridor there is a doorway, one has a hallway with a very dim, flickering light behind it,
and the other is complete darkness. These are the same doorways that are at the front of the
office. The player must run up to the door to interact with it. The player can activate their
flashlight while looking into either of these corridors.
The four maintenance doors in the surveillance office area are all connected. Only two doors
can be closed at a time. Having any door closed causes the office to gradually heat up.
To shine their light on any entrance (vents or doors), the player must place their mouse over the
entrance. Taking their mouse off of that entrance will automatically turn off the flashlight. The
flashlight will only turn on when facing/placed on the dark corridors, vent shafts, or doorways.
Behind the player is the short hallway that leads from the desk to the elevator. Animatronics
may use the elevator and will walk down the hallway to reach the player. Any animatronic can
enter the elevator, but only one animatronic (Tweetie Goodtime) will attempt to enter the office
using the elevator. No animatronics can go in the elevator or the elevator shaft after 5:15.
[UPDATED]
When the player reaches their desk, they will find a keycard sitting on their desk. The player can
click it to pick it up. This keycard allows the player elevator access to any floor in the building.
Once the player sits down, they will receive a phone call. It will ring 3 times before Theo
automatically picks up.
THEO MURPHY
Hello?
THEO MURPHY
Speaking.
THEO MURPHY
Yep, nice to meet you.
THEO MURPHY
Yeah, I have.
THEO MURPHY
Okay, gotcha.
Theo turns and tries to open the drawers in the desk. All of them are locked except for one, it
has an executive keycard in it (which the player takes), and also a notepad, which reads,
“Maxie Goodtime is sensitive to flickering lights. Needs to be fixed by the end of the week”.
THEO MURPHY
Uhhh…yeah.
THEO MURPHY
Thank you.
THEO MURPHY
Wait – I have a question, actually.
THEO MURPHY
Did you salvage anything from the old factory?
THEO MURPHY
Just wondering.
THEO MURPHY
Thank you, you too, sir.
Kevin Johnson hangs up the phone. The player is now on their own to defend against the
animatronics.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie climb out of th
thee vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. The player will be given an op
option on how
to proceed (text will appear on screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
YES / NO
By selecting yes, the player has made it possible to only receive the Limbo Ending or the
definitive ending (The End).
THEO MURPHY
Let’s see if the Company Office has any information I can use.
Theo will automaticallyy swipe his keycard in the card reader and select the “Company Office”
button and the elevator will ascend.
[An
An objective appears on screen (top center), reading: “Find
“Find Kevin Johnson’s Office.
Office.”.]
The level begins when the player walks up to Kevin Johnson’s office and clicks its doorway.
Theo automatically walks up to the office, and bangs his elbow into the glass, shattering it. He
then reaches through the window and opens the door from the insi
inside.
The door opens, and Theo walks in. He sets up his computer on Kevin Johnson’s desk and
hooks his computer up to Kevin Johnson’s desktop through a USB cord. Theo then clicks the
mousepad, which sends the screen into a processing status, revealing an application where the
player must break down a firewall guarding the Jolly Entertainment database.
The lights will go out, and the player’s breathing will spike for a second before returning to
normal. Theo turns on his flashlight and looks around. Computers at desks and cubicles,
lamps on desks, and the sconce lights on the pillars will stay active, very dimly
illuminating the area so that the player is not fully left in the dark.
AUTOMATED VOICE
An attempted security breach has been detected. A security machine will
be deployed on the Company Office floor to investigate the area.
The elevator can be heard rising, then suddenly, a ding. The elevator doors can be heard
opening.
Theo will automatically look down the hallway and see Decayed Maxie’s silhouette in front of the
elevator. Her eyes illuminate in the darkness. The player’s breathing will get louder and faster.
Decayed Maxie does not notice the player. She walks out of sight. The player’s breathing calms
down as she walks out of sight.
The player now has control again. Instructions will appear on the screen, explaining what to do
and how to survive. The player must press X to be rid of those instructions.
INSTRUCTIONS: “Maxie will patrol the area, searching through different rooms and cubicles. If
she sees you, she will chase you until she cannot find you anymore. Maxie is extremely fast,
hide as fast as you can in a cubicle, and turn off your flashlight until you can’t hear her footsteps
anymore. Always keep an eye on your surroundings, and keep your ears open.”
The player must hack through the firewall to reach the digital database. The first firewall hack
will be a SLIDING NUMBER PUZZLE (3x3), where the player must arrange scattered
numbers 1-8 in order (Example). They will have to do TWO puzzles before the minigame
ends. The player must also survive against Decayed Maxie, who will constantly pull them away
from their computer while they work.
In order to reset the router, the player must enter Steve Mills’ office (located on the top-left side
of the floor) and click the router. The light on the router will flash a red light for a random amount
of time before randomly turning green, meaning that the Wi-Fi has turned back on. The Wi-Fi
will go out frequently.
While the player is outside of Kevin Johnson’s or Steve Mills’ office, they are vulnerable to be
attacked by Decayed Maxie. If she spots them, she will run toward them at full speed. They
must hide in a cubicle and turn off their flashlight immediately. Hiding in Kevin Johnson or Steve
Mills’ office will result in their death. Keeping their flashlight on when they are hiding will also
result in their death.
[UPDATED]
Lore Easter Egg: The player can find this and this piece of paper on top of cardboard
boxes in one of the office rooms separate from the cubicle area. This easter egg will
always appear, all the player has to do is find it.
The player’s flashlight will turn off when the player is working on hacking through the firewall,
which means the player must turn the flashlight back on when they look around. The player can
activate their flashlight no matter what direction they are facing.
If Decayed Maxie catches the player, she will slam her fist into the side of the player’s head,
resulting in game over.
Once the player has finished hacking, Decayed Maxie will leave, and the lights will turn back on.
AUTOMATED VOICE
Security machine has returned to the first floor.
The lights flicker back on. The player can now access the Jolly Entertainment database.
Because they had to hack through firewalls to access it, the player is viewing the database
through the background, where they can search undetected. Viewing it through the background
makes the database look very low-quality.
The player can click to view certain files, though most of them will be locked. A red dot will be
next to locked files, and a green dot will be next to files the player can open. Most files contain
blueprints or videos (or both). The player can click on each blueprint and video, which
automatically saves to their device.
On Sunday, the player will be able to view different blueprints of the original Jolly animatronics.
These blueprints prove they were made with the intention of murder. Ivan must
make/craft/concept these blueprints. The player will also find an NDA from the 2000s OR an
NDA from the 80s.
The player can leave the office area whenever they want after opening the database and exit
through the elevator.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The security
animatronics can still roam around the ground floor. Exploring the facility m
may
ay result in one
finding you, and if you are spotted, you must hide from the animatronic and turn off your light.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Decayed Maxie will still be skulking aroun
aroundd the facility, her eyes shining through the
darkness. The player must avoid her as they make their way toward the exit, and if she spots
the player, they must run away and hide, while also turning off their light.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once tthe
he player reaches the beach
house, the screen fades to black, ending the night.
By selecting no, the player has made it possible to only receive the Limbo Ending or the
Coward’s Ending.
[UPDATED]
Text will appear on the screen,
en, reading: “You are not out of harm’s way yet. The animatronics
can still roam around the ground floor. Exploring the facility may result in one finding you, and if
you are spotted, you must flash your light at the animatronic and get out of sight before it gets
its bearings.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Jolly Goodtime and Maxie Goodtime will be skulking around the facility, their eyes
shining through the darkness. The player must avoi
avoidd them as they make their way toward the
exit, and if it spots the player, they must run away and hide. The Goodtime animatronics can be
ANYWHERE on the ground floor.
Same as in the office, if the player flashes their light at an animatronic, the animatr
animatronic will try to
stare into the light for as long as possible (between 2 and 10 seconds) before flinching and
looking away, which will give the player time to run out of sight.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black.
After each shift, the player will get to experience first person horror dream sequences. The
sequences do not at all relate to the story, they are just there to give the player extra
adrenaline/scare. The dream sequences do, however, show the grief Theo fe feels for leaving
his friend to die in Jolly 3. In some dream sequences, the player will be able to die. If they
are killed, however, they will wake up and go back to sleep, initiating the next day. They
cannot repeat the sequence. If the player survives the sequence, they get to end the next
night two hours early. Each sequence will be different for each night.
The player manually walks forward. As the player continues forward (with a minute and 15
seconds still left
eft to go), the hallway slowly (seamlessly) transitions to the Octagon Junction from
Jolly 3.
THROUGHOUT THE ENTIRE SEQUENCE, SMALL BEES CAN BE SEEN CRAWLING AND
FLYING AROUND THE ROOM.
INT. OCTAGON JUNCTION – CONTINUOUS
The player can look around for about seven seconds before the lights go out.
ANTONETTE
Do you understand trauma? (pause) It is your brain’s emotional response
to something after an event that was distressing. You never let go of it,
you never grow out of it. You live with it…for the rest of your life.
ANTONETTE
You can find even the smallest things traumatic. Something that once brought
you joy can cause your world to cave in, deeper and deeper in just one
moment. (pause) Some people are helpful. Some friends help other people
who have trauma. They protect those who have been broken down. (pause)
He had many traumatic moments. Where were you?
Another pause, accompanied by a creaking sound, and heavy, metal footsteps. They stop
shortly after.
ANTONETTE
There’s so much fear in these halls. (pause) It makes me wonder: what would
traumatize you? …Maybe something you’re not used to?
Footsteps, accompanied by scuttling. Seconds later, the lights flicker back on. All of the doors in
the Octagon Junction are open.
ANTONETTE
Have you come to an understanding with yourself?
[An objective appears on screen (top center), reading: “Enter Tweetie’s Chamber.”.]
While the player is standing in the West Testing Control Room, they can slightly hear the
conversation they had with the J3 player after Night 1’s sit and survive sequence. The dialogue
is very faint and extremely slowed and reverberated. This is how it sounds. (it will be much
fainter and there will be a soundtrack over it in the game).
The player must click the doorway to Withered Tweetie’s room, which causes Theo to
automatically walk forward and pass through the threshold. They are met with darkness.
The reverberated conversation will fade out the moment Theo crosses the threshold.
The player stares into the darkness, unable to turn.
Pause.
Pause.
The player can turn on their flashlight whenever they want, using CTRL. More tension will
build up the longer they wait. A tense buildup sound will play as long as the player stays in
the dark.
When the player turns on their flashlight, they will see Withered Tweetie from Jolly 3, is standing
at the back of the room, facing to the side. Her face is completely gone, almost as if it exploded
inward. Maggots are crawling out of the hole in her face. Her suit looks more decayed than it
previously was. The moment the flashlight turns on, Withered Tweetie turns toward the player,
revealing the hole in her face. The flashlight flickers out. The player’s breathing gets louder and
faster.
When the player flashes their light, Tweetie will be gone. A giant dried bloodstain is on the back
wall and on the floor. A small group
oup of maggots are crawling around on the floor
floor. Their flashlight
stays on this time and cannot be turned off.
The player must swipe to the left in order to leave. As they turn to leave, their flashlight turns
with them, revealing Withered Tweetie, standing right next to them. She is “staring” deep
into the player’s eyes, kneeled over to face them. She reaches her metal endoskeleton ha hand
toward the player’s face and grabs it, clenching down. Suddenly the lights flicker out.
In front of the player is a wooden door. The player must click on the door and Theo will
automatically walk in. They find themselves entering their own bedroom, but through the door of
the wardrobe across from their bed. On their bed or on their desk, they will see a notepad that
says: “Jolly Entertainment Revealed: A Documentary”. Bright light will shine in through the
windows and any other opening (doorways, under the bed, etc.) and the dream sequence will
end,
d, and the title animation for “Monday” will begin, initiating the next day and ending the after
after-
shift sequence.
MONDAY (Night 2)
The player will walk to the facility. Unless they stop, the walk should take no more than forty-
five seconds.
The player reaches the facility, coming across three small metal garage doors again. They must
click and hold a leverr on the side of the garage, which allows it to open. Taking the mouse off
the lever causes the garage to stop where it is. The garage must be completely open before the
player walks in. The player can now walk through the garage and into the facility.
[UPDATED]
Text appears on the e screen: “A Goodtime animatronic is currently active and is patrolling the
facility. Be careful and stay out of its sight. Defend yourself if you need to.”
At the beginning of the night, only one Goodtime animatronic will be patrolling the facility. On
Monday,
onday, it is Jolly Goodtime. They must use the same tactic as they did the night before to
survive against him.
Once the player reaches the elevator, they are free and out of harm’s way.
The elevator is in the center of the facility. Once the player reaches it, they can click the UP
button and the elevator will immediately open. If the player didn’t experience the Antonette
easter egg, they have the chance to experience it now.
[UPDATED]
Once the player sits down, they will receive a phone call. It will ring 3 times before Theo
automatically picks up.
THEO MURPHY
Yep, speaking.
THEO MURPHY
Oh…thanks for letting me know. Is there anything else? How did you uh–
stabilize Tweetie?
THEO MURPHY
Thanks, you too.
If the player is NOT ACHIEVING THE DEFINITIVE ENDING, this is the last phone call they
will hear for the rest of the game.
If the player is ON THEIR WAY TO ACHIEVE THE DEFINITIVE ENDING, they will receive
this phone call after Steve hangs up:
THEO MURPHY
Hello?
THEO MURPHY
Oh, hey, Mr. Johnson. Is everything okay?
THEO MURPHY
Oh, no, I headed out pretty much right after my shift. Was anything
stolen?
THEO MURPHY
What are your security machines, if you don’t mind me asking?
THEO MURPHY
Oh, interesting. Super cool. Well, uh, let me know if you want me to do a
scope around the rest of the building before I leave tonight; I have no
problem staying a bit after.
THEO MURPHY
Oh, sure, that’s fine.
THEO Murphy
Sounds good. Oh one more question, if for some reason I needed to turn
off a security machine, like if it activated for no reason and wouldn’t stop
pursuing me, how would I do it?
NOTE: All other animatronic movements should pause when Tal Goodtime/Tweetie Goodtime
enters the surveillance office, that way it is fair.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening
ing it, and entering it. The player will be given an option on how
to proceed (text will appear on screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
YES / NO
If the player also selected YES on Sunday, they are continuing to make it possible to achieve
Limbo Ending or the definitive ending (The End).
If the player selected NO on Sunday, they are only able to achieve the Limbo Ending now.
THEO MURPHY
They’ve probably put more security on the Company Office. I remember
the map said there was a database area in the Testing Site.
Theo will automatically swipe his keycard in the card reader and select the “Testing Chambers”
button and the elevator will ascend.
Each of the testing chambers will look like police interrogation rooms (click for reference), but
more industrial and workshop-y. Each testing chamber has a FNaF 1-style door at its entrance,
which is opened by a lever. Pushing up/down the lever and the sound of the door
opening/closing both make a lot of noise.
IMPORTANT: When a testing chamber door is opened, an automated voice will announce that
the door has been opened. For example, if the player opens the door to Testing Chamber 1, the
automated voice will say:
AUTOMATED VOICE
Testing Chamber 1 door opened.
The automated voice will not speak when the chamber door closes.
Inside each of the testing chambers is a back door, which opens into a back hallway.
[An objective appears on screen (top center), reading: “Find the Testing Site database.”.]
The player must walk down the hall, passing all 8 of the chambers, to arrive at a pair of double
doors with a sign over them that reads “Testing Area Database”. When they click the door to
open it, they will find that it is locked by a keypad code.
Theo hooks his laptop up to the keypad with a USB cord, which sends his laptop screen into a
processing status, revealing an application where the player must break down a firewall
guarding the keypad.
The lights will go out, and the player’s breathing will spike for a second before returning to
normal. Theo turns on their flashlight and looks around.
AUTOMATED VOICE
An attempted security breach has been detected. A security machine is
being deployed on the Testing Chamber floor to investigate the area.
The elevator can be heard rising, then suddenly, a ding. The elevator doors can be heard
opening.
Seconds later, the elevator will ding. The player will look behind them, flashing their light toward
the elevator. The elevator opens, and Decayed Tweetie limps out. Her presence makes the
room tense. The player watches her walk into the first Testing Chamber (door is already
opened) on the left side of the hallway.
INSTRUCTIONS: “Tweetie cannot see anything and relies on her hearing to find intruders.
Turning on your flashlight, walking or running, and opening doors all alert Tweetie to where you
are in the area. Do your best to avoid her, if she gets close to you, stay still, and don’t make a
sound.”
[An objective appears on screen (top center), reading: “Hack through the keypad to
access the database.”.]
The player must hack through the firewall to unlock the keypad.
For Monday, the player will be shown a sequence of numbers on a 3x9 grid, which they will
have to match together if the number is the same as the number next to/across from/diagonal
from it, or if the number next to/across from/diagonal to it adds up to 10. For example, if the
number 7 is next to another 7 or a 3, the player can select the 7 and select the 3 (or the other
7), and both numbers will disappear from the grid.
Once the 3x9 grid has no more numbers to match/pair, another 3x9 grid will be created under
the first 3x9 grid, and the player will have to go through the sequence again, finding numbers
that add up to 10 or numbers that match.
The grid will go through 5 stages (create a new 3x9 [once the previous 3x9 is finished] five times
total) before the minigame ends, and the keypad unlocks. For an easier explanation, here is
an example.
The player must also survive against Decayed Tweetie while they work. If Decayed Tweetie
can’t find the player, she will spend most of her time near the keypad, and the player must lure
her away from it.
To lure Tweetie away from the keypad, the player must open one of the testing chamber doors,
which will cause the Automated Voice to speak, announcing that one of the doors has been
opened. The noise will get Decayed Tweetie’s attention, and she will follow the sound and limp
her way over to the chamber, entering it. The player can then slip out of the chamber and close
the door, which will confuse Tweetie, and cause her to get stuck until she can find a way out.
Tweetie can exit through the door she entered through, or through the back hallway leading out
of the testing chambers.
If the player makes any noise when Tweetie is in a certain radius of them, she will immediately
run at the player, grab them, and SLAM her metal beak into their face, resulting in game over.
Same as Sunday, the Wi-Fi on the 4th Floor may go out. If this happens, the player must
make their way to the Floor Manager’s Office, located on the other side of the hallway and to the
left, then find the router and restart it. The Wi-Fi can go out randomly at any time, and the player
cannot continue working on the firewall until they restart the Wi-Fi.
[UPDATED]
Lore Easter Egg: In one of the testing chambers, the player can find an active computer
with this showing on its screen. The player can click the computer and scroll through the
document to read it.
The player will not be able to see anything without their flashlight. The testing chambers
should be eerily silent, adding to the suspense.
[UPDATED]
WHEN HIDING/LOOKING INSIDE ONE OF THE TESTING CHAMBERS, THE PLAYER MAY
SPOT THE ANTONETTE STANDING IN A CORNER IN/THE CENTER OF THE ROOM,
EITHER FACING TOWARD OR AWAY FROM THE PLAYER, WHISPERING. NOTHING WILL
HAPPEN IN THE PLAYER TRIES TO INTERACT WITH IT.
Once the player has finished hacking, Decayed Tweetie will leave, and the lights will turn back
on.
AUTOMATED VOICE
Security machine has returned to the first floor.
The lights flicker back on. The player can now enter the Testing Site database, they can open
the doors and walk inside. Once inside, the player will see a hallway with 2 doors on both sides
of the hallway, all of them locked with no key in sight.
At the end of hall is a stand holding a television with a VHS tape on top of it, reading “Jolly the
Bee (2016 Tests)”. If the player clicks the tape, Theo will automatically grab it and insert it into
the television.
Once inserted, the player will be able to view a VHS tape showcasing Jolly the Bee’s behavior
and purpose as an animatronic. The video will be staged as follows (the VHS video will go
Fullscreen):
VHS SCRIPT:
Each VHS tape will look similar to the VHS teaser from Phase 2 (11-10-17)
aesthetic/appearance-wise. The player can fast forward using the right arrow key. They cannot
rewind.
“JOLLY ENTERTAINMENT
Jolly the Bee: Single Show Stage – Music Box”
The screen will show Jolly the Bee on the Jolly 1 show stage, standing next to Tweetie. They
are both activated, moving around, looking back and forth while Jolly’s music box plays. We
watch this from a centered angle.
When Jolly’s music box theme concludes, Jolly and Tweetie will deactivate.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly the Bee 02: Interaction and Reaction”
The screen will show a family gathered around Jolly the Bee, three kids and two parents. They
are getting ready for a picture. This is in the J1 location, set in the Fantasy Land Dining Area.
Tweetie can be seen doing the same in the background. We watch this from a centered angle.
MAN (O.S.)
Okay, on three, everyone smile. One, two, three.
The family smiles and a flash represents their picture being taken. The family continues to
smile.
MAN (O.S.)
Two more pictures. One, two, three.
On three, right before the flash, Jolly gives the mom (who is leaning on his side with her arm
around Jolly; same for the dad) bunny ears. The offscreen camera flashes.
MAN (O.S.)
One more. One, two, three.
On three, Jolly taps the dad’s left shoulder (opposite to Jolly). The dad gets distracted and looks
over his shoulder. The camera flashes. Noticing there is no one there, the dad looks to Jolly and
chuckles. The family breaks into laughter.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly the Bee 03: Scanning Feature”
Jolly the Bee is standing in front of the wall of the oxygen room from J3C2. He is looking down.
The camera goes out for a second, then comes back on, zoomed in on Jolly the Bee’s face.
The camera flickers to static for a second, then comes back on.
Jolly’s irises turn white, and he pivots at his torso, a full 360-degrees, as a white beam of light
shoots from his eyes in a triangular shape, scanning the room. Jolly finishes, and turns back
toward Kevin Johnson and raises his head up and down, trying to speak.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly the Bee 04: Experiment 01”
We are watching this from a diagonal angle now, from a further shot.
A small boy runs up to Jolly the Bee and hugs him. Jolly hugs him back, gripping him by the
back of his head and around his back. Jolly then snaps the kid’s neck instantly, causing him to
go limp in his arms.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“End of tape.”
The VHS tape will
ill end, and that is all that the player will be able to view on Monday.
The player can leave the office area whenever they want after opening the database, through
the elevator.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The security
animatronics can still roam around the ground floor. Exploring the facility may result in one
finding you, and if you are spotted,
tted, you must hide from the animatronic.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Decayed Tweetie will still be skulking around the facility. The player must avoid her as
they make their way toward the exit, and if she spots the player, they must hide and stay silent.
Despite being blind, Decayed Tweetie will be the most aggressive patrolling animatr
animatronic, as she
will stalk the player, listening for the player’s footsteps, and react quickly. However, the easiest
way for the player to avoid her attack is for them to stand completely still when she spots them.
Their silence will confuse her and leave her with no other choice than to move somewhere else.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black, ending the night.
If the player also selected NO on Sunday, they are continuing to make it possible to achieve
Limbo Ending or the Coward’s Ending
If the player selected YES on Sunday, they are only able to achieve the Limbo Ending.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The animatronics
can still roam around the ground floor. Exploring the facility may result in one finding you, and if
you are spotted, you must flash your light at the animatronic and get out of sight before it gets
its bearings.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Tweetie Goodtime and George Goodtime will be skulking around the facility, their
eyes shining through the darkness. The player must avoid them as they make their way toward
the exit, and if it spots the player, they must run away and hide. The Goodtime animatronics can
be ANYWHERE on the ground floor.
Same as in the office, if the player flashes their light at an animatronic (flashlight needs to be
flickered at George), the animatronic will try to stare into the light for as long as possible
(between 2 and 10 seconds) before flinching and looking away, which will give the player time to
run out of sight.
Once
ce the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black.
The player manually walks forward. As the player continues forward (with a minute and 15
seconds still left to go), the hallway slowly (seamlessly) transitions to the Assembly Control
Room from Jolly 3.
The player must walk forward, they will stop again in front of the control table. They can see
their reflection as they approach the glass pane (the bottom of it is shattered, glass shards of all
sizes are everywhere on the control table). The player can no longer move.
The lights flicker, and now only certain lights are illuminating the room, spread out like miniature
spotlights. The lights now flicker in random intervals, with multiple lights staying on or going out
at a time.
Withered Jolly appears reflected in the glass, walking behind Theo. Theo’s reflection can be
seen, struck with fear in his eyes.
WITHERED JOLLY
What a handsome little boy you are!
Withered Jolly appears behind Theo again, closer this time. He turns toward the glass as he
speaks.
WITHERED JOLLY
What’s wrong?
The player’s breathing gets heavier. Withered Jolly appears behind the player, further away this
time.
WITHERED JOLLY
You’re missing something. Where’s your smile?
WITHERED JOLLY
They say you’re never fully dressed without a smile.
Withered Jolly bends slightly, bringing his mascot head to rest on Theo’s shoulder.
Withered Jolly brings his head back up and holds Theo’s head with his hand, making it so he
can’t move. Jolly picks up one of the glass shards on the control table with his other hand and
brings it up to the corner of Theo’s mouth, pre
pressing it against it. Theo can be heard whimpering.
WITHERED JOLLY
You want to feel his pain? His fear? Or do you want to feel something
worse?
They flicker back on, everything is now in a high contrast, but still visible. The lights continue to
flicker, much faster. Withered Jolly is cutting half of his smile into Theo’s face, starting at his lip.
Theo screams in pain. Blood streams down his face and onto his clothes.
[UPDATED]
As he finishes, Withered Jolly drops the bloody shard on the floor. The contrast returns to
normal. He looks at Theo’s eyes through the reflection, then comple
completely
tely vanishes. Theo falls
forward, catching himself on the control table. He looks at himself in the windowpane for a few
seconds, then screams, crying. He becomes hysterical, wailing in pain and agony. His eyes are
fear stricken. Theo lets out a blood cur
curdling, pain-stricken
stricken wail, throwing himself back. After, as
he regains his energy. He sees that the control panel has been replaced by wooden door.
The player must click on the door and Theo will automatically walk in. They find themselves
entering their own bedroom, but through the door of the wardrobe across from their bed. Bright
light will shine in through the windows and any other opening (doorways, under the bed, etc.)
and the dream sequence will end, and the title animation for “Tuesday” will begin, initiating the
next day and ending the after-shift
shift sequence.
The player will walk to the facility. Unless they stop, the walk should take no more than forty-
five seconds.
The player reaches the facility, coming across three small metal garage doors again. They
must click and hold a lever on the side of the garage, which allows it to open. Taking the
mouse off the lever causes the garage to stop where it is. The garage must be completely
open before the player walks in. The player can now walk through the garage and into the
facility.
[UPDATED]
The player must navigate through the facility, to the elevator. Tweetie Goodtime is active
active, and
the player must avoid her while making their way to the elevator.
The elevator is in the center of the facility. Once the player reaches it, they will see a note
attached to the elevator doors. The player will be instructed to read the note before
continuing.
ontinuing. The player can read the note up-close
up by clicking on it. It reads:
“Maintenance Guard,
Thank you for coming in early. Please make your way to the attic floor to work on repairing two
of our Generation 2 animatronics. I’m sure there won’t be a problem!
- Kevin J.”
When the player finishes reading the note, Theo automatically clicks UP button. The elevator
will immediately open.
The following level is not time sensitive and will end once the player has finished their task.
!!!ATTIC
INT. FACILITY, ATTIC
360-DEGREE VISION, ABLE TO TURN
The elevator doors open. Aside from the light from the elevator, the attic is completely dark. This
is a representation of the layout of the attic.
Theo will automatically step out of the elevator and face to the left.
[A command appears on center screen, reading: “Click and hold to walk forward.”]
The player must walk forward. They can press CTRL for their flashlight. For the entire level, they
will be completely in the dark. Their only source of light is their flashlight. The player will
approach a beaked animatronic. It appears to be a smaller, Rock Afire-style version of Tweetie.
It is missing its left arm, its right foot, the casing around its eyes, its mascot torso and
endoskeleton frame, both of its hands, and a lot of its casing, all of which are scattered around
the endoskeleton. Her head is also wildly loose from its shoulder clip, and will need to be twisted
back into place. Comment [1]: These are all things that the
player will need to fix on S. Tweetie before they
can leave.
[A command appears on center screen, reading: “Click the animatronic to start repairing it.”]
When the player clicks the animatronic, they will lunge closer to the animatronic, as if they are
sitting down in front of it, and they will be face to face in front of the animatronic. Most of its
missing parts will still be visible and the flashlight will remain on the endoskeleton unless the
player looks around.
[A command appears on center screen, reading: “Click S to stand up and turn around.”]
The most notable missing feature will be its missing arm, which the player must attach first. The
player can attach the missing pieces by clicking and dragging the piece to its corresponding
place. When the player attaches the arm, the endoskeleton lunges forward and grabs the
player, pulling them close to its face.
Theo automatically moves back from the endoskeleton and looks behind them, the flashlight
moves with them. Jolly Goodtime can be seen peeking from around a corner at the player. He
shudders for a few seconds, then backs into the hallway at the sight of the light. The player
turns back to Showtime Tweetie’s endoskeleton.
Jolly Goodtime will appear in different parts of the hall in Hallways 3 and 4. The player must
flash and hold their light at Jolly Goodtime to get him to retreat. He will not make any noise until
he is one phase away from attacking. When he is, there will be a light scraping sound on the
floor in the attic. If the player neglects to flash him and he reaches the player, Jolly will turn the
player around and punch them, resulting in game over. Jolly Goodtime’s progress stops when
the player is walking between endoskeletons.
[An objective appears on screen (top center), reading: “Check the other animatronic. Walk to
the other side of the room.”]
The player must press S to turn around, then W to walk across the room to the other
endoskeleton. It appears to be a smaller version of Jolly the Bee. It is almost completely bare of
any limbs. It is armless, missing its music box (which needs to be placed into Jolly’s ribcage and
have specific wires connected to it) and only has one leg and foot. Its head is missing both eyes Comment [2]: These are all things that the
player will need to fix on S. Jolly before they can
as well. All of those body parts are scattered around it on the floor. It is also missing its mask. leave.
- When the player first installs Showtime Jolly’s music box later on in the level, it will turn Comment [3]: When the music box plays, a
loud, dissonant, warped version of Everybody
on immediately, and start playing loud, dissonant, showtune music. The player must turn Calls Me Honey
it off as fast as possible. ([Link]
Vzz04i6H2o) will emit from the music box. The
player must flip the "OFF" switch on the music
When the player clicks the animatronic, they will lunge closer to the animatronic, as if they are box as fast as possible, or else it will make
sitting down in front of it, and they will be face to face in front of the animatronic. Most of its Tweetie's AI skyrocket.
missing parts will still be visible and the flashlight will remain on the endoskeleton unless the Comment [4]: These are all things that the
player looks around. player will need to fix on S. Jolly before they can
leave.
The player must attach the endoskeleton’s leg first. However, the most notable missing feature
will be its eyes, which the player must attach second. They are stuck in the endoskeleton frame
(its ribcage). The player must click the eyes and drag them to the endoskeleton’s eye hole one
by one. The sound of a door creaking open can be heard. The endoskeleton will activate, and
its eyes will look around.
Theo automatically looks behind them again, the flashlight moves with them. The closet door
stationed in the center of the attic wall is now open. Decayed Tweetie can faintly be seen
looking through the crack in the door. The door closes after a few seconds. The player looks
back to Showtime Jolly.
Decayed Tweetie will occasionally open the door to the storage closet she is hiding in every 2
minutes or less. She will do it more frequently depending on how much noise the player makes,
and may occasionally do it multiple times in a minute if the player is making too much noise.
Everything the player does will make noise. Attaching parts, flashing their light, and walking
across the room will all result in Tweetie’s level of patience decreasing faster. The more they do
it, the higher her AI goes. The less noise they make, the more her AI goes down (minimum of
5). When Tweetie opens the door, the player must refrain from doing anything. They cannot
walk, flash their light, or work until she closes the door again. The door will make a creaking
sound when it opens and a slamming sound when it closes. If the player continues to make
noise, Tweetie will run at them and slam her metal beak into the player, resulting in game over.
Tweetie’s progress does not stop when the player is walking between animatronics, and she
can and will open the door when the player is directly parallel to her during their walk.
If the player is being too loud (Tweetie’s AI is over 10, she will walk out of the closet and skulk
behind and around the player. They cannot move at all, not even their head. Her silhouette will
appear on the wall as she gets dangerously close to the player (just like this). As long as they
don’t move a muscle, Tweetie will retreat back into the closet. If the player moves at all, they will
be attacked by Tweetie. The eyes of the Showtime animatronic that the player is in front of will
follow Tweetie’s movements until she retreats.
- Tweetie will occasionally shudder violently (like a mini seizure). This can be seen in her
lurking silhouette.
If the player flashes their light down Hallway 4, they can see Showtime George’s
decommissioned body laying on the floor (Golden Freddy style). He will not do anything.
The level has now started. Jolly Goodtime and Decayed Tweetie will now attack the player at
random while the player fixes the two animatronics. The player must go back and forth when
fixing the endoskeletons. Leaving one unattended for over a minute and 30 seconds (time starts
once they reach the other animatronic) will result in a game over.
The player has the ability to rotate all missing pieces at a 90-degree angle when holding
them. They need to be sure they are not putting pieces in upside down or sideways.
If a player misses putting a piece in correctly, if it is not tightened fully, or if a piece is put
in the wrong spot, Showtime Tweetie/Jolly will emit a screeching sound until the piece is
taken off. If this happens more than once or carries on for too long, this will really piss
off Decayed Tweetie.
If the player leaves Showtime Tweetie unattended, she will emerge from the darkness and
jumpscare the player when they are walking back to work on her OR (if the player is taking too
long to walk back over) she will run across the room at the player and attack them. Her
jumpscare will not be physical, it will just be her emerging from the darkness, screaming in the
player’s face, which results in game over.
If the player leaves Showtime Jolly unattended, he will emerge from the darkness and
jumpscare the player when they are walking back to work on him OR (if the player is taking too
long to walk back over) he will run across the room at the player and attack them. His jumpscare
will not be physical, it will just be him emerging from the darkness, screaming in the player’s
face, which results in game over.
NOTE: For each missing animatronic part, the player must connect a wire to the joint in
order for the part to stay in place. Otherwise, the part will fall off when the player leaves
the animatronic. They must hold and rotate it until they hear a clicking sound three times.
Lore Easter Egg: Next to either Showtime Tweetie or Showtime Jolly (will only appear
next to one, 50% deciding chance), this piece of paper will appear on the floor. The player
can click it to pick it up and analyze it.
If the player finishes repairing an endoskeleton, they no longer have to check on that
endoskeleton and will only have to focus on the remaining endoskeleton.
When both endoskeletons are finished, Jolly Goodtime and Decayed Tweetie will leave the
player alone. An objective will appear on the screen:
[An objective appears on screen (top center), reading: “Go to the surveillance office.”]
The player must walk back to the elevator, click the DOWN button, and wait for the elevator to
open. It opens almost immediately.
[UPDATED]
Once the player sits down, they will receive a phone call. It will ring 3 times before Theo
automatically picks up. The player only hears this phone call if they are achieving the
Definitive Ending (they have received footage each night so far).
THEO MURPHY
Mr. Johnson?
THEO MURPHY
Yep.
THEO MURPHY
Sure.
THEO MURPHY
Okay, just let me know.
THEO MURPHY
Same to you.
Kevin Johnson hangs up. The player will not receive any more phone calls for the rest of the
game.
JOLLY, MAXIE, GEORGE, TAL, and TWEETIE GOODTIME ARE ACTIVE ON TUESDAY’S
SURVEILLANCE SHIFT.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. The player will be given an option on how
to proceed (text will appear on screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
YES / NO
If the player has selected YES on every day so far, they are continuing to make it possible to
achieve Limbo Ending or the definitive ending (The End).
If the player selected NO on Monday,
Monday, they are only able to achieve the Limbo Ending.
THEO Murphy
Let’s try the Company Office again.
Theo will automatically swipe his keycard in the card reader and select the “Company Office”
button and the elevator will
ill ascend.
This is the layout of the office area, now including the vent placements.
The player walks in, and Theo sets up his computer on Kevin Johnson’s desk and hooks his
computer up to Kevin Johnson’s desktop through a USB cord. Theo then clicks the mousepad,
which sends the screen into a processing status, revealing an application where
where the player must
break down a firewall guarding the Jolly Entertainment database.
The lights will go out, and the player’s breathing will spike for a second before returning to
normal. Theo turns on his flashlight and looks around. Computers at desks and cubicles,
lamps on desks, and the sconce lights on the pillars will stay active, very dimly
illuminating the area so that the player is not fully left in the dark.
AUTOMATED VOICE
An attempted security breach has been detected. A security machine will
be deployed on the Company Office floor to investigate the area.
The elevator can be heard rising, then suddenly, a ding. The elevator doors can be heard
opening.
Decayed George does not notice the player. He walks out of sight. The player’s breathing calms
down as he walks out of sight.
THEO MURPHY(whispering)
God dammit.
The player now has control again. Instructions will appear on the screen, explaining what to do
and how to survive. The player must press X to be rid of those instructions.
INSTRUCTIONS: “George will patrol the area, searching through different rooms and cubicles.
If he sees you, he will chase you until he cannot find you anymore. Hide in a cubicle, and turn
off your flashlight until you can’t hear his footsteps anymore. Always keep an eye on your
surroundings and keep your ears open. George may also enter the vents to move around faster.
If you hear him approaching from a vent, run out of the way and hide.”
[UPDATED]
The player must hack through the firewall to reach the digital database. The first hack will be a
SLIDING NUMBER PUZZLE (3x3), where the player must arrange scattered numbers 1-8 in
order (Example). The second hack will be the same sliding number puzzle, but instead of a
3x3 it will be a 4x4, with numbers 1-15 scattered in a random order.
In order to reset the router, the player must enter Steve Mills’ office (located on the top-left side
of the floor) and click the router. The light on the router will flash a red light for a random amount
of time before randomly turning green, meaning that the Wi-Fi has turned back on. The Wi-Fi
will go out frequently.
Even while the player is inside Kevin Johnson’s or Steve Mills’ office, they are vulnerable to be
attacked by Decayed George. If he spots them, he will run toward them at full speed. They must
hide in a cubicle and turn off their flashlight immediately. Hiding in Kevin Johnson or Steve Mills’
office will result in their death. Keeping their flashlight on when they are hiding will also result in
their death, especially if George enters the room through one of the vents.
The player’s flashlight will turn off when the player is working on hacking through the firewall,
which means the player must turn the flashlight back on when they look around. The player can
activate their flashlight no matter what direction they are facing.
WHEN HIDING INSIDE ONE OF THE CUBICLES OR GOING INTO THE OFFICE, THE
PLAYER MAY SPOT THE ANTONETTE STANDING IN A CORNER IN/THE CENTER OF THE
CUBICLE, EITHER FACING TOWARD OR AWAY FROM THE PLAYER, WHISPERING.
NOTHING WILL HAPPEN IN THE PLAYER TRIES TO INTERACT WITH IT.
Once the player has finished hacking, Decayed George will leave, and the lights will turn back
on.
AUTOMATED VOICE
Security machine has returned to the first floor.
The lights flicker back on. The player can now access the Jolly Entertainment database.
Because they had to hack through firewalls to access it, the player is viewing the database
through the background, where they can search undetected. Viewing it through the background
makes the database look very low-quality.
The player can click to view certain files, though most of them will be locked. A red dot will be
next to locked files, and a green dot will be next to files the player can open. Most files contain
blueprints or videos (or both). The player can click on each blueprint and video, which
automatically saves to their device.
The player can click to view certain files, though most of them will be locked. A red dot will be
next to locked files, and a green dot will be next to files the player can open. Most files contain
blueprints or videos (or both). The player can click on each blueprint and video, which
automatically saves to their device. This is my representation of the database.
On Tuesday, the player will be able to view different videos of animatronics and endoskeletons
going through the crusher (five videos total). Each set of footage is viewed from inside the
crusher tunnel.
The second to last video shows a bloody body bag going through the crusher. It gets crushed
to a pulp, with more blood squirting out and crushed guts sticking to the crusher.
The last video shows Jack Carson squirming back and forth, trying to get away from the
crusher. This should show a full body model of Jack Carson.
The player can also find this document, this document, and this document in the
database.
The player can leave the office area whenever they want after opening the database.
The player can leave the office area whenever they want after opening the database and exit
through the elevator.
[UPDATED]
Text will appear on the screen,
een, reading: “You are not out of harm’s way yet. The security
animatronics can still roam around the ground floor. Exploring the facility may result in one
finding you, and if you are spotted, you must hide from the animatronic and turn off your light.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Decayed George will still be skulking around the facility, his eyes shining through the
darkness. Decayed George can still use the vents to get around faster, and will drop down from
the overhead vent system. The player must avoid him as they make their way toward the exit,
and if he spots the player, they must run away and hide, while also turning off their light. George
can once again use the vents for faster travel.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black, ending the night.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The animatronics
can still roam around the ground floor. Exploring the facility may result in one finding you, and if
you are spotted, you must flash your light at the animatronic and get out of sight before it gets
its bearings.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Tweetie Goodtime and Maxie Goodtime will be skulking around the facility, their
eyes shining through the darkness. The player must avoid them as they make their way toward
the exit, and if it spots the player, they must run away and hide. The Goodtime animatronics can
be ANYWHERE on the ground floor.
Same as in the office, if the player flashes their light at an animatronic, the animatronic will try to
stare into the light for as long as possible (between 2 and 10 seconds) before flinching and
looking away, which will give the player time to run out of sight.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black.
A thumping sound from the doorway. Theo turns their attention to the doorway. A tall silhouette
quickly moves out of sight.
Light footfalls move around the area. Theo’s vision follows them, their head slowly turning right.
They follow
ollow the footfalls for about 10 seconds, then:
Loud and frantic banging comes from the inside of the player’s wardrobe. The doors shake and
rattle as this happens. The banging happens for about seven seconds, then stops. The
wardrobe doors slowly creak open
pen just a bit, barely enough to see anything inside.
Theo turns to his bedside table and grabs their flashlight. They flash their light at the wardrobe.
[End Track: “Feel Alright”.]
[Cue Track: “Nightmares & Dreamscapes”.]
The wardrobe is still dark. A leathery/rubbery black body can be seen in the cracks between the
doors.
The left door pushes open more, creaking, revealing Tal Goodtime.
Tal Goodtime is in a contorted position in the thin wardrobe, almost as if he is stuck. He’s
positioned like he is upside down, facing backward, and facing forward at the same time. Parts
of his body should look like they have been twisted 360-degrees or more. Example.
Tal unfolds and untangles himself as he exits the wardrobe, ending up right in front of the bed.
He straightens himself out, standing over the player. The player’s breathing is frantic, terrified.
Tal Goodtime stares at the player, studying them, speaking in fast whispers, slowly bending
forward, leaning toward them. His eyes are human-like, but they fit the animatronic’s
appearance.
After about ten seconds, a dim, dancing, orange glow appears from under Tal. The room is on
fire. The fire rises, slowly engulfing Tal in flames. He shudders and squirms, continually trying to
reach for the player. He screams, reaching for the player one more time, before a huge blast of
fire (like a miniature explosion) suddenly causes Tal Goodtime to vanish, the fire vanishes with
it, following the “explosion”.
The player is breathing heavily, wondering what just happened. They turn the flashlight off.
ANTONETTE (whispering):
Go to the door.
ANTONETTE (whispering):
Walk forward.
The player must manually walk forward. As the player continues forward, the hallway slowly
(seamlessly) transitions to the tracks outside of the facility and beach house.
After about fifteen seconds, the player can hear something running toward them. It starts of
as faint, and gradually becomes louder and louder. Soon after, the player can see Tal
Goodtime running (or crawling) toward them like a vicious predator.
Fire illuminates the door from behind the player, accompanied by the crackling sounds of the
flame. If the player turns around, they will see the Antonette standing behind them, breathing.
The player must click on the door and Theo will automatically walk in. They find themselves
entering their own bedroom, but through the door of the wardrobe across from their bed. Bright
light will shine in through the windows and any other opening (doorwa
(doorways,
ys, under the bed, etc.)
and the dream sequence will end, and the title animation for “Wednesday” will begin, initiating
the next day and ending the after
after-shift sequence.
TUESDAY #2 (Night 3)
The player reaches the facility, coming across three small metal garage doors again. They must
click and hold a lever on the side of the ga
garage,
rage, which allows it to open. Taking the mouse off
the lever causes the garage to stop where it is. The garage must be completely open before the
player walks in. The player can now walk through the garage and into the facility.
[UPDATED]
The player must navigate through the facility, to the elevator. Tweetie Goodtime is active, and
the player must avoid her while making th
their way to the elevator.
The elevator is in the center of the facility. Once the player reaches it, they can click the UP
button and the elevator will immediately open. If the player didn’t experience the Antonette
easter egg, they have the chance to expe
experience it now.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clangin
clanging
sound. The player would then see George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. The player will be given an op
option on how
to proceed (text will appear on screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
YES / NO
If the player selected NO on Monday, they are only able to achieve the Limbo Ending.
THEO Murphy
Let’s try the Company Office again.
Theo will automatically swipe his keycard in the card reader and select the “Company Office”
button and the elevator will ascend.
This is the layout of the office area, now including the vent placements.
The level begins when the player walks up to Kevin Johnson’s office. The door is cracked open.
The playerr walks in, and Theo sets up his computer on Kevin Johnson’s desk and hooks his
computer up to Kevin Johnson’s desktop through a USB cord. Theo then clicks the mousepad,
which sends the screen into a processing status, revealing an application where the pl
player must
break down a firewall guarding the Jolly Entertainment database.
The lights will go out, and the player’s breathing will spike for a second before returning to
normal. Theo turns on his flashlight and looks around.
AUTOMATED VOICE
An attempted
pted security breach has been detected. A security machine will
be deployed on the Company Office floor to investigate the area.
The elevator can be heard rising, then suddenly, a ding. The elevator doors can be heard
opening.
Theo will automatically look down the hallway and see Decayed George’s silhouette in front of
the elevator. Her eyes illuminate in the darkness. The player’s breathing will get louder and
faster.
Decayed George does not notice the player. He walks out of sight. The player’s breathing calms
down as he walks out of sight.
THEO MURPHY(whispering)
God dammit.
The player now has control again. Instructions will appear on the screen, explaining what to do
and how to survive. The player must press X to be rid of those instructions.
INSTRUCTIONS: “George will patrol the area, searching through different rooms and cubicles.
If he sees you, he will chase you until he cannot find you anymore. Hide in a cubicle, and turn
off your flashlight until you can’t hear his footsteps anymore. Always keep an eye on your
surroundings and keep your ears open. George may also enter the vents to move around faster.
If you hear him approaching from a vent, run out of the way and hide.”
[UPDATED]
The player must hack through the firewall to reach the digital database. The first hack will be a
SLIDING NUMBER PUZZLE (3x3), where the player must arrange scattered numbers 1-8 in
order (Example). The second hack will be the same sliding number puzzle, but instead of a
3x3 it will be a 4x4, with numbers 1-15 scattered in a random order.
In order to reset the router, the player must enter Steve Mills’ office (located on the top-left side
of the floor) and click the router. The light on the router will flash a red light for a random amount
of time before randomly turning green, meaning that the Wi-Fi has turned back on. The Wi-Fi
will go out frequently.
Even while the player is inside Kevin Johnson’s or Steve Mills’ office, they are vulnerable to be
attacked by Decayed George. If he spots them, he will run toward them at full speed. They must
hide in a cubicle and turn off their flashlight immediately. Hiding in Kevin Johnson or Steve Mills’
office will result in their death. Keeping their flashlight on when they are hiding will also result in
their death, especially if George enters the room through one of the vents.
The player’s flashlight will turn off when the player is working on hacking through the firewall,
which means the player must turn the flashlight back on when they look around. The player can
activate their flashlight no matter what direction they are facing.
WHEN HIDING INSIDE ONE OF THE CUBICLES OR GOING INTO THE OFFICE, THE
PLAYER MAY SPOT THE ANTONETTE STANDING IN A CORNER IN/THE CENTER OF THE
CUBICLE, EITHER FACING TOWARD OR AWAY FROM THE PLAYER, WHISPERING.
NOTHING WILL HAPPEN IN THE PLAYER TRIES TO INTERACT WITH IT.
Once the player has finished hacking, Decayed George will leave, and the lights will turn back
on.
AUTOMATED VOICE
Security machine has returned to the first floor.
The lights flicker back on. The player can now access the Jolly Entertainment database.
Because they had to hack through firewalls to access it, the player is viewing the database
through the background, where they can search undetected. Viewing it through the background
makes the database look very low-quality.
The player can click to view certain files, though most of them will be locked. A red dot will be
next to locked files, and a green dot will be next to files the player can open. Most files contain
blueprints or videos (or both). The player can click on each blueprint and video, which
automatically saves to their device.
The player can click to view certain files, though most of them will be locked. A red dot will be
next to locked files, and a green dot will be next to files the player can open. Most files contain
blueprints or videos (or both). The player can click on each blueprint and video, which
automatically saves to their device. This is my representation of the database.
On Tuesday, the player will be able to view different videos of animatronics and endoskeletons
going through the crusher (five videos total). Each set of footage is viewed from inside the
crusher tunnel.
The second to last video shows a bloody body bag going through the crusher. It gets crushed
to a pulp, with more blood squirting out and crushed guts sticking to the crusher.
The last video shows Jack Carson squirming back and forth, trying to get away from the
crusher. This should show a full body model of Jack Carson.
The player can also find this document, this document, and this document in the
database.
The player can leave the office area whenever they want after opening the database.
The player can leave the office area whenever they want after opening the database and exit
through the elevator.
INT. ELEVATOR – CONTINUOUS
Theo will automatically select the “Ground Floor” button and the elevator will descend.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The security
animatronics can still roam around the ground floor. Exploring the facility may result in one
finding you, and if you are spotted, you must hide from the animatronic and turn off your light.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Decayed George will still be skulking around the facility, his eyes shining through the
darkness. The player must avoid him as they make their way toward the exit, and if he spots the
player, they must run away and hide, while also turning off their light. George can once again
use the vents for faster travel.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black, ending the night.
If the player selected YES on Monday, they are only able to achieve the Limbo Ending.
If the player has selected NO every day so far, they are continuing to make it possible to
achieve the Coward’s Ending.
The player
er must navigate themselves out of the facility, back to the garage they entered
through. Tal Goodtime and Jolly Goodtime will be skulking around the facility, their eyes
shining through the darkness. The player must avoid them as they make their way towar
toward the
exit, and if it spots the player, they must run away and hide. The Goodtime animatronics can be
ANYWHERE on the ground floor.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black.
A thumping sound from the doorway. Theo turns their attention to the doorway. A tall silhouette
quickly moves out of sight.
Light footfalls move around the area. Theo’s vision follows them, their head slowly tturning right.
They follow the footfalls for about 10 seconds, then:
Loud and frantic banging comes from the inside of the player’s wardrobe. The doors shake and
rattle as this happens. The banging happens for about seven seconds, then stops. The
wardrobe’ss doors slowly creak open just a bit, barely enough to see anything inside.
Theo turns to their bedside table and grabs their flashlight. They flash their light at the wardrobe.
The wardrobe is still dark. A leathery/rubbery black body can be seen in the cracks between the
doors.
The left door pushes open more, creaking, revealing Tal Goodtime.
Tal Goodtime is in a contorted position in the thin wardrobe, almost as if it is stuck. Its
positioned like it is upside down, facing backward, and facing forward at the same time. Parts of
its body should look like they have been twisted 360-degrees or more. Example.
It unfolds and untangles itself as it exits the wardrobe, ending up right in front of the bed. It
straightens itself out, standing over the player. The player’s breathing is frantic, terrified.
Tal Goodtime stares at the player, studying them, speaking in fast whispers, slowly bending
forward, leaning toward them. Its eyes are human-like, but they fit the animatronic’s
appearance.
After about ten seconds, a dim, dancing, orange glow appears from under Tal Goodtime. The
room is on fire. The fire rises, slowly engulfing Tal Goodtime in flames. It shudders and squirms,
continually trying to reach for the player. It screams, reaching for the player one more time,
before a huge blast of fire (like a miniature explosion) suddenly causes Tal Goodtime to vanish,
the fire vanishes with it, following the “explosion”.
The player is breathing heavily, wondering what just happened. They turn the flashlight off.
ANTONETTE (whispering):
Go to the door.
ANTONETTE (whispering):
Walk forward.
The player must manually walk forward. As the player continues forward, the hallway slowly
(seamlessly) transitions to the tracks outside of the facility and beach house.
After about fifteen seconds, the player can hear something running toward them. It starts of
as faint, and gradually becomes louder and louder. Soon after, the player can see Tal
Goodtime running (or crawling) toward them like a vicious predator.
Fire illuminates the door from behind the player, accompanied by the crackling sounds of
the flame. If the player turns around, they will see the Antonette standing behind them,
breathing.
The player must click on the door and Theo Theo will automatically walk in. They find themselves
entering their own bedroom, but through the door of the wardrobe across from their bed. Bright
light will shine in through the windows and any other opening (doorways, under the bed, etc.)
and the dream sequence will end, and the title animation for “Wednesday” will begin, initiating
the next day and ending the after
after-shift sequence.
WEDNESDAY #1 (Night 4)
The player will walk to the facility. Unless they stop, the walk should take no more than forty-five
seconds.
The player reaches the facility, coming across three small metal
metal garage doors again. They
must click and hold a lever on the side of the garage, which allows it to open. Taking the
mouse off the lever causes the garage to stop where it is. The garage must be completely
open before the player walks in. The player ca
cann now walk through the garage and into the
facility.
Once the player reaches the elevator, they are free and out of harm’s way.
The elevator is in the center of the facility. Once the player reaches
reaches it, they will see a note
attached to the elevator doors. The player will be instructed to read the note before
continuing. The player can read the note up-close
up by clicking on it. It reads:
“Maintenance Guard,
Thank you for coming in early again! Please make your way to the service elevator located
in the hallway to your right (turn around!)
- Kevin J.”
When the player finishes reading the note, the player must make their way to a hallway with old,
industrial elevator doors at the end of it. The doors have the words “Service Elevator” over
them. Up until now, if the player were to click on the button for this elevator door in previous
nights, text would appear on screen reading: “You don’t need to go in here.”
Now, if the player clicks on the button to open the elevator doors, the doors will creak open,
and Theo will automatically walk in.
This level is not time sensitive and will end once the player has finished their task.
The issues will be on different floors every single time the level is played, but the unusual noise
in the attic will stay the same. There can be up to three issues on each floor, and despite there
being eight floors total, only four/five floors will have issues. The attic will always have issues,
all of the other floors with issues will be random.
The service elevator gates each opening when put in motion and has openings on three (out of
four) sides. The unopenable side of the elevator is behind the player. It features the temperature
calibration panel from the main game, except it now has an oxygen level regulator added. If a
vent is closed for too long (and occasionally throughout the night), the oxygen levels in the area
will quickly deplete, causing the player to lose focus and go slightly insane (there may be
different phases of insanity instead of the ones in the office) and eventually pass out, resulting in
game over. The player can increase the oxygen levels by clicking and holding the four boxes on
the second tab until they have all disappeared.
The player can change tabs by clicking the heat/oxygen icon at the bottom-left of their screen.
The amount of recalibration boxes/dots will be the same for every floor. This is an example of
the panels.
In addition to maintaining the temperature and oxygen, the player must fix the vents. There are
large vent shafts in front of and to the sides of the player. On most of the floors, there will be a
multitude of different problems with the vents. The player can flash their elevator beacon into
the vent shafts (SPACE) to see which animatronic is approaching them.
To cover what the interior of the vents looks like and what the surrounding area/wall of each
vent looks like. every vent has two medium-sized buttons on the left and ride side of the inner
vent (four buttons total) some of them will be green, some of them will not be green.
On the walls around the vent shaft openings are pipes. Some of the pipes will have a gas leak,
and will be spraying visible gas.
The vents are situated so that the animatronics can go anywhere in the vents on any floor. At
the back of each shaft is a metal ladder, which allows them to easily stay on the same floor as
the player. However, it should be so dark in the vents that the player will never see the
ladder/barely be able to see the ladder. The player will be facing Tal Goodtime and Decayed
George and Maxie in this level. Here is the layout of the vents.
If Tal Goodtime is approaching them, it will crawl toward them at full speed, making a lot of
noise. Once it is close, the player must press E to initiate an electric shock, which will cause an
abundant number of sparks to materialize in a square-shaped spiral at the vent shaft’s opening,
which causes Tal Goodtime to scurry back into the darkness.
If Decayed George or Maxie is approaching the player, they will stealthily make their way toward
the player and will make a thumping sound when they are close to the opening. When they are
close to the opening, the player must press space to send a metal door down from the top of the
vent shaft. Decayed Maxie and George will run away shortly after, as having a single vent shaft
closed will cause the floor’s oxygen levels to deplete quickly.
For the correct vent to seal/initiate a shock, the player must be facing the vent. If they are facing
the left vent and an animatronic is coming from the center vent, pressing SPACE will close the
left vent, not the center vent.
The animatronics can appear in a vent shaft at literally any random time (RNG).
If the player does not initiate an electric shock when Tal Goodtime is approaching (or tries to
seal the vent, which will result in Tal Goodtime still being there when the door opens back up),
Tal Goodtime will jump into the elevator, grab the player, turn them around and slam their head
into the heat/oxygen panel, resulting in game over and ending with the sound of shattering
glass.
If the player does not seal the vent when Decayed George or Maxie approaches, the
animatronic will jump into the elevator, grab them by their legs and throw them into the vent
shaft, resulting in game over and ending with the sound of something hitting metal.
If the player tries to cheat the system by switching floors while an animatronic is within attacking
distance of them, the elevator will close, but will not move. It will allow the animatronic to crawl
toward the player very quickly and hit the elevator, causing it to fall all the way to the bottom
floor and crash, resulting in game over.
If the player is on the bottom floor and they attempt to cheat the system, the animatronic will
charge straight at the elevator and crash into it, causing everything to go black, resulting in
game over. The player must scare away any nearby animatronics before changing floors.
When the level begins, the player will be unable to look around and unable to switch floors. A
programmed voice will speak to the player:
PROGRAMMED VOICE:
Welcome to the facility’s service elevator. You now have access to all the
main ventilation systems on all four floors in the building. Unfortunately,
the vents seem to be having problems functioning correctly. In front of
you is the “control and alert” panel. It will tell you what the problems are
for each floor and allows you to change floors. Unfortunately, it will not
say which ventilation shaft has what issue. In addition to that, we suspect
that a few friends may have entered the ventilation system, so be careful
not to startle them if you see any. If you ever feel that you are in danger,
you can initiate an electric shock or seal the vent for a short period of
time. (a pause) Please test the electric shock.
When the player presses E, a ring of sparks will spiral around the inside of the center vent in a
square shape, very close to the shaft entrance. The sparks will fly everywhere, and will also
illuminate Tal Goodtime, who can be seen reaching toward the player. Its eyes illuminate and it
quickly crawls away from the vent grate, back into the darkness.
PROGRAMMED VOICE:
Great. Keep in mind you cannot initiate an electric shock if the vent is
sealed. Speaking of which, please test the vent seal. Only one vent can
be sealed at a time on each floor.
[A command appears on center screen, reading: “Press SPACE to seal the vent.”]
When the player presses SPACE, a large metal seal will drop down from the top of the vent
shaft.
PROGRAMMED VOICE:
Great. We’ll open that back up for you.
PROGRAMMED VOICE:
Make sure not to keep the vent sealed for too long, as keeping it closed
will affect your ability to breathe and focus. In addition to that, please
remember to unseal a vent before going to a different floor, as it will still
affect you. (a pause) If you turn around, you will see a panel similar to the
panel in the basement.
PROGRAMMED VOICE:
With this panel, you must regulate the temperature on each floor, as the
temperature going above 100 degrees could result in a fire. In addition to
that, if your oxygen begins to run out, you can recalibrate the oxygen flow
on the floor you are currently on. The instructions to do so are on the
panel. (a pause) You may leave the service elevator once all of the
ventilation issues are solved. To help, we will activate the building’s fans
to clear out all of the dust in the vents. You can tap on any of the tasks if
you are unsure of what to do, and I will give you a description of the task.
A heavy metal fan sound activates for about ten seconds. After, the floors that have the word
“dust” listed as one of the issues on the panel automatically cross it off the list.
Every vent has two medium-sized buttons on the left and ride side of the inner vent (four buttons
total) some of them will be green, some of them will not be green. If they are not green, the
player must click and hold them (like springlocks) until they turn green, which will stabilize the
vent’s air pressure. Once it is completed (on that floor), the panel in front of the player will
automatically cross it out.
[A command appears on center screen, reading: “Click and hold the buttons.”]
On the walls around the vent shaft openings are pipes. Similar to Jolly 2, some of the pipes will
have a gas leak, and will be spraying visible gas. The player must double click the pipe spraying
gas to seal the pipe. The sound of the gas spraying will be audible, so the player knows whether
or not they are finished. Once it is completed (on that floor), the panel in front of the player will
automatically cross it out.
The player can identify infestations if they see roaches or rats escaping from inside the vent,
crawling along the pipes outside the vent. Sealing the vent and shining their flashlight on the
seal will cause the colony of roaches or rats to flee from the vent (running across the vent seal
and on the walls) and scurry away. Once the infestation is cleared (on that floor), the panel in
front of the player will automatically cross it out.
If a vent has mold, it will be obvious whenever the player flashes their light into the vent. The
player must press W when facing the vent grate, which cause Theo to automatically exit the
elevator and go walk into the vent shaft (movement will be in the style of At Dead of Night).
They must click and hold on any mold that they see to spray it, causing it to go away. They will
only have the spray the vent grate, not the entire vent. Their only tools will be the spray and
their flashlight (CTRL). Unless it has been a while, it is unlikely that animatronics will come in
the vents when the player is in the vent. Once the mold is cleared (on that floor), the panel that
is normally in front of the player will automatically cross it out. The player can enter vents that
don’t have mold, but it is unnecessary to do so. The player must press S to go back.
PROGRAMMED VOICE:
To clear mold, you must walk into the ventilation shaft and spray the mold
that you see.
In the attic, when investigating the noise, the player must recalibrate the heating system six
times in a row. Doing that will cause an endoskeleton to fall from above them, hit the side of the
right vent then fall out of sight. Until this has been done, the heating and oxygen errors should
be more frequent in the attic.
PROGRAMMED VOICE:
We are unsure what is causing the strange noise in the upstairs area.
However, we believe it may be from something getting stuck in the
heating system above you. Try recalibrating the heating systems a few
times.
Once the player has finished all their tasks, Theo will automatically hit the first floor button and
the elevator will descend to the bottom floor.
[An objective appears on screen (top center), reading: “Go to the surveillance office.”]
The player can now use the door to exit the service elevator. If the player tries to use the door
before the end of the level, text will appear on screen, reading: “You can’t leave until you’ve
finished your job.”
The player must walk back to the elevator, click the UP button, and wait for the elevator to open.
It opens almost immediately.
JOLLY, MAXIE, GEORGE, TAL GOODTIME, and TWEETIE GOODTIME ARE ACTIVE ON
WEDNESDAY’S SURVEILLANCE SHIFT.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floor
floors,
s, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. The player will be given an option on how
to proceed (text will appear on screen)
screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
YES / NO
If the player has selected YES on every day so far, they are continuing to make it possible to
achieve Limbo Ending or the definitive ending (The End).
If the player selected NO on Tuesday, they are only able to achieve the Limbo Ending.
THEO Murphy
There’s definitely something I can find in the Storage Area.
Theo will automatically swipe his keycard in the card reader and select the “Files & Storage”
button and the elevator will ascend.
The whole files and storage area should look like a mix of this and this (specifically this one).
The lighting should be extremely dim. Deactivated endoskeletons should be literally
everywhere.
The player needs to find a door that reads “Jolly Entertainment File Room”. The file room will be
at the very back of the area,, around a few corners. The door will be cracked open.
Once the player opens the door, Decayed Jolly will emerge from the darkness, jumpscaring the
player.
[Cue Track: “Fourth Stage of Decay”.]
Theo falls over and scooches back in fear as Decayed Jolly walks toward them, looming over
them.
AUTOMATED VOICE
An possible security breach has been detected by a security machine.
Security machine activated to scan the area.
The player now has full control. There are many shelves, desks, rooms, and other things that
the player can hide behind, inside or under. If the player hides behind/under/inside any of those,
Decayed Jolly will find them.
Once the player hides for the first time, Jolly will stand in the center of the area, and scan the
room. A triangular-shaped beam will emit from Decayed Jolly’s eyes, scanning every part of the
room in a 360-degree swivel, pivoting at his torso.
If the player is hiding behind/under/inside any of the hiding places listed above, when he
finishes his scan, Decayed Jolly will look in the player’s direction, and run at them at full speed,
knocking over anything in his way. The player must run away from Jolly and out of his sight in
order to (temporarily) get out of harm’s way.
If Decayed Jolly catches the player, he will grab the player with his eyes rolled back, reaching
for the player’s face with his metal hand. He grabs the player’s head and twists it, snapping their
neck, resulting in game over.
The only thing the player can hide behind are endoskeletons. To hide, the player must
crouch behind a sitting endoskeleton, or stand behind a standing endoskeleton. When Jolly
scans the room, as long as the player is behind an endoskeleton, they will remain safe, and
Decayed Jolly will patrol a different part of the area.
It is expected that the player will die the first time they try to hide from Decayed Jolly.
Once the player finally survives Decayed Jolly’s scan (by hiding behind an endo), instructions
will finally appear on the screen. The player can press X to be rid of those instructions.
INSTRUCTIONS: When Jolly is scanning a room, he can see through any barrier. Even doors
won’t stop him. However, Jolly’s programming blocks all endoskeletons out of his scans.”
Decayed Jolly will not always scan rooms, sometimes he will just stalk and chase the player.
[An objective appears on screen (top center), reading: “Get back to the File Room.”.]
Once the player arrives back at the File Room, they will realize that the door (which is now shut)
has locked, and is protected by a color-coded keypad, which looks like this (exact colors and
textures).
THEO MURPHY
You’ve gotta be kidding me.
Theo hooks his laptop up to the keypad with a USB cord, which sends his laptop screen into a
processing status, revealing an application that loads a stimulant. When the processing status
finishes, the door will unlock for 10 seconds, notifying the player with a beeping sound.
If the player misses the door unlocking, they will have to click the computer, and the processing
status will restart.
The processing status will take up to a minute and 30 seconds to load, but it can take
longer (no more than 2 minutes) The player cannot sit and wait while the processing status
loads, as the moment it starts loading, Decayed Jolly will start chasing the player. or scanning
the room. The player will have to constantly round back to the computer to check the processing
status’ progress. Jolly will try to make it so that the player has to get as far away from the door
as possible, which will likely cause them to miss their 10 second access point.
THEO MURPHY
God, there’s so many options.
All of the file boxes have different names (example: “Jolly Entertainment Animatronic Blueprints
(Showtime Edition); Jolly’s Fantasy World Early Concepts; Confidential #1; Confidential #2;
etc.). Theo reaches for a file box that reads, “Confidential #8”, and pulls on it. It is locked in
place.
THEO MURPHY
Well, I can’t leave with nothing.
[An objective appears on screen (top center), reading: “Check the desktop computer.”.]
The player must go to the desktop computer at the back of the room, and sit down at the desk.
Theo will turn on the computer, to find that it is already active, and log
logged
ged into the Jolly
Entertainment Database.
On Wednesday, the player will be able to view VHS tapes of two of the Goodtime animatronics.
The videos will be staged as follows:
VHS SCRIPT:
Each VHS tape will look similar to the VHS teaser from Phase 2 (11-10-17)
(11
aesthetic/appearance-wise.
wise. The player can fast forward using the right arrow key. They cannot
rewind.
“JOLLY ENTERTAINMENT
Maxie Goodtime 01: Single Show Stage – Song & Speech”
The screen will show Maxie Goodtime on a show stage with blue curtains around it. Maxie is
standing in front of a vintage microphone, finishing the song “A Bushel and a Peck” by Doris
Day. She is tapping her foot and a spotlight is shining down on her. W
Wee watch this from a
centered angle.
We watch the final 35 seconds of the performance. Once it ends, there is silence.
MAXIE GOODTIME
Wow, thanks everyone! See you next time.
The recording ends,, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 02: Shared Show Stage – Song & Interaction”
The screen will show Maxie on the same show stage, standing beside Tweetie Goodtime. They
are trading off lyrics in the song: “Don’t Sit Under the Apple Tree” by The Andrew Sisters. We
watch this from a centered angle. They are reenacting the scene as it was originally shown on
stage.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 03: Reaction & Interaction”
The screen will show Maxie Goodtime bending over to face a little girl with blonde hair holding a
white teddy bear. The background is a wet, dry, concrete room. We view this recording from a
diagonal angle, not a centered angle.
MAXIE GOODTIME
Hello! What’s your name, darlin’?
LITTLE GIRL
Mary.
MAXIE GOODTIME
I’m Maxie, nice to meet ya.
MAXIE GOODTIME
What ya got there?
LITTLE GIRL
A teddy bear.
MAXIE GOODTIME
A teddy bear?
The little girl extends her arms in attempt to give Maxie the teddy bear.
LITTLE GIRL
For you!
MAXIE GOODTIME
For me? Thank you.
Maxie takes the teddy bear and looks at it. She stares at it for a second, then jolts. She grabs
the teddy bear by its head and rips it off, then grabs the girl. The girl starts screaming.
Shouting can be heard from off screen, things like: “Shut her off! Shut her off!” “Grab her!” “Get
the damn taser!”. The camera tips over and running and shouting can be heard. A blurry image
of a quarter of the scene can be viewed.
Suddenly, an electric buzzing sound (taser). The camera goes dark for a second. Five seconds
later, the camera turns back on with a buzz of static, showing Maxie Goodtime bent down in
front of a different little girl with black hair holding blue teddy bear. The background is the same.
LITTLE GIRL
I got this teddy bear for you, Maxie.
MAXIE GOODTIME
For me? Thank you, Lana!
MAXIE GOODTIME
I love him.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 04: Secondary Mode Activation”
The screen will show Maxie Goodtime standing in the middle of the concrete room from the
previous recording. Her face is open and there is a man is standing next to her. We view this
recording from a diagonal angle, not a centered angle.
The man next to Maxie will click on a button somewhere on the inside of Maxie’s lifted face. He
then snaps the face back down, pushing the faceplates from both sides.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 05: Experiment 01 – Capture and Exterminate”
The screen will show Maxie standing in the concrete room, looking down at a little boy who is
across the room. This scene will be shot from a centered angle.
The
e boy will walk toward Maxie, arms spread wide as if he were about to give Maxie a hug.
LITTLE BOY
I just think you’re terrific, Maxie!
MAXIE
Thank you, Daniel! You’re terrific too!
Maxie kneels down and spreads her arms, ready for a hug
hug.. Right as the boy approaches,
Maxie’s torso opens (like a double door) and Maxie grabs the child and scoops him into her
body with her arms. The boy screams and continues to scream and beat around while inside
Maxie’s body.
Multiple workers walk over to Maxie. One of them flips her mask up. Her endoskeleton is
covered in blood.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“End of tape.”
“JOLLY ENTERTAINMENT
Tweetie Goodtime 01: Single Show Stage – Song”
The screen will show Tweetie Goodtime on a show stage with red curtains around it. Tweetie
Goodtime is standing
ng in front of a vintage microphone, finishing the song “Life Is Just a Bowl of
Cherries” by Debbie Reynolds. A spotlight is shining down on her. We watch this from a
centered angle.
TWEETIE GOODTIME
Keep repeating, "It's the berries". The strongest oak must fall. The best
things in life to you were just loaned, so how can you lose what you never
have owned? Life is just a bowl of cherries, so live and laugh at it all. So,
when you get a bucket full of big red cherries, you can live it up…Yes,
and laugh at it all!
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 02: Shared Show Stage – Song & Interaction”
The screen will show Tweetie Goodtime, Maxie Goodtime, and Jolly Goodtime on the same
show stage, twirling each other back and forth, dancing around on stage. Maxie and Tweetie
are singing the song “Honey Boy” by Diana Ross and the Supremes, whilst acting as if they are
“fighting” over Jolly Goodtime. We watch this from a centered angle.
The screen cuts out for a second, then cuts back on immediately after.
Jolly Goodtime is dismantled, his mascot suit and endoskeleton scattered around the stage,
covered in blood and oil. Two dead bodies lay on around him, also covered in blood. The song
continues as screen flickers between this visual and the visual of Tweetie, Maxie, and Jolly
dancing as they finish the song (the dancing visual is the primary visual, the dismantled visual
flickers occasionally).
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 03: Reaction & Interaction”
The screen will show Tweetie Goodtime sitting with two girls on her same show stage. They are
sitting on a gingham red picnic blanket with a basket, plates, and a tea set on it. Both the girls
and Tweetie Goodtime are holding small white teacups. A record is also on the blanket, playing
old music (Optimistic Voices). We watch this from an elevated centered angle.
TWEETIE GOODTIME
Mmm. Thank you for having your tea party with me, ladies.
LITTLE GIRL 1
You’re welcome, Tweetie!
LITTLE GIRL 2
Thank you for joining us, Tweetie.
TWEETIE GOODTIME
Do you want a biscuit, Paige?
LITTLE GIRL 2
No, I’m full on tea!
TWEETIE GOODTIME
Do you want a biscuit, Elizabeth?
LITTLE GIRL 1
Yes, please! And my friends call me Lizzy!
Tweetie Goodtime reaches into the basket and pulls out a biscuit and a plate.
TWEETIE GOODTIME
Here you go, Lizzy.
LITTLE GIRL 2
Tweetie, what made you want to be a singer?
TWEETIE GOODTIME
Well, ever since I was a little bluebird, I’ve always wanted to sing as well
as my mother. She had the most beautiful voice!
LITTLE GIRL 1
I think that you’re a great singer, Tweetie.
TWEETIE GOODTIME
Thank you Lizzy!
LITTLE GIRL 1
I wanna be…I wanna be an astronaut.
LITTLE GIRL 2
I wanted to be a dancer, but now I think I want to be a singer like you,
Tweetie!
TWEETIE GOODTIME
That’s wonderful! I think you guys can be anything you want to, as long as
you work for it. Whether it be an astronaut, like Lizzy, or a singer, or even
a dancer, if you choose to go back to it. Anyone can be anything as long
as they aren’t gay. And remember, us girls gotta stick together.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 04: Experiment 01 – Gas Test”
The screen will show Tweetie Goodtime standing in the middle of a concrete room. We view this
recording from a centered angle. Workers can be heard talking (nothing audible) as background
noise.
WORKER
Yep.
The camera continues to rest on Tweetie Goodtime for a brief second, then cuts out.
Not a moment later, the camera cuts back on. We are viewing Tweetie Goodtime from a
diagonal angle now.
KEVIN JOHNSON (O.S.)
Alright, sweetie, go up to Tweetie and give her a big hug. Tell her you
love her.
LITTLE GIRL
I love you, Tweetie!
Tweetie Goodtime bends her knees and kneels in front of the little girl and hugs her.
TWEETIE GOODTIME
I love you too!
A mechanical sound, then visible gas sprays from Tweetie’s arms and torso. The girl goes
visibly limp in her arms.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 05: Experiment 02 – Physical Alternative”
The screen will show Tweetie Goodtime standing in the middle of the concrete room, looking
around slowly. We view this recording from a side angle.
A raggedy man is pushed into the shot and slowly walks up to Tweetie Goodtime. He looks
extremely numb in the head and walks as if he can barely feel his legs.
TWEETIE GOODTIME
Hello!
The man, who is now standing directly in front of Tweetie Goodtime, slowly looks up at her. He
brings his hand up to wave to her.
MAN
Hello-
Tweetie Goodtime punches the man in the side of the head. She then grabs him by the head
and drags him to the wall, slamming the front of his head into the concrete wall repeatedly. She
stops after about seven seconds, and the man (now dead) slides down th the
e wall and collapses,
leaving a large trail of blood on the wall.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“End of tape.”
That is all that the player will be able to view on Wedn
Wednesday.
Once the player gets up from the desk, they will receive a new objective.
[UPDATED]
There will be no threat on the ground floor on Wednesday.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black, ending the night.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The animatronics
can still roam around the ground floor. Exploring the facility may result in one finding you, and if
you are spotted, you must flash your light at the animatronic and get out of sight before it gets
its bearings.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Tweetie and Tal Goodtime will be skulking around the facility, their eyes shining
through the darkness. The he player must avoid them as they make their way toward the exit, and
if it spots the player, they must run away and hide. The Goodtime animatronics can be
ANYWHERE on the ground floor.
Once the player reaches the garage they entered through, they are fr
free
ee and out of harm’s way.
It will be eerily silent for a long time. A tense, silent build up. The player cannot move or look
around during this silence.
JACK CARSON (from behind, whispering)
Behind you.
Theo, startled, looks behind him. Nothing there. He slowly calms down and looks back toward
the hallway. Suddenly, the lights flicker on, flickering in and out.
The hallway transforms into an endless-backrooms style map of the beach house hallways. It is
very easy to get lost in, it is endless and ever-expanding. This is the only sound that is playing.
The player must walk through the endless, randomly generated maze of rooms and hallways.
Some rooms/halls have bright, white lights, some have dim lights, and some have no lights. The
only light the player has is their flashlight.
If the player turns quickly or looks behind them, they may see the silhouette of a person
standing in a “doorway” or ducking behind a corner. If the player wants the dream sequence to
end, they need to follow the figure.
Each time they go to where the figure was spotted, they will find a sticky note on the ground or
on the wall. There will be 6 total sticky notes, each depicting or saying different things:
- Sticky Note 1
- Sticky Note 2
- Sticky Note 3
- Sticky Note 4
- Sticky Note 5
- Sticky Note 6
The player will need to walk around some more before the figure shows up again.
Once the player finds and picks up Sticky Note 6, Theo will stare at it for a few seconds, then
will hear breathing to the right of him. He slowly looks to his right, and finally sees the figure:
Jack Carson’s apparition, standing in the dark corridor, shrouded in darkness. His bloody face is
just barely able to be seen, but his wide eyes pierce through the player unnervingly. Theo looks
back at the sticky note. The drawing of the building now shows a drawing of the same building,
now collapsed.
Theo looks back at Jack. The lights go out. Silence for a few seconds, then all of a sudden, a
bright white light fully illuminate’s Jack Carson. The player can see him clearly now, covered in
blood, wide eyed, damp hair. Jack looks at the player.
Jack starts to vomit while still screaming and crying. Maggots and flies come out with his vomit.
Jack turns into full on crying, falling onto his knees as he vomits, and crawling toward the player.
This scene should be emotionally heartbreaking and really, really depressing. Jack just keeps
crying and crying on the ground for what feels like forever, then all of a sudden, everything
flickers, and Jack disappears. Everything is black now.
Theo opens his eyes, and he’s back in his bedroom, sitting on his bed.
Theo lies down and his eyes close, and the title animation for “Thursday” will begin, initiating the
next day and ending the after-shift
shift sequence.
WEDNESDAY #2 (Night 4)
WHAT OCCURS ON THIS NIGHT IS ONLY POSSIBLE IF THE PLAYER IS CURRENTLY ON
THE WAY TO ACHIEVE THE LIMBO/COWARD’S ENDING.
EXT. TRACKS
360-DEGREE
DEGREE VISION, ABLE TO TURN
The player starts the fourth night on the tracks, ready to walk to the facility. The visuals to the
left and right of the player are the same.
The player reaches the facility, coming across three small metal garage doors again. They must
click and hold a lever on the side of the garage, which allows it to open. Ta
Taking
king the mouse off
the lever causes the garage to stop where it is. The garage must be completely open before the
player walks in. The player can now walk through the garage and into the facility.
The elevator is in the center of the facility. Once the player reaches it, they can click the UP
button and the elevator will immediately open. If the player didn’t experience the Antonette
easter
aster egg, they have the chance to experience it now.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie
George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors
floors,, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. The player will be given an option on how
to proceed (text will appear on screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
YES / NO
If the player selected NO on Tuesday, they are only able to achieve the Limbo Ending.
THEO MURPHY
There’s definitely something I can find in the Storage Area.
Theo will automatically swipe his keycard in the card reader and select the “Files & Storage”
button and the elevator will ascend.
The whole files and storage area should look like a mix of this and this.. The lighting should be
extremely dim. Deactivated endoskeletons sshould be literally everywhere.
Once the player opens the door, Decayed Jolly will emerge from the side, jumpscaring the
player.
Theo falls over and scooches back in fear as Withered Jolly walks toward them, looming over
them.
AUTOMATED VOICE
An possible security breach has been detected by a security machine.
Security machine activated to scan the area.
The player now has full control. There are many shelves, desks, rooms, and other things that
the player can hide behind, inside or under. If the player hides behind/under/inside any of those,
Decayed Jolly will find them.
Once the player hides for the first time, Jolly will stand in the center of the area, and scan the
room. A triangular-shaped beam will emit from Decayed Jolly’s eyes, scanning every part of the
room in a 360-degree swivel, pivoting at his torso.
If the player is hiding behind/under/inside any of the hiding places listed above, when he
finishes his scan, Decayed Jolly will look in the player’s direction, and run at the them at full
speed, knocking over anything in his way. The player must run away from Jolly and out of his
sight in order to (temporarily) get out of harm’s way. If Decayed Jolly catches the player, he will
grab the player with his eyes rolled back, reaching for the player’s face with his metal hand. He
grabs the player’s head and twists it, snapping their neck, resulting in game over.
The only thing the player can hide behind are endoskeletons. To hide, the player must
crouch behind a sitting endoskeleton, or stand behind a standing endoskeleton. When Jolly
scans the room, as long as the player is behind an endoskeleton, they will remain safe, and
Decayed Jolly will patrol a different part of the area.
It is expected that the player will die the first time they try to hide from Decayed Jolly.
Once the player finally survives Decayed Jolly’s scan (by hiding behind an endo), instructions
will finally appear on the screen. The player can press X to be rid of those instructions.
INSTRUCTIONS: When he is scanning a room, Jolly can see through any barrier. Even doors
won’t stop him. However, Jolly’s programming blocks all endoskeletons out of his scans.”
Decayed Jolly will not always scan rooms, sometimes he will just stalk and chase the player.
[An objective appears on screen (top center), reading: “Get back to the File Room.”.]
Once the player arrives back at the File Room, they will realize that the door (which is now shut)
has locked, and is protected by a color-coded keypad, which looks like this (exact colors and
textures).
THEO MURPHY
You’ve gotta be kidding me.
Theo hooks his laptop up to the keypad with a USB cord, which sends his laptop screen into a
processing status, revealing an application that loads a stimulant. When the processing status
finishes, the door will unlock for 10 seconds, notifying the player with a beeping sound.
If the player misses the door unlocking, they will have to click the computer, and the processing
status will restart.
The processing status will take up to a minute and 30 seconds to load, but it can take
longer (no more than 2 minutes) The player cannot sit and wait while the processing status
loads, as the moment it starts loading, Decayed Jolly will start chasing the player. The player
will have to constantly round back to the computer to check the processing status’ progress.
THEO MURPHY
God, there’s so many options.
All of the file boxes have different names (example: “Jolly Entertainment Animatronic Blueprints
(Showtime Edition); Jolly’s Fantasy World Early Concepts; Confidential #1; Confidential #2;
etc.). Theo reaches for a file box that reads, “Confidential #8”, and pulls on it. It is locked.
THEO MURPHY
Well, I can’t leave with nothing.
[An objective appears on screen (top center), reading: “Check the desktop computer.”.]
The player must go to the desktop computer at the back of the room, and sit down at the desk.
Theo will turn on the computer, to find that it is already active, and logged into the Jolly
Entertainment Database.
The player can find a document and two videos, titled:
2019_meetingtranscript
Maxie_Goodtime_Testing.mvi
Tweetie_Goodtime_Testing.mvi
On Wednesday, the player will be able to view VHS tapes of two of the Goodtime animatronics.
The videos will be staged as follows:
VHS SCRIPT:
Each VHS tape will look similar to the VHS teaser from
fr Phase 2 (11-10-17)
aesthetic/appearance-wise.
wise. The player can fast forward using the right arrow key. They cannot
rewind.
“JOLLY ENTERTAINMENT
Maxie Goodtime 01: Single Show Stage – Song & Speech”
The screen will show Maxie Goodtime on a show stage with blue curtains around it. Maxie is
standing in front of a vintage microphone, finishing the song “A Bushel and a Peck” by Doris
Day. She is tapping her foot and a spotlight is shining down on him. We watch this from a
centered angle.
We watch the final 35 seconds of the performance. Once it ends, there is silence.
MAXIE GOODTIME
Wow, thanks everyone! See you next time.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 02: Shared Show Stage – Song & Interaction”
The screen will show Maxie on the same show stage, standing beside Twee Tweetie
tie Goodtime. They
are trading off lyrics in the song: “Don’t Sit Under the Apple Tree” by The Andrew Sisters. We
watch this from a centered angle.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 03: Reaction & Interaction”
The screen will show Maxie Goodtime bending over to face a little girl with blonde hair holding a
white teddy bear. The background is a wet, dry, concrete room. We view this recording from a
diagonal angle, not a centered angle.
MAXIE GOODTIME
Hello! What’s your name, darlin’?
LITTLE GIRL
Mary.
MAXIE GOODTIME
I’m Maxie, nice to meet ya.
MAXIE GOODTIME
What ya got there?
LITTLE GIRL
A teddy bear.
MAXIE GOODTIME
A teddy bear?!
The little girl extends her arms in attempt to give Maxie the teddy bear.
LITTLE GIRL
For you!
MAXIE GOODTIME
For me? Thank you.
Maxie takes the teddy bear and looks at it. She stares at it for a second, then jolts. She grabs
the teddy bear by its head and rips it off, then grabs the girl. The girl starts screaming.
Shouting can be heard from off screen, things like: “Shut her off! Shut her off!” “Grab her!” “Get
the damn taser!”. The camera tips over and running and shouting can be heard. A blurry image
of a quarter of the scene can be viewed.
Suddenly, an electric buzzing sound (taser). The camera goes dark for a second. Five seconds
later, the camera turns back on with a buzz of static, showing Maxie Goodtime bent down in
front of a different little girl with black hair holding blue teddy bear. The background is the same.
LITTLE GIRL
I got this teddy bear for you, Maxie.
MAXIE GOODTIME
For me? Thank you, Lana!
MAXIE GOODTIME
I love him.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 04: Secondary Mode Activation”
The screen will show Maxie Goodtime standing in the middle of the concrete room from the
previous recording. Her face is open and there is a man is standing next to her. We view this
recording from a diagonal angle, not a centered angle.
The man next to Maxie will click on a button somewhere on the inside of Maxie’s lifted face. He
then snaps the face back down, pushing the faceplates from both sides.
A buzzing sound, then Maxie begins to look around. Her eyes shift between the hostile mode
and the entertainment mode.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Maxie Goodtime 05: Experiment 01 – Capture and Exterminate”
The screen will show Maxie
axie standing in the concrete room, talking down at a little boy who is
across the room. This scene will be shot from a centered angle. As Kevin Johnson speaks, the
conversation between Maxie and the little boy is barely audible…
KEVIN JOHNSON
Maxie is also able to contain small and medium-sized
medium sized objects inside of
her torso. Once done, she can either hold the captured object inside of
her for however long she pleases, or she can dissect her contained
specimen from within her body. Let’s watch the latter.
latte
The boy will walk toward Maxie, arms spread wide as if he were about to give Maxie a hug.
LITTLE BOY
I just think you’re terrific, Maxie!
MAXIE
Thank you, Daniel! You’re terrific too!
Maxie kneels down and spreads her arms, ready for a hug. Right as the boy approaches,
Maxie’s torso opens (like a double door) and Maxie grabs the child and scoops him into her
body with her arms. The boy screams and continues to scream while inside Maxie’
Maxie’s body.
Maxie stands up, then rolls back her eyes and twitches. A bunch of mechanical sounds can be
heard, followed and then accompanied by the sounds of screaming and bones cracking. Blood
pours out of Maxie’s mouth and eyelids, as well as hair, some fin
fingers,
gers, and one of the boy’s
eyes. It takes about ten seconds, then Maxie returns to normal, her mask is covered in blood.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“End of tape.”
“JOLLY ENTERTAINMENT
Tweetie Goodtime 01: Single Show Stage – Song”
The screen will show Tweetie Goodtime on a show stage with red curtains around it. Tweetie
Goodtime is standing in front of a vintage micropho
microphone,
ne, finishing the song “Life Is Just a Bowl of
Cherries” by Debbie Reynolds. A spotlight is shining down on her. We watch this from a
centered angle.
TWEETIE GOODTIME
Keep repeating, "It's the berries". The strongest oak must fall. The best
things in life to you were just loaned, so how can you lose what you never
have owned? Life is just a bowl of cherries, so live and laugh at it all. So,
when you get a bucket full of big red cherries, you can live it up…Yes,
and laugh at it all!
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 02: Shared Show Stage – Song & Interaction”
The screen will show Tweetie Goodtime, Maxie Goodtime, and Jolly Goodtime on the same
show stage, twirling each other back and forth, dancing around on stage. Maxie and Tweetie
are singing the song “Honey Boy” by Diana Ross and the Supremes, whilst acting as if they are
“fighting” over Jolly Goodtime. We watch this from a centered angle.
The screen cuts out for a second, then cuts back on immediately after.
Jolly Goodtime is dismantled, his mascot suit and endoskeleton scattered around the stage,
covered in blood and oil. Two dead bodies lay on around him, also covered in blood. The song
continues as screen flickers between this visual and the visual of Tweetie, Maxie, and Jolly
dancing as they finish the song (the dancing visual is the primary visual, the dismantled visual
flickers occasionally).
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 03: Reaction & Interaction”
The screen will show Tweetie Goodtime sitting with two girls on her same show stage. They are
sitting on a gingham red picnic blanket with a basket, plates, and a tea set on it. Both the girls
and Tweetie Goodtime are holding small white teacups. A record is also on the blanket, playing
old music (Optimistic Voices). We watch this from an elevated centered angle.
TWEETIE GOODTIME
Mmm. Thank you for having your tea party with me, ladies.
LITTLE GIRL 1
You’re welcome, Tweetie!
LITTLE GIRL 2
Thank you for joining us, Tweetie.
TWEETIE GOODTIME
Do you want a biscuit, Paige?
LITTLE GIRL 2
No, I’m full on tea!
TWEETIE GOODTIME
Do you want a biscuit, Elizabeth?
LITTLE GIRL 1
Yes, please! And my friends call me Lizzy!
Tweetie Goodtime reaches into the basket and pulls out a biscuit and a plate.
TWEETIE GOODTIME
Here you go, Lizzy.
LITTLE GIRL 2
Tweetie, what made you want to be a singer?
TWEETIE GOODTIME
Well, ever since I was a little bluebird, I’ve always wanted to sing as well
as my mother. She had the most beautiful voice!
LITTLE GIRL 1
I think that you’re a great singer, Tweetie.
TWEETIE GOODTIME
Thank you Lizzy!
TWEETIE GOODTIME
Do you know what you guys want to be when you grow up?
LITTLE GIRL 1
I wanna be…I wanna be an astronaut.
LITTLE GIRL 2
I wanted to be a dancer, but now I think I want to be a singer like you,
Tweetie!
TWEETIE GOODTIME
That’s wonderful! I think you guys can be anything you want to, as long as
you work for it. Whether it be an astronaut, like Lizzy, or a singer, or even
a dancer, if you choose to go back to it. Anyone can be anything as long
as they aren’t gay. And remember, us girls gotta stick together.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 04: Experiment 01 – Gas Test”
The screen will show Tweetie Goodtime standing in the middle of a concrete room. We view this
recording from a centered angle.
WORKER
Yep.
The camera continues to rest on Tweetie Goodtime for a brief second, then cuts out.
Not a moment later, the camera cuts back on. We are viewing Tweetie Goodtime from a
diagonal angle now.
KEVIN JOHNSON (O.S.)
Alright, sweetie, go up to Tweetie and give her a big hug. Tell her you
love her.
LITTLE GIRL
I love you, Tweetie!
Tweetie Goodtime bends her knees and kneels in front of the little girl and hugs her.
TWEETIE GOODTIME
I love you too!
A mechanical sound, then visible gas sprays from Tweetie’s arms and torso. The girl goes
visibly limp in her arms.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Tweetie Goodtime 05: Experiment 02 – Physical Alternative”
The screen will show Tweetie Goodtime standing in the middle of the concrete room, looking
around slowly. We view this recording from a side angle.
A raggedy man is pushed into the shot and slowly walks up to Tweetie Goodtime. He looks
extremely numb in the head and walks as if he can barely feel his legs.
TWEETIE GOODTIME
Hello!
The man, who is now standing directly in front of Tweetie Goodtime, slowly looks up at her. He
brings his hand up to wave to her.
MAN
Hello-
Tweetie Goodtime punches the man in the side of the head. She then grabs him by the head
and drags him too the wall, slamming the front of his head into the concrete wall repeatedly. She
stops after about seven seconds, and the man (now dead) slides down the wall and collapses,
leaving a large trail of blood on the wall.
Once the player gets up from the desk, they will receive a new objective.
[UPDATED]
There will be no threat on the ground floor on Wednesday.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black,
ack, ending the night.
[An objective appears on screen (top center), reading: “Exit the Facility.”.]
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The animatronics
can still roam around the ground floor. Exploring the facility may result in one finding you, and if
you are spotted, you must flash your light at the animatronic and get out of sight before it gets
its bearings.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Tweetie and Tal Goodtime will be skulking around the facility, their eyes shining
through the darkness. The player must avoid them as they make their way toward the exit, and
if it spots the player, they must run away and hide. The Goodtime animatronics can be
ANYWHERE on the ground floor.
[UPDATED]
INT. EXIT GARAGE – CONTINUOUS
Once the player reaches the garage they entered through, as they begin to walk out of the
garage, the Antonette (which has been lying motionless in the garage since the beginning of the
game) speaks.
ANTONETTE
Have we met before?
Theo looks behind him quickly. The Antonette slumps over, motionless.
Theo walks over to check it out, and the Antonette jumps on top of Theo. Its mask flips up and
the Antonette’s endoskeleton tries to bite at him.
Theo and the Antonette tussle back and forth a few times before Theo takes over and throws
the Antonette off of him. It hits the wall and deactivates. Next to the Antonette’s body is a rail
cart.
[An objective appears on screen (top center), reading: “Bring the Antonette home. Put it
in the rail cart.”.]
The player must walk up to the Antonette and click on its body. Theo will drag the Antonette
toward the rail cart, pick it up, and throw it into the cart. Theo will then roll the cart onto the
tracks.
As Theo exits the garage and goes to close it, as the garage door closes, it jolts right before
fully closing, leaving a small gap exposed. Theo stares at it for a few seconds…
THEO MURPHY
Ah, fuck it.
[Cue Track: “Oz Factor” – Track ends when player reaches the beach house.]
The sun has only slightly risen on the player’s way back.
[UPDATED]
On the way back, the player will have to push the cart carrying Antonette with them.
The Antonette will occasionally twitch or turn just slightly enough to catch the player’s attention.
About halfway through, Theo receives a text from a number called “855096”. He pulls his phone
out of his pocket, and turns it on. The text reads:
“J.E.C.H. Property has been detected near this device. If this property has not been authorized
to be removed from the premises, please return it immediately. Cause for a search will be taken
into effect in 16 hours if the property has not been returned by then.”
Right after he says this, an ant crawls into view, on his thumb. Theo flicks his hand, causing it to
fly off, and he turns his attention back to the cart. Now, in the cart, is Jack Carson’s corpse,
dismembered and covered in ants. Flies are swarming the scene (to a practical degree).
Theo freaks the fuck out, stumbling back and pushing the cart forward on the rails. It slowly rolls
away from him, then comes to a stop a little further down the path.
[An objective appears on screen (top center), reading: “Get the cart.”.]
The player must make their way back to the cart, which is about 13 feet ahead of them. Ants
can be seen crawling around the rim of it. As the player gets closer, the ants will descend into
the darkness of the cart.
Once the player reaches the cart, the Antonette will be in there, same as it was before.
Theo takes the Antonette out of the rail cart and drags it into the garage.
INT. GARAGE – CONTINUOUS
Theo lays the Antonette up against the side of a broken-down car stationed in the garage. It
remains motionless.
THEO Murphy
I won’t leave here without something.
We watch from inside the garage, and the screen fades to black right after Theo closes the
door.
[End Track: “Oz Factor” – Track ends when player reaches the beach house.]
[Cue Track: “Feel Alright”. – Track ends when player dies/finishes sequence]
It will be eerily silent for a long time. A tense, silent build up. The player cannot move or look
around during this silence.
Theo, startled, looks behind him. Nothing there. He slowly calms down and looks back toward
the hallway. Suddenly, the lights flicker on, flickering in and out.
The hallway transforms into an endless-backrooms style map of the beach house hallways. It is
very easy to get lost in, it is endless and ever-expanding. This is the only sound that is playing.
The player must walk through the endless, randomly generated maze of rooms and hallways.
Some rooms/halls have bright, white lights, some have dim lights, and some have no lights. The
only light the player has is their flashlight.
If the player turns quickly or looks behind them, they may see the silhouette of a person
standing in a “doorway” or ducking behind a corner. If the player wants the dream sequence to
end, they need to follow the figure.
Each time they go to where the figure was spotted, they will find a sticky note on the ground or
on the wall. There will be 6 total sticky notes, each depicting or saying different things:
- Sticky Note 1
- Sticky Note 2
- Sticky Note 3
- Sticky Note 4
- Sticky Note 5
- Sticky Note 6
The player will need to walk around some more before the figure shows up again.
Once the player finds and picks up Sticky Note 6, Theo will stare at it for a few seconds, then
will hear breathing to the right of him. He slowly looks to his right, and finally sees the figure:
Jack Carson’s apparition, standing in the dark corridor, shrouded in darkness. His bloody face is
just barely able to be seen, but his wide eyes pierce through the player unnervingly. Theo looks
back at the sticky note. The drawing of the building now shows a drawing of the same building,
now collapsed.
Theo looks back at Jack. The lights go out. Silence for a few seconds, then all of a sudden, a
bright white light fully illuminate’s Jack Carson. The player can see him clearly now, covered in
blood, wide eyed, damp hair. Jack looks at the player.
He starts chuckling, repeating what he said over and over again… “this is all your fault”. The
chuckling turns into laughter. No speaking, just wide eyed, frantic laughter. The laughter turns
into screaming and crying. Full out sobs and screams of trauma and fear. Each emotion is fully
animated in Jack, adding to the horror.
Jack starts to vomit while still screaming and crying. Maggots and flies come out with his vomit.
Jack turns into full on crying, falling onto his knees as he vomits, and crawling toward the player.
This scene should be emotionally heartbreaking and really, really depressing. Jack just keeps
crying and crying on the ground for what feels like forever, then all of a sudden, everything
flickers, and Jack disappears. Everything is black now.
[End Track: “Dream A Little Dream of Me”.]
Theo opens his eyes, and he’s back in his bedroom, sitting on his bed.
[UPDATED]
Theo grabs his computer from his bedside table and opens it, then opens up an email, and
begins to type this:
It has been a pleasure working with you and your team during this short time.
A full cutscene sequence plays out as Theo types this email. As he begins to write it, we go
back and forth between the previously described scene and:
As the voice speaks, we continue to push out from the computer, as if the camera were backing
toward the elevator.
The camera pans downward. Black covers the camera for a second.
We quickly push in, toward Jolly Goodtime’s feet. We do a slow pan up his body. As we near his
waist, Tweetie
ie walks up next to him. They skulk forward. George follows, then Maxie, then Tal
Goodtime.
They all approach the beach house, and Jolly Goodtime goes onto the porch, then bangs on the
door.
THURSDAY #1 (Night 5)
The player will walk to the facility. Unless they stop, the walk should take no more than forty-five
seconds.
The player reaches the facility, coming across three small metal garage doors again. They must
click and hold a lever on the side of the garag
garage,
e, which allows it to open. Taking the mouse off
the lever causes the garage to stop where it is. The garage must be completely open before the
player walks in. The player can now walk through the garage and into the facility.
The elevator is in the center of the facility. Once the player reaches it, they can click the UP
button and the elevator will immediately open. If the player didn’t experience the Antonette
easter egg, they have the chance to experien
experience it now.
ANTONETTE, JOLLY, MAXIE, GEORGE, TAL GOODTIME, and TWEETIE GOODTIME ARE
ACTIVE ON THURSDAY’S SURVEILLANCE SHIFT.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie
George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. The player will be given an option on how
to proceed (text will appear on sc
screen):
Go upstairs to get evidence? You will not be able to change your answer after choosing.
If the player has selected YES every day so far, they are only able to achieve the definitive
ending (The End).
If the player selected NO on Wednesday, they are only able to achieve the Limbo Ending.
THEO MURPHY
Only place I haven’t checked yet…worth a try.
Theo will automatically swipe his keycard in the card reader and select the “Workshop &
Factory” button and the elevator will descend.
There is no available layout for the workshop and factory, eat your heart out, Ivan. Make
sure it’s big.
The chief executive office is to the far right of the entrance to the Workshop and Factory. When
the player attempts to open the doors, an alarm will sound.
AUTOMATED VOICE
An attempted security breach has been detected.
detected. Two security machines
will be deployed to the factory floor to investigate the area.
Theo automatically hides behind a conveyer belt, facing the elevator. The elevator can be heard
rising, then descending again, then suddenly, a ding. The elevator doors can be heard opening.
The player now has control again. Instructions will appear on the screen, explaining how to
survive. The player must press X to be rid of those instructions.
INSTRUCTIONS: “The Chief Executive Office can only be unlocked with a key, which is not
currently in the building. However, you can get into the office by climbing through the vent
shafts. Be careful, though, as something may follow you into the vents. If that happens, it may
be in your best interest to exit the vent system until the threat loses track of you.”
[An objective appears on screen (top center), reading: “Find a way into the ventilation
system.”.]
The Workshop and Factory is huge, making it a multi-level room of three levels (via mezzanines
and catwalks), all connected by stairs. Vent shaft openings (that the player can climb into) are
only on the third (highest) level, since the entire ventilation system is on the ceiling.
There are two external vent shafts that diagonally go down the walls (following) and into the
rooms on the first level. One of those descending vent shafts leads directly into the Chief
Executive Office. These descending vent shafts also have miniature openings that are too high
for the player to get into, but low enough for the player to get out of if they are being chased by
something. Exiting the ventilation system through one of these shafts will put the player back on
the stairwell. There are also some vent grates on the ceiling vents that are over catwalks, which
the player can once again use if they need to escape the vents in a hurry. They cannot re-
enter the vents through these grates.
The player must make their way around the Workshop and Factory area and to the ventilation
system while surviving against Decayed Jolly and George. Their attacks will be the same as the
nights before, except there are no endoskeletons for the player to hide behind, so if Decayed
Jolly starts to chase the player, they either need to hide in a vent, or run until Decayed Jolly
loses sight of them. Unknown to the player, Decayed Jolly and George always know where
the player is (this does not apply to Decayed Jolly when the player is in the vents).
If Decayed George and Jolly attack the player (not in the vents), they will use the same
jumpscares as in the previous nights.
Once the player is in the vents, they must find their way into the Chief Executive Office, using
the ventilation system. Only Decayed George can access the vent system and will hunt the
player down once the player gets into the vents (if the player is only in the vents for a short
amount of time, they will have a less likely chance of encountering Decayed George. The longer
the player is in the vents, the more likely it is they will encounter him at some point).
When the player enters the vents for the first time, this objective will appear and remain on the
screen until the player reaches the Chief Executive Office.
[An objective appears on screen (top center), reading: “Make your way to the Chief
Executive Office. Be on the lookout for Fantasy George.”.]
As long as the player abides by that rule, they should make it out alive. George will adapt to the
player’s actions and will start to quiet down his movements the longer the player stays in the
vents. If George is crawling in the direction of the player with no other direction to turn, it is an
automatic game over. If the player needs to, they can find a place to drop out of the vent shaft
and back into the Workshop and Factory area.
The player can also open vent shafts that are over catwalks (or have no support under
them) and HANG out of the shaft, which will allow them to safely hide while George
passes over them. However, if they are hanging for more than 10 seconds, they will lose
their grip, and fall. If they are not over a catwalk, they will fall to their death.
If Decayed George finds the player in the vents, he will grab them and bang their head into the
vent “floor”, resulting in a game over.
Once the player reaches the Chief Executive Office, they will be able to open the vent grate
under them and drop down into the office. The Chief Executive Office will look like this.
Lore Easter Egg: On a table in the Chief Executive Office will be a stapled packet with
this on it.
[An objective appears on screen (top center), reading: “Find more confidential evidence.
Look through file cabinets.”.]
There will be a file cabinet in the Chief Executive Office, consisting of 6 drawers total (3 on each
side). Most of the drawers will be completely empty or have nothing important in them, aside
from one, which will have another flash drive. Tape will be on the flash drive, with “Jolly
Goodtime & George Goodtime Tests (CONFIDENTIAL)” written on it.
Once the player grabs that flash drive, Theo will take out his computer and set it up on the floor,
then plug the flash drive into the computer.
A file will load onto the laptop screen, with three videos, titled:
George_Goodtime_Testing.mvi
Jolly_Goodtime_Testing.mvi
WORKERMURDERED(CONCEALED).mvi.
VHS SCRIPT:
Each VHS tape will look similar to the VHS teaser from Phase 2 (11-10-17)
(11
aesthetic/appearance-wise.
wise. The player can fast forward using the right arrow key. They cannot
rewind.
“JOLLY ENTERTAINMENT
George Goodtime 01: Single Show Stage – Song”
The screen will show George Goodtime on a show stage with red curtains around it. George
Goodtime is standing in front of a vintage microphone, in the middle of the song “Sou
“Southern
Nights” by Glen Campbell. A spotlight is shining down on him. We watch this from a centered
angle.
GEORGE GOODTIME
Southern nights. Have you ever felt a Southern Night? Free as a breeze,
not to mention the trees, whistlin’ tunes that you know and
and love so.
Southern nights. Just as good even when closed your eyes. I apologize.
To anyone who can truly say. That he has found a better way. Southern
skies. Have you ever noticed Southern skies? Its precious beauty lies just
beyond the eye. It goes runni
running
ng through your soul like the stories told of
old. Old man. He and his dog they walk the old land. Every flower
touched his cold hand as he slowly walked by weeping willows would cry
for joy, joy.
The camera stutters and statics for a second, then comes back at a grander part of the
interlude, George Goodtime begins to sing again:
GEORGE GOODTIME
La-da-da-da
da-da. Da-la-da-da-da-da. Da-da-da-da-da-da. da. Da-da-da,
Da da-
da-da.
da. Mysrery. Like this an dmany others in the trees. Blow in the night
in the Souther
Southernn skies. Southern nights. They feel so good it’s a frightening
wish I could. Stop this world from the fighting. Da-da-da-da
Da da-da. Da-da-da-
da-
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, rreading:
“JOLLY ENTERTAINMENT
George Goodtime 02: Shared Show Stage – Song & Interaction”
The screen will show Jolly and George Goodtime on the same show stage, standing next to
each other. They are harmonizing and singing the song “Trick or Treat” by the Mellomen. We
watch this from a centered angle.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
George Goodtime 03: Reaction & Interaction”
The screen will show George Goodtime standing on stage with five children (three boys and two
girls). They are in a circle, spinning, singing “Ring Around the Rosie”.
GEORGE GOODTIME
What can we do now?
LITTLE BOY
I wanna play Duck-Duck-Goose!
GEORGE GOODTIME
Does everybody else want to play Duck-Duck-Goose?
GEORGE GOODTIME
Okay! Everyone get in a circle then.
The children line up in a circle. George Goodtime stands on the outside of the circle and
touches each of the kids' heads as he passes them.
GEORGE GOODTIME
Duck, duck, duck, goo-
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
George Goodtime 04: Experiment 01 (Interactive)”
The screen shows George Goodtime in a concrete hallway. We are watching the tape from a
head strap camera that has been placed on a child’s head. Two other children are there: one
boy, one girl.
GEORGE GOODTIME
Okay, let’s play hide and seek! I’ll count and you guys go hide.
George Goodtime starts counting, and the camera runs away from him. His counting becomes
distant. The kid’s panting is audible.
The concrete area seems to be a facility basement, nothing that has been seen before. The kid
hides behind a corner in a crate. He keeps the top of the crate open so he can see the area.
All we can see is a dark corridor going down a hall and a white light coming from the right side
of the dark corridor, leading to a different hall.
The camera flickers in and out with static for a second, then goes completely to static. Six
seconds pass. The camera comes back on, showing the exact same visual. Suddenly, crying
can be heard.
The little girl’s silhouette suddenly appears in the white light, accompanied by George’s. George
Goodtime picks the girl up and throws her against the wall, leaving a huge blood stain. She
screams as this happens. She collapses on the concrete floor. The breathing of the kid
recording gets louder and more flustered.
George Goodtime walks into the shot and stares at her body. The kid whimpers.
George Goodtime looks over to the camera. He rushes toward the camera and opens the crate
completely. The recording kid screams. George Goodtime grabs the kid’s head and bangs it into
the crate twice. We watch the camera record blood pouring down the crate and onto the floor.
The camera cuts off, turning into static. It cuts to black shortly after.
White text appears on the screen, reading:
“End of tape.”
Static for a few seconds, then a black screen.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly Goodtime 01: Single Show Stage – Song”
The screen will show Jolly Goodtime on a show stage with black and yellow curtains around it.
Jolly is standing in front of a vintage microphone, singing the song “Anything Goes” by Cole
Porter. A spotlight is shining down on him. We watch this from a centered angle.
We will watch the entire performance.
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly Goodtime 02: Reaction & Interaction (Composure Experiment)”
JOLLY GOODTIME
Hi. I’m Jolly Goodtime, and this is…
LITTLE GIRL
Emma!
JOLLY GOODTIME
Today on the “Goodtimes” after-show,
a show, we’re going to be teaching you all
how to make cookies.
LITTLE GIRL
But not just any cookies.
JOLLY GOODTIME
Chocolate chip cookies.
They both walk over to a cookbook on the counter. A large glass bowl, a mixer, white and brown
sugar, flour,
our, a stick of butter, milk, a bag of chocolate chips, and a baking pan is already on the
counter next to the stove. We watch this from a centered angle.
JOLLY GOODTIME
Why don’t you read off the ingredients for me, Emma. I’ll make sure we
have everything here.
Emma reads off the ingredients while Jolly points to each named ingredient. He stops pointing
when there are no more ingredients left to point to.
LITTLE GIRL
We need a bowl, a mixer, a baking pan, “granalated” white sugar, brown
sugar, one stick of butter, 2% milk, chocolate chips, a ½ measuring cup, a
¼ measuring cup, and a full measuring cup, and three eggs.
The little girl is getting the ingredients while Jolly gets the materials.
JOLLY GOODTIME
Seems like we’re still missing a few ingredients. Any idea where they
would be?
LITTLE GIRL
Well, the eggs would probably be in the fridge, and the measuring cups
might be in the drawers. That’s where my dad keeps them at home!
JOLLY GOODTIME
Good job. How about you go grab the egg carton from the refridgerator,
and I’ll grab the measuring cups.
The little girl walks to a fridge and Jolly leaves to walk to a drawer. The screen cuts out for a
second with a beep, then cuts back on immediately after.
Jolly Goodtime and the little girl are now back at the counter, with all of the ingredients.
JOLLY GOODTIME
Can we start making the cookies?
LITTLE GIRL
I think so! The book says we need to put flour, a cup of butter, white
sugar, and brown sugar into the bowl, then add eggs.
The Jolly Goodtime gives the little girl the measuring cup and she drags it through a bag full of
flour. She pulls it out, and some of the flour shoots off of the cup and lands on the Jolly
Goodtime’s arm, which is resting on the counter.
LITTLE GIRL
Oops! Haha! I got some on your ar-
As she says this, Jolly turns to face the girl, almost in a sort of comedic fashion. The screen cuts
out for a second, then cuts back on immediately after.
The little girl is dead, her face is completely bitten and beaten in, leaving nothing but stringy red
flesh and trypophobic holes around the perimeter of the large hole in her face. She is laying in
her own blood, leaned over the stove, facing the camera.
Jolly Goodtime is walking around the kitchen, stained with blood, putting everything away. Music
is still playing!
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly 03: Experiment 01: Scent Release/Luring Mechanism”
The screen will show Jolly Goodtime in a concrete room, looking down. We watch this from a
centered angle.
Jolly Goodtime nods. He shifts for a second, then workers around the room exclaim in
amazement.
Jolly Goodtime shifts again, then workers around the room exclaim in amazement.
Jolly Goodtime shifts for a second. The workers exclaim in amazement as Jolly speaks:
The recording ends, going to static for a few seconds before cutting to black.
White text appears on the screen, reading:
“JOLLY ENTERTAINMENT
Jolly 04: Explanation: Facial Recognition Database”
The camera opens up to facing Jolly Goodtime from the back of his head, one of his antenna
has been taken off, and Kevin Johnson is holding it. Steven Mills is standing next to him. Wires
are still connected between the antenna and Jolly’s head.
STEVE MILLS
Same as all the other Goodtimes, Jolly has a facial recognition logger
located in the spatial antenna at the top of his head. It connects to the
camera in his eye that allows him to scan all of the faces in his
surroundings at high speeds. Jolly, as well as the other Goodtimes, will
take account of every single face he sees in the day from any
perspective, and to optimize the robots’ storage, that data will be
automatically drained into our database at the J.E.C.H. at 11PM, an hour
before he goes into security mode for the night. At midnight, the
Goodtimes uploading should have finished, and they will go the next 23
hours scanning every single face they see.
CAMERAMAN
What happens to all of the faces that were drained to the database?
KEVIN JOHNSON
They’ll stay in the database for the Goodtimes to access whenever
necessary. If they have seen this face before, the system will identify it as
a match and automatically take it from our database to mark it as “Known
and Safe” for the Goodtimes.
CAMERAMAN
“Known and safe”?
KEVIN JOHNSON
Yes, unless the Goodtime has a reason to target a person they see as a
threat, or unless a face in our database has manually been targeted as a
threat, for any reason, then the Goodtimes will mark familiar faces as
“Known and safe”.
CAMERAMAN
Got it, got it.
Camera flickers for a second.
KEVIN JOHNSON
Using our computers-
The camera pans over to a man on the computers. Attentive players will notice that the only
online computer has a bunch of photos from Theo’s Instagram that are being logged into a
database, along with his name, phone numbers, and address. The word “Dangerous Threat” is
typed out in red on the screen as well.
STEVE MILLS
As far as locking goes, though, the same can and will be said for threats.
We can lock someone’s facial identity as a threat into the Goodtimes’
database and keep it there for a duration of three months. Whenever they
see that person, they will automatically switch into their security mode,
and will do their best to apprehend them. Their methods will differ
depending on if there are children around.
KEVIN JOHNSON
If a threat is captured by a single Goodtime animatronic, whichever robot
identified it will immediately send that message out to all active robots so
that they are all aware that a threat is in the proximity. Depending on how
the threat is labeled depends on whether or not they take immediate
action. For example-
The camera pans down quickly to Jolly Goodtime, who has moved in his seat and is now slightly
turned to face the three men behind him.
CAMERAMAN
Is he supposed to do that?
Jolly looks at the camera. The camera feed starts to flicker and go grainy.
KEVIN JOHNSON
Is your camera digital?
CAMERAMAN
Yeah, why-
KEVIN JOHNSON
Turn it off.
The VHS tapes will end, and that is all that the player will be able to view on Wednesday.
THEO MURPHY
I’ll work on that later.
Once the player finishes the tapes, a new objective will appear on the screen, reading:
[An objective appears on screen (top center), reading: “Get out of the Workshop &
Factory.”.]
The player can exit the Chief Executive Office through the main door. On the door, there will be
a sign that reads: “DOOR LOCKED FROM OUTSIDE”.
The player can make their way from the Chief Executive Office to the elevator, and unless they
roam, they shouldn’t have any problems or encounter Decayed Jolly or George.
[An objective appears on screen (top center), reading: “Exit the Facility.”.]
The player must navigate themselves out of the facility, back to the ga
garage
rage they entered
through. There will be no threats on the ground floor.
The sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black, ending the night.
If the player selected YES on Wednesday but selected NO earlier in the game (or vise
vise-versa),
they are only able to achieve the Limbo Ending.
[UPDATED]
Text will appear on the screen, reading: “You are not out of harm’s way yet. The animatronics
can still roam around the ground floor. Exploring the facility may result in one finding you, and if
you are spotted, you must flash your light at the animatronic and get out of sight before it gets
its bearings.”
The player must navigate themselves out of the facility, back to the garage they entered
through. Tweetie Goodtime and Maxie Goodtime will be skulking around the facility, their
eyes shining through the darkness. The player must avoid them as they make their way toward
the exit, and if they spot the player, they must run away and hide. The Goodtime animatronics
can be ANYWHERE on the ground floor.
Same as in the office, if the player flashes their light at an animatronic, the animatronic will try to
stare into the light for as long as possible (between 2 and 10 seconds) before flinching and
looking away, which will give the player time to run out of sight.
Once the player reaches the garage they entered through, they are free and out of harm’s way.
The
he sun has only slightly risen on the player’s way back. Once the player reaches the beach
house, the screen fades to black.
It is once again Jack Carson’s apparition, standing at the foot of the player’s bed, staring at
them, wide eyed.
This is the dream sequence for the night. Just staring. Staring for an unsettlingly long time. Four
minutes, to be exact.
The title animation for “Friday” will begin, initiating the next day and ending the after
after-shift
sequence.
THURSDAY #2 (Night 5)
WHAT OCCURS ON THIS NIGHT IS ONLY POSSIBLE IF THE PLAYER HAS ACHIEVED
THE COWARD’S ENDING (THEY NEVER GOT FOOTAGE AT ALL THROUGHOUT THE
ENTIRE GAME).
Theo walks up to the door, slowly. As he passes the kitchen, He looks into the it and notices the
garage door is open, and the Antonette is missing.
THEO MURPHY
Hello?
Silence.
THEO MURPHY
Who-who is it?
UNKNOWN PERSON
It’s Jack.
UNKNOWN PERSON
Please. Let me in.
Theo runs up to the door. He hesitates for a second, then cracks it open.
Jolly Goodtime is standing outside the door. As Theo opens the door, his eyes switch into
hostile mode and he grips the door, trying to force it open. Theo fights back and shuts it. Jolly
continues to pound and beat on the door.
He beats on it for a few more seconds, then all of a sudden, stops. Departing footsteps…
[An objective appears on center screen, reading: “You’re surrounded. Repair the car in the
garage to make your escape.”]
To get rid of Tal, you have to open and slam a different door in the house to distract him. It
needs to be out of his line of sight, though. If Tal is looking into the house for too long, he will
break the glass and enter the house, resulting in game over.”
An unsettling droning sound will play whenever Tal is staring into the house.
[A command appears on center screen, reading: “Enter the car. Click the car door to enter
the car.”]
The player must walk up to the car and click the car door to open the driver’s-side door and sit
down in the seat.
[A command appears on center screen, reading: “Click the car door to exit the car.”]
The car will be missing the steering wheel, the gear stick, the interior rearview mirror, and the
turn signal indicator.
For the entirety of the level, there will be five boxes at the top of the screen, each with faded
images of the missing car components (including the car key). Once the missing component has
been found, the image of it will no longer appear faded and it can be inserted into the car. The
components can be inserted into the car by the player clicking the box with component and
clicking the component’s correct place in the car.
In the car, commands will be (and stay) at the bottom-left of the screen, reading: CTRL to flash
or flicker headlights.
If George or Maxie Goodtime get to the other side of the gate, they will attack the player when
they walk over to the car, using the same jumpscare animation as in the main office, resulting in
game over.
While sitting in the car, the player will encounter random hallucinations of:
- The Crusher (from Jolly 3) crushing down on the hood of the car for a few seconds,
before disappearing (can happen at any time, RNG).
- Seeing the corpse of Jack Carson sitting in the backseat, staring at the player (when the
player first puts in their interior rearview mirror). He will have flies and ants on him, and
his eyes will be a dead white. THIS SHOULD BE A JUMPSCARE. Comment [5]: If the player doesn't see this on
- Being able to see the corpse of Jack Carson standing on the other side of the fence, their first go-round, when they die, they should
have an 100% chance of seeing it on their
eerily smiling at the player (when the player flashes the car lights). second go-round. After that, it's just random
These hallucinations become more frequent as the player progresses. chance if they see it.
When the player exits the car, they will be instructed to enter the kitchen.
The lights are off in the kitchen, but the room is illuminated by a lamp on the counter and a lamp
that is in the adjacent living room. Moonlight also shines in from the doors leading to the porch.
In the center of the room is a circular table with a red tablecloth over it. On both sides of the
table are two chairs. Behind the table (center back) is a small square shelf with a record player
on top of it. On the first (and only) shelf is a box with other records in it.
The rest of the kitchen will be one long counter, stretching from the garage door all the way to
the front door. Cabinets will be above the counter.
Text will appear on the screen, reading: “The Antonette will attempt to steal and relocate the
missing car parts and will put them in places where they are significantly harder to find. Flash
your light at it to get it to run away. Flashing it too many times may cause it to get angry, and if it
shows any signs of anger, it is in your best interest to hide. You can hide under the table in the
kitchen, or in the shower in the bathroom.
The player can go all around the house now, and the missing car parts can be anywhere,
including in the player’s bedroom, the bathroom, the lounge room, the living room, and even
cabinets and drawers in the kitchen.
The player can only flash the Antonette two or three times before it becomes angry. The player
must hide under the table or hide in the bathroom when it does. From on top of the table, the
Antonette will put its head under the table and the player must pull the tablecloth down over its
eyes to keep it from seeing them.
In the bathroom, the player must hide in the shower while the Antonette scans the room. If it
spots the player, they must pull the shower curtain in front of their face. If the player does not
pull down the tablecloth/shower curtain or if the player tries to leave the kitchen (or stay out in
the open) instead of hiding the Antonette will jump onto the player with its mask off and try to eat
the player alive, resulting in game over. The player has five seconds to hide before the
Antonette attacks them.
In the kitchen (if the player is coming up from under the table or re-entering the kitchen), the
player can see a hallucination of Jack Carson’s limp body sitting in a chair at the table, laying
atop the table with his face beaten in (like in the Tuesday dream sequence). The light over the
table will be on during this hallucination, and after being seen, Jack’s body will slide off of the
other (unseen) side of the table and land with a thud, while the light flickers back out.
[An objective appears on screen (top center), reading: “Collect the missing car components
and insert them into the car.”]
[A command appears on center screen, reading: “Click the door to exit the kitchen.”]
The first thing the player should do is find all of the missing car components. the player grabs
one, the Antonette will relocate the others. This is a layout of the house, the animatronics, and
the relocation points for each of the car components.
The car components can appear in any hiding place in the house and will relocate at any time.
They will all always be in a different place at the start of the level and will never be close to or in
the same place by the end of the level. Standing in front of a component will also prevent the
Antonette from reaching it. However, if the Antonette already has it, it will quickly crawl out of
the hiding spot when the player approaches.
The player must gather all of the car components and put them in the car, while making sure
George and Maxie Goodtime don’t get over the gate and Jolly and Tal Goodtime don’t break
through the windows. Once they have done that, they will be instructed to find the car key.
[An objective appears on screen (top center), reading: “Find the car key.”]
The objective will not pop up if the player has already found the key. The key is located under
the table in the kitchen. If the player puts their mouse at the top of the screen, they will be able
to look up and see the car key taped to the underside of the tabletop. Now mad that the car
components are gone, the Antonette will knock on the windows and doors to get Jolly and Tal
Goodtime’s attention, causing them to become more aggressive. The player must flash the
Antonette to get it to calm down. It will get angry each time and the player will still have to hide.
When the key is found, they will not have to put it in the car. Having the key is fine.
[An objective appears on screen (top center), reading: “Unlock the gate.”]
While looking for the car components, the player will randomly find the code that unlocks the
gate. It is a slip of paper with four different color squares on it, in the order: white, red, purple,
blue. This can be found in a drawer in the kitchen, on the sofa, or on the player’s nightstand in
their bedroom.
The player must do that last because George or Maxie will enter the garage if the gate
opens before the other tasks are completed.
The player must enter the car. The door to the kitchen is now closed. When they enter, Theo will
noticeably throw the flashlight into the passenger seat glovebox.
CUTSCENE OCCURS
The car will immediately start, and Theo will start driving out of the garage, pa
past
st the gate.
George and Maxie will be nowhere to be found.
Theo starts to head toward the forest but doesn’t get very far. Tal jumps in front of the
windshield, startling Theo. He screams, and jolts the wheel for a second. Tal bangs his hand
into the windshield
dshield and punctures the glass, then tries to grab at Theo, then grabs and takes
hold of the steering wheel. Unable to see, Theo jolts to the right.
Thrown off balance, Tal slides off of the car and the car runs over his head (this can be seen on
the driver
river side mirror). A thumping and cracking sound can be heard as this occurs. This
incident has caused Tal’s top faceplating and “entertainment eyes” to detach from his head.
The car, still in motion, drives into a tree, and the airbag deploys. The scr
screen
een cuts to black, and
the player falls into the final dream sequence.
!!!
The title animation for “Friday” will begin, initiating the next day.
FRIDAY #1 (Night 6)
THIS NIGHT SEQUENCE ONLY OCCURS IF THE PLAYER HAS ACHIEVED THE LIMBO
ENDING (THEY HAVE RETRIEVED FOOTAGE ON SOME NIGHTS, BUT NOT ALL)
The player will walk to the facility. Unless they stop, the walk should take no more than forty-
five seconds.
The player reaches the facility, coming across three small metal garage doors again. They must
click and hold a lever on the side of the garage, which allows it to open. Taking the mouse off
the lever causes the garage to stop where it is. The garage must be completely open before the
player walks in. The player can now walk through the garage and into the facility.
[UPDATED]
The player must navigate through the facility, to the elevator. Jolly Goodtime is active, and the
player must avoid him while making their way to the elevator.
The elevator is in the center of the facility. Once the player reaches it, they can click the UP
button and the elevator will immediately open. If the player didn’t experience the Antonette
easter egg, they have the chance to experience it now.
[UPDATED]
The moment 1 AM hits, Kevin Johnson will call the player.
pl
THEO MURPHY
Hey, Mr. Johnson.
THEO MURPHY
Sir? I’m not really sure what you’re talking about.
Silence.
AUTOMATED VOICE:
Security machines activated. All security machines please make your way
to the second floor surveillance office.
[UPDATED]
The Decayed Animatronics will be added to the final night. Here are their mechanics:
● DECAYED MAXIE: She will follow the same route as Tweetie Goodtime and will follow
the route of Maxie Goodtime. She can appear in the office or in the vent system.
● DECAYED GEORGE: He will follow the same route as George Goodtime. He can
appear in the office or in the vent system.
● DECAYED TWEETIE: She will appear in one of the four doorways at random, making a
mechanical audio cue when she approaches. She will pause in the doorway for a few
seconds, then walk into the room. She will walk around the front of the desk, then leave
through one of the two doors at the front of the office (or the door in the other corridor)
The player must stop what they’re doing while Tweetie is in the room, for any sound they
make will result in a game over.
● DECAYED JOLLY: He will follow the same type of route as Jolly Goodtime, however the
player must close the door when they see Decayed Jolly standing behind the doorway
(his eyes will be lit up). If the player neglects to close the door, Decayed Jolly will stand
in the doorway, preventing it from closing. Any animatronic is now able to enter the office
through that doorway.
● ANTONETTE: A hallucination, only there to scare and distract the player. Occasionally,
the Antonette will appear on the cameras with the back of its head filling the camera.
The player only has a short amount of time to turn off their monitor or change cameras
before the camera footage begins to rise in contrast as the Antonette quickly turns to
face the camera. If the player does not react fast enough, the Antonette will cut off the
camera for the rest of the night. It will only appear once every hour.
ALL OF THE DECAYED ANIMATRONICS CAN APPEAR AT THE FOUR DOORS IN THE
OFFICE.
Aside from Decayed Tweetie, if the Decayed Animatronics appear at one of the doors or in the
hallway leading to a door, the player must close the door immediately and should not flash the
animatronic with their light. They will be grabbed and attacked immediately if they flash their
light at a Decayed Animatronic.
NOTE: The player should be able to see a full animation of George/Maxie banging on a vent
until its pushed open, resulting in the vent shaft opening falling to the ground with a clanging
sound. The player would then see George/Maxie climb out of the vent, then run to attack
them/grab the player.
Everything in the facility shuts down at 6 AM, including the first floor (aside from dim overhead
emergency lights).
AUTOMATED VOICE
Restoring oxygen and temperature level on all floors, autopiloting for six
hours.
Any insanity caused by lack of oxygen has now gone away. [AUTOMATIC] Theo turns around
and walks to the elevator, opening it, and entering it. Theo then hits the button reading “Ground
Floor”.
[An objective appears on screen (top center), reading: “Exit the Facility.”.]
The player must navigate themselves out of the facility, back to the garage they entered
through.
“The
The Limbo Ending. #/3 Endings.
Could you have done more? Maybe a bit less?”
This lets the player know there are more endings to still be discovered and hints to what the
player has to do to achieve those endings.
FRIDAY #2 (Night 6)
THIS NIGHT SEQUENCE ONLY OCCURS IF THE PLAYER HAS ACHIEVED THE
DEFINITIVE ENDING (THEY HAVE RETRIEVED FOOTAGE ON ALL NIGHTS)
The player is facing a wooden staircase that leads off of the cliff, toward the beach.
The player must walk down the long staircase and toward the beach.
The player must walk onto the cargo ship, through the loading dock. The player walks up to an
industrial door (they have to click it to open it) and can walk through.
When the player goes through either one of the industrial doors (they will have a loud slam),
they will find a single staircase leading downward to the surveillance office. A bright lightbulb
illuminates the top of the staircase, but the bottom of the staircase is pitch black.
At the bottom of the staircase is a medium-small room with two doorless doorways on either
side and a short hallway, leading to the cargo area, which is locked off. In the center of the room
is a hole with a ladder, leading to a lower part of the ship.
Once they’ve gone down the ladder, the player can go down the hall and down the stairs to get
to their station. The player’s station is a short corridor branching off into two rooms, both of
which have watertight stainless steel doors at their entry, with a circular window (exactly like
this). The door to enter the corridor is another watertight door, but with a different design.
Looking like this, the entrance door to the corridor can be locked shut by a wheel, which is on
both sides of the door.
The player’s station will look like this (highlighted area, the rest is just halls) click on
rooms/halls with a blue outline to see what they should look like).
When the player reaches their station, it will be dimly illuminated by lowlit, flickering compact
fluorescent lightbulbs that can be found in the three areas in the Station. Theo will automatically
walk into the Worker’s Quarters then set up his computer on the table, plugging it into a low
outlet on the wall. He then sits down in front of the computer and opens his application as the
captain speaks on the ship’s speaker system:
The ship takes off and starts moving out to sea. Once the player enters their “station” for the
night, they will receive a call from Kevin Johnson. Theo answers automatically.
THEO MURPHY
Mr. Johnson?
KEVIN JOHNSON (O.S., over phone)
Just checking to make sure you’re up and ready.
THEO MURPHY
Yep, you don’t need to worry about me. I’m already here at my station.
THEO MURPHY
Go ahead, boss.
A scraping sound in front of him. Theo automatically turns on his light, shining it into a corner on
the ceiling. The Antonette is clinging to the wall. It runs through the passage door, into the hall
and out of sight, into the darkness.
Fearfully, Theo backs up, and then he backs into something. He can hear coarse, labored
breathing. Theo slowly turns around, to reveal Eric Smith (Withered Jolly), staring directly at the
player. Theo screams and backs into a corner at the end of the chamber, cowering and falling to
his knees.
Eric Smith slowly slinks back through the door at the front of the chamber, shutting it.
The player will face off against Eric Smith and Antonette for the final night.
In the Worker’s Quarters, the player will download the final footage file
(“WORKERMURDERED(CONCEALED).mvi) from the computer located on the table in front of
them. When the player clicks this file to start downloading it, a notification will appear on their
laptop, reading “This file is heavily encrypted and cannot be pre-searched. Viruses will need to
be checked manually at 50% in order to ensure the safety of your computer.”.
The file will load very slowly, and its progress will pause at 50% completion until the player
completes a virus scan, which will take two minutes. The virus scan must be completed
manually, so the scan will not occur until the player clicks the screen to initiate it.
If the player is away from their computer while the file is loading, it may turn off due to inactivity,
so it is best (and the loading time goes faster) if the player stays at their computer for as long as
they can.
Also located in the Worker’s Quarters is another watertight door with the same wheel-handle as
the door at the entrance to the Station Corridor. Toward the top of the door is a rectangular slit
that the player can look through (also shining their light through the slit) to see if Eric/Jolly is
close.
On the back wall of the Station Corridor is a digital panel, which looks like this. The panel allows
the player to spray gas into either the Worker’s Quarters or the Drainage Room in the event of a
threat hiding in there. However, the pipes in the Station Corridor will also spray gas when gas is
being sprayed into the selected room. When gas is spraying the compact fluorescent lightbulb
(which is not turned on) in the selected area will strobe a bright white light as gas fills the
selected room and the Station Corridor. The strobing will stop once all the gas has been
sprayed. Once the player sprays gas, it will take a while for the pipes to refill, so they
should not do it unnecessarily.
The gas panel is connected by a cord that runs along the floor of the Station Corridor, plugging
into an outlet on the wall somewhere close to the door.
On the other side of the Station Corridor is the Drainage Room, a small room with pipes all over
the walls and three levers, one on each wall. These levers control the drain system for the
Worker’s Quarter’s, the Station Corridor, and the Drainage Room (there will be signs over each
lever).
If the player notices that water is filling up on the floor in a certain room, they need to go to the
Drainage Room immediately and pull the lever for the area that is flooding. The compact
fluorescent lightbulb in the selected area will shine a blue color, then the player will hear the
sound of water going through a drain, and the area will be clear and the light will turn off. If the
player does not drain a flooding area such as the Station Corridor or the Worker’s Quarters, and
the water reaches a certain height to where it is level with one of the outlets in the area, it will
cause a power outage in that room, either shutting off the player’s computer for good (Worker’s
Quarters), ending their run, or shutting off the gas panel (Station Corridor), leaving the player
defenseless. The player should not use the drainage levers unnecessarily, because they
all go out of commission and regenerate power for a while once one lever is pulled.
This should be a very difficult night, and the main survival mechanics will be completely
new to the player.
To survive, the player must keep their ears open and an eye on the entryway door in the Station
Corridor. Eric/Jolly will occasionally come to the door at the end of the hall and start to unwind
the wheel keeping the door shut, and the player must get to the door and hold it before Eric/Jolly
fully unwinds the door and gets in. Eric/Jolly will eventually give up, and the player can wind the
handle on the door back up until it’s fully locked.
The ship going through choppy water or big waves can cause the wheel on the door to
loosen a bit, so the player may occasionally want to check it.
The player can only stop him so many times before Jolly eventually speeds up his unwinding
time and unlocks the door completely. When this happens, the door will slam open, pushing the
player back. The player’s flashlight will go out, and they will need to turn it back on as fast as
they can to see which room Eric/Jolly is running into to hide. They will be able to see his figure
run into a room for a split second.
If the player is not in the hallway when Eric/Jolly opens the door, Jolly will run into the room they
are in and kill the player.
On the gas panel behind them, the player will need to cue a Gas Cleanse in the room Eric/Jolly
is hiding in, then use the 5 second countdown to run to the room Eric/Jolly is not hiding in and
shut the door. The gas will carry out into the hallway, which can be deadly for the player if they
are in the hall while the gas is spraying. The first time they stay in the hallway, their vision will
become extremely blurry and won't clear up. The second time, the player will suffocate.
If the player hides in the same room as Eric/Jolly, when the gas sprays and the lights flash, a
reflection of Theo can be seen in the glass door, with Eric/Jolly eerily standing behind them,
turning his head toward the player. The player immediately turns around, and Eric/Jolly kills the
player.
The Antonette works differently, and is much easier to deal with. Antonette will hide any of the
three rooms in the station, on both the floor, or on the walls, in a corner toward the ceiling
(including the Worker’s Quarters if the player is not currently in there). Before exiting or entering
a room, the player must look around for the Antonette and flash their light at it to make it go
away, back into a vent (each room has a vent shaft in the ceiling). If the player leaves a room
without deterring the Antonette, it will attack and kill them.
Sometimes, the player can kill two birds with one stone if the Antonette spawns in when the
player is cueing a gas cleanse. If the Antonette is hit with gas, it will immediately retreat to the
vents.
The player can unlock the entryway door in the Station Corridor to peer into the hallway (both
directions). If the player catches Eric/Jolly peering around a corner or standing on the stairs, he
will walk out of sight. This will keep him away from the door for up to 2 minutes, but right as
those two minutes are up, he will come to the door and WILL break into the room, forcing the
player to do a gas cleanse.
IMPORTANT: This final night will operate in stages, getting increasingly more difficult as
the level progresses. The stages are determined by the downloaded percentage of the
final footage file:
● STAGE ONE (0% to 25%) - Antonette is the only attacker, the watertight door in the
station corridor slightly loosens. The player can unlock the entryway door in the Station
Corridor to peer into the hallway (both directions) and look out for Eric, but he will never
attack or come to the door.
○ Antonette AI raises as the stage progresses.
● STAGE TWO (25% to 50%) - Eric starts coming to the door (attempting to unwind the
lock on the door) and also attacks the player (entering the Station), forcing the player to
finally use the gas panel in the Station Corridor. Antonette is still an active threat.
○ Drainage Room “activates” at 40% (very low AI, barely a problem, sometimes
can activate at 15%)
○ Drainage Room, Antonette, and Eric’s AI raise as the stage progresses.
● STAGE THREE (50% to 75%) - Same as Stage Two, but the Drainage Room becomes
much more of a problem, and the lights go out, meaning the player can only rely on their
flashlight to see where everything is and if the door is close to opening.
○ Between 75% and 79% percent, a pipe in the Station Corridor will burst, and start
to spray water into the corridor.
○ Drainage Room, Antonette and Eric’s AI raise as the stage progresses.
● STAGE FOUR (75% to 100%) - The ship starts going through rocky waters, which
causes the watertight door to loosen and/or randomly open every single time a wave
crashes into the ship. This will confuse the player and/or allow easier entry for Eric. This
also means that leaks and flooding is much more of a problem. Pipes in the Drainage
Room will start to burst, spraying water or gas, indicating that the player is in the final
stage.
○ Drainage Room, Antonette and Eric’s AI raise as the stage progresses.
The player must survive until all of the footage is downloaded in order to end the level. It should
take twelve minutes if the player is doing what they need to do. When the player succeeds,
Theo turns to the computer and takes out the flash drive and packs up his computer.
[An objective appears on screen (top center), reading: “Escape. Go above deck.”.]
The player must leave and make their way back through the ship.
As they reach the ladder and start to climb, something pulls them down. Theo automatically
looks down, and sees Eric/Jolly grabbing Theo by the foot. Theo kicks him in the face and runs.
Theo takes a wrong turn and ends up at the bottom of the short staircase which has the locked
door that would lead to the cargo area. Eric is at the top of the staircase. He walks down the
stairs, as Theo desperately tries at the door. Before he knows it, Jolly is right in front of him, he
slowly raises his arm, prepared to choke the player.
He grabs the player and pushes them against the door, choking them. He slams them into the
door once, then again. After this slam, a cracking sound can be heard. Theo looks slightly
behind him, and notices that the window on the door is cracking. Eric slams him again, another,
much larger crack. One more time, and the window shatters. Theo kicks Eric in the skull and
falls through the window, landing on a stairway platform, leading down into the Cargo Area. Eric
starts reaching into the window, trying the doorknob from the inside, then starts breaking down
the door.
Theo is now in the Cargo Area. This is the final stage. Theo hides behind a cargo lift as Eric
struggles to break down the door. As he finally does, Theo makes eyes with a large, towering
cargo shelf. He runs over to it, noticing Eric running down the hall. Theo kicks it, again, and
again, nothing. Eric is closing in.
THEO MURPHY
Fuck it.
Theo grabs the cargo shelf by its pole, and heaves it forward, once, then again, and it comes
timbering down, falling to the right. It crashes into the cargo shelf next to it, and both of them
begin to collapse, with the full first cargo shelf and half of the the second impacted cargo shelf
crashing down directly on Eric right before he reaches Theo, crushing his lower body.
Theo leans down to examine Eric, and as he does, a piece of cargo comes sliding off the
second-impacted shelf (to the right of Theo). Seeing it fall directly over him, Theo just barely
gets out of the way and the cargo crashes down onto Eric’s skull, crushing it, and causing blood
to shoot everywhere.
Theo automatically walks up the stairs. The worker leads Theo to the stairwell leading above
deck.
WORKER
We’re gonna dock for a second.
The player walks upstairs and onto the deck of the cargo ship. It is pitch black outside, but the
ocean is calming. As the player comes onto the dock, multiple other workers exclaim in the near
distance, things such as, “Holy shit, is he okay?”, “What was that?”, “Did you kill it?”, “Hey man,
are you okay?”.
Theo just looks out at the sea, the sun rising just slightly over the ocean.
THEO MURPHY
It’s done, Jack. It’s all over I promise.
We detach from his vision and turn to face him. He stares out onto the sea for a few more
seconds, then breaks down, crying.
“JOLLY 4” appears in the center of the screen, and stays for about five seconds before the
camera starts to slowly pan backward. Theo continues to break down, crying even more as a
eulogy commences:
Throughout the credits we can hear Theo cry out sentences like “I’m sorry. I’m so sorry.”, “I miss
you, man”, “Oh, Jack, oh my God”.
The credits will roll to a calm but sinister and foreboding soundtrack as the player looks at the
dark and endless sea in front of them. At the end of the credits, text will appe
appear
ar on screen,
reading:
“The
The Definitive Ending. #/3 Endings.
You did everything you needed to do. What would have happened if you did less?”
This lets the player know there are more endings to still be discovered and hints to what the
player has to do to achieve those endings.
FRIDAY #3 (Night 6)
THIS NIGHT SEQUENCE ONLY OCCURS IF THE PLAYER HAS ACHIEVED THE
COWARD’S ENDING (THEY HAVE RETRIEVED NONE OF THE FOOTAGE AT ALL)
This level is not time sensitive and will end once the player has found the main road.
THEO MURPHY
Guess I better start walking.
The
he level opens with the player facing a trail with forestry all around it.
If the player looks behind them, they will barely be able to see the facility and will mostly be
facing the landscape that would normally surround the tracks, with the cliff and o ocean behind
them. They will also be able to see their crashed car.
In front of the player is a long trail with forestry all around it. As the level opens, the player will
receive the commands for how to interact.
Text appears on screen: “This is your last resort to escape this area. Walk along the trail until
you reach the main road, then hitchhike until you find a car that will pick you up. Stay wary of
your surroundings. You haven’t slept well in days, and you don’t know where you’re going. The
longer you’re out here, the less sane you’ll become.
If something appears in front of you, hide in the forest around you by looking to your left/right
and clicking the forest to hide. Make sure there isn’t anything lurking in the forest before you
hide.
Because you lost your flashlight in the car crash, you must rely on your phone light to see. Make
sure your battery doesn’t die out.”
The player can only walk forward, deeper into the forest. If they turn around and attempt to walk
back the way they came, they will be unable to. As the player progresses through the forest, it
will get darker (since the player is moving further away from the lights of the facility). This is a
very long and unsettling level.
The moment it reaches complete darkness, the animatronics will begin to activate. Moments
before the forest goes completely dark (with the exception of the player’s flashlight), a deer runs
on screen from the forestry. It stops to turn and look at the player. It stares for a few seconds,
then the Antonette jumps out from the forestry on the left side of the path and tackles the deer
(JUMPSCARE). Both of them collapse and disappear into forestry on the right side of the path,
screaming.
The forest is now dark, only being illuminated by the player’s flashlight, which illuminates the
majority of the path. The moonlight gives the player some light (extremely dim) when their
flashlight is off. With the flashlight on, the player cannot see very far ahead of them.
Because the player has limited battery, it’s best if they keep the flashlight off as much as
possible. If their phone dies, they will no longer have a flashlight and will be stuck in the dark.
Jolly Goodtime will attack the player shortly after, resulting in game over.
JOLLY GOODTIME will run at the player from the darkness at any random point in time. His
first appearance will be him running at the player directly from in front of them from the
darkness. The player must hide behind a tree on the right or left side of the forest, where they
will immediately see Jolly Goodtime running past the forestry. When they do, they will receive a
command telling them to click the trail to return to the main trail. If the player does not move out
of the way, Jolly Goodtime will tackle the player. After running at the player from in front of them,
he will run at them from behind on his next round. The player needs to listen for the sound of
him running to know if they should move out of the way. After that, he will run toward the player
and so on.
If the player tries to flash their light at Jolly, he will switch his hostile eyes to his normal eyes
and jump at the player.
When the player is attacked by Jolly, his game over text will read: “The flashlight trick no
longer works on Jolly. Get out of his way.”
The player must make sure Tweetie Goodtime and/or the Antonette are not lu lurking
rking in the
forestry before hiding in there, or they will be jumpscared by one of them. Tweetie Goodtime
and the Antonette will be lurking in the forestry on either side of the trail (Tweetie is on the right
side, Antonette is on the left). They can switc
switch sides after each waypoint. The player must
shine their light on the animatronic using their phone light.
- TWEETIE will make her presence known by alerting the player with audible footsteps.
When the player turns to see Tweetie Goodtime, she will be staristaring
ng menacingly at the
player behind a tree or bush. She will violently shake and twitch for a few seconds then
run out of view when flashed at.
- THE ANTONETTE will not make any noise to make its presence known. When the
player turns to see the Antonette, it will be reaching for the player and will flinch and
crawl up a tree when flashed at.
The flashlight will flicker out as the animatronic runs away from the light.
If the player hides in the forestry and Tweetie Goodtime is there, Theo will automatically look
left, revealing Tweetie Goodtime standing next to them. Tweetie Goodtime will grab the player
and slam their head into a tree, resulting in game over. If the player
player hides in the forest and the
Antonette is there, it will pull the player deeper into the forestry by their legs, then scream at
them, resulting in game over. Tweetie Goodtime and the Antonette can be on either side of the
forest.
NOTE: Each time they depart from their waypoint, the player will be walking in complete, eerie
silence and darkness, surrounded by a dark abyss. The only thing they can see is the sky, and
ground just barely in front of them. Not enough to see anything significant. They can only see
slightly in front of them with their flashlight, which they need to keep turned off. If the player
keeps the flashlight turned on at all times, it will die b before
efore they reach the cornfield, and
they will be left defenseless. Their flashlight should only be on to check if Jolly is
running at them and to check for Antonette and Tweetie.
WAYPOINT 1
The first waypoint is an outhouse located on the right side of the path. The player can open its
door (click) to look at the inside of it. Inside it looks like regular outhouse, except there is a small
hole in the middle of the back wall of the outhouse, surrounded by red arrows pointing to the
hole from all sides. The player can click on the hole to look into it. If they do, they will be able to
peer at the forestry behind the outhouse. It will look normal. A few seconds after looking in, the
player will hear footsteps approaching from their right. They will stop, and a human eye will
quickly move in front of the other side of the hole, staring at the player. Theo will automatically
stumble back from the outhouse and back onto the main path. There will be the sound of
footsteps again, then they will stop.
[An objective appears on screen (top center), reading: “Continue on the path.”]
The player must press W to continue forward. As they do, while the outhouse is still in view, it
will rumble and shake, accompanied by the sounds of beating and screaming, as if someone
was trapped in the outhouse. Every time the player looks at the outhouse, everything returns to
normal. The beating and screaming stops. When they look away, the sounds will start up again.
Just before they reach the point in the forest where the outhouse would be out of view, it makes
the sound of it falling over into a pile of mush. If the player turns around, they will see the
outhouse on the ground, with blood and guts spilling out of the top of it.
Leaving the waypoint initiates the next phase of the forest level. The player’s footsteps now
slightly echo, echoing enough to give the player the feeling of being followed. In addition to that,
the player’s flashlight will occasionally flicker, dim, or go dead for a few seconds. The same
antagonists are in this phase of the level, with George Goodtime and Maxie Goodtime added in.
After the player passes the midway point of the phase, George Goodtime and Maxie Goodtime
will appear in front of or behind them at random when they are not facing the path or when their
light is off. They will be a short distance from the player. Their footfalls and the sound of
mechanical whirring will be their only audio cue. The player has a short amount of time to shine
their light at the animatronic, then hide in the forest.
- If GEORGE is behind/in front of the player, the player must flicker their flashlight at him.
He will shake and twitch, then shield his eyes like this. The player only has a short
amount of time to hide in the right or left side of the forest. When they do, they will see
an animation of George returning from his flinching position, then surveying the area
before walking out of sight (in the opposite direction the player is hiding in).
- If MAXIE is behind/in front of the player, the player must shine their light on her. She will
shake and twitch, then shield her eyes like this. The player only has a short amount of
time to hide in the right or left side of the forest. When they do, they will see an
animation of Maxie returning from her flinching position, then surveying the area before
walking out of sight (in the opposite direction the player is hiding in).
If the player does not react fast enough to flashing the animatronic or if they don’t hide after they
flash, George or Maxie will grab the player and snap their neck, resulting in game over.
The player must survive the phase while going slightly insane and having to deal with George
Goodtime, Maxie Goodtime, and the rest of the previous animatronics.
WAYPOINT 2
The second waypoint is a telephone booth, situated next to a lake that is located on the right
side of the forest. At each waypoint, nothing can attack the player. It’s also a place where the
player’s sanity will decrease even more after leaving. The player can click on the lake area to
walk there and can turn around and click the main trail to go back.
If the player enters the telephone booth, when they pick up the phone it will just play the dial
tone. If/once the player passes up the telephone booth, the phone inside will ring, compelling
the player to answer it. If the player enters the telephone booth and answers the phone, they will
hear breathing.
THEO MURPHY
Hello?
Breathing…whimpering.
The breathing stops. Then a man screaming and crying. Guttural, gut wrenching screaming that
would make your blood run cold and your heart feel weak. Some words are uttered, such as “Kill
me” and “I just want to die” can be heard throughout the screaming. The screaming lasts for an
unsettlingly long time. The player has to sit through every moment of it.
During the screaming, if the player peers far off into the forest, they can see Jack Carson
standing in the distance with his eyes wide and his mouth wide open, tears streaming down his
face. This visual should look terrifying.
After what feels like forever, the screaming stops abruptly, and an automated voice speaks:
A shadow approaches from the left side, but suddenly the player has no control over which
direction Theo looks. They can’t move.
A knocking sound (USE THIS KNOCKING SOUND). Theo, startled, drops the telephone and
looks in the direction of the knock.
There’s nobody there.
[An objective appears on screen (top center), reading: “Continue on the path.”]
Theo will automatically set the phone back on its switch hook, then will return to the path.
This phase of the level will be the same as the last phase, except the player’s vision will now
occasionally flash hallucinogenic images, like in FNaF 1 (ask me about image descriptions). In
addition to that, George Goodtime and Maxie Goodtime will activate more frequently. Tweetie
Goodtime and the Antonette will also be more active. The phase will also be much shorter and
should only last a minute and thirty seconds if the player continues nonstop. To add to the level
of insanity, the player will occasionally hear noises very close to or far away from their ear, such
as a scream, laugh or shout, or footsteps.
Sometimes if the player turns on their flashlight, they will see Jack Carson’s apparition running
toward them at full speed, accompanied by a jumpscare sound. They cannot hide, he will run
right through them.
WAYPOINT 3
The third waypoint is a set of train tracks, which separates the forest from a giant cornfield.
Wooden wind turbines can be seen from over the corn. The player must walk forward to enter
the cornfield. The entrance to the field is slightly larger than all the paths inside of it. As long as
they are on the train tracks, or at the very entrance of the corn field, they are still within the
safety of their waypoint.
When at the entrance of the corn field, if the player turns around at the tracks separating the
cornfield and forest, a freight train will speed past along the tracks. The first eight cars will be full
body storage carts. The next two will be empty storage holds, which reveal Jack Carson on the
other side of the track, staring and pointing at the player. The carts will now alternate between
full body and empty hold, with Jack Carson behind the tracks each time an empty hold passes
by. When the train has finished passing, Jack Carson will be gone, but the spot where he was
standing will be covered in blood.
[An objective appears on screen (top center), reading: “Find your way through the
cornfield.”]
The player must click and hold to proceed into the cornfield. They will only be able to walk for a
few seconds before an automatic sequence occurs:
Theo will look right to see the Antonette jump out of the corn and onto the player, knocking them
over. It will grab their phone, then jump past the player and into the second corn stalk row. Theo
will begin to automatically run toward the center of the cornfield. George Goodtime, Maxie
Goodtime, Tweetie Goodtime, and Jolly Goodtime will then proceed to run through the cornfield
and can be seen if the player looks in between the surrounding corn stalks while Theo is
running. While they run, the Antonette can be seen crawling past the center of the cornfield.
When Theo reaches the center, they will stop.
The Antonette will be gone. The center of the cornfield is a large area surrounded by corn
stalks, with three paths (excluding the entrance path) intersecting right, left, and straight. There
will be a scarecrow held up in the right corner of the cornfield’s center (sometimes when the
player passes it again, it will be replaced with the eyeless or beheaded corpse of Jack Carson).
[An objective appears on screen (top center), reading: “Find your phone.”]
Whichever way the player first turns (whether it be left or right) to start to make their way into the
cornfield, they will see Tal Goodtime for the first time since Thursday. He is now missing his top
faceplates and his entertainment eyes. You can just feel that he is incredibly angry. He stares
the player down with his hostile eyes as an ominous strike occurs in the soundtrack, filling the
air with extreme tension.
Tal walks out of sight, and text appears on the screen, reading: “Tal will stalk you around the
cornfield. If he gets too close, shine your light at him, then try to get as far away from him as
possible. Be careful. Make sure you are always aware of your surroundings. The other
Goodtimes are still searching for you.”
The player must constantly check behind them to see if Tal is behind them. When Tal has
spotted the player, he will start to mimic their footsteps until he gets behind them. Once he is
close enough behind them, the player has 10 seconds to notice before he attacks. If the player
notices, he will try to grab at the player and they must run away. They have to keep running until
they have fully outran Tal Goodtime and he is no longer chasing them. Every turn they make will
be quicktime. This tactic will cause the player to get lost.
Occasionally, Tal will get impatient, and pounce on the player from in front of them (literally
jumping right out from the cornstalks, and landing on his hands and feet [all fours] on the dirt
trail to stop himself from sliding in front of the player, almost resembling some feral animal trying
to catch its prey…this should be a non-lethal jumpscare). He will lunge at the player, pushing
them to the ground and hold them in his grasp. He will then try to bang his head into the
player’s. Based on the two buttons on screen (one the left and one on the right [A and D]) the
player must quickly decide which to choose in order to avoid the headbang. After two misses,
Tal will release the player and run off. This will not happen often, only occasionally at
random points to catch the player off guard. Should not happen more than 4-6 times per
playthrough, with at least 3-4 minutes between each occurrence.
Moonlight illuminates the cornfield quite a bit, but it is still primarily dark. The same insanity the
player had to endure in the previous phase of the level will be the same in the cornfield, but the
shouting and other noises will be more frequent. The player must go through the cornfield and
try to find their phone. The cornfield is obviously similar to a maze. The player cannot exit until
they have found their phone and will be killed by the Antonette if they leave early. The player
must avoid certain animatronics while in the cornfield. Tal Goodtime and the rest of the
Goodtime animatronics will attack the player.
As the player progresses into the cornfield (before seeing their first animatronic), text will appear
on the screen: “If you are spotted by one of the Goodtimes, they will chase you. Run away until
you are not being chased anymore.”
The Goodtime animatronics will stalk the player around the cornfield and will eventually look
around or walk past the corners of the maze (similar to Jimmy in At Dead of Night). The player
must watch for this. When they see the animatronic looking around corners or walking around,
they must go in the opposite direction. If the player follows the animatronic, the animatronic is
sure to spot them. If a Goodtime animatronic spots the player and starts to chase them, the
player must run until they have outrun the Goodtime.
All of the other Goodtime animatronics cannot attack when the player is being chased.
Starting from when they enter the cornfield, if the player dies, they will start back in the center of
the cornfield, not at the beginning of the level. Any time before that (in the forest), they will
restart at the beginning of the level if they die. Anytime after, if the player dies, they will start at
the entrance to the cornfield and must go through the cornfield again to continue. We may take
this out. This is the final night. GET GOOD.
There are telephone boxes located all over the cornfield, which look like this (but with a
telephone and keypad on it). If the player hovers their mouse over the telephone box, text will
appear on screen, reading: “Call your phone?”
If the player clicks the telephone Theo will automatically walk up to it and press 6-2-6-3-6-9-7-1-
1-8. They will now be able to hear their phone ringtone in the distance, which will last for 35
seconds. The phone ringing will let the player know how far away they are from the phone and
will light up the phone screen, making it easy to find. The player can pick up the phone even if it
has a black screen, but it should be a lot easier to find the phone when the phone screen is lit
up and the phone is ringing.
No matter how far away the phone is, the player will be able to hear the ringtone, even if it’s only
a faint sound. There is a lucky chance that the phone will be right on top of one of the telephone
boxes. The player can call the phone as much as they want, but after 5 times, the Antonette will
relocate the phone to a different place in the cornfield. After the player’s third time calling their
phone, text will appear on screen, reading: “Calling your phone too many times allows the
Antonette to find it and move it somewhere else. It may also decrease your phone battery”.
Calling the phone more than 10 times will cause the phone’s battery life to drop by 10%.
The player will be able to find their phone in one of the open areas on the left side of the
cornfield, in the hand of the scarecrow in the center, or under the scarecrow in the center. There
is a chance it will be in a dead end on the left side of the maze. It will always be diagonally
placed on top of a corn sack or on a rock, slightly off from the path. The player must click it to
pick it up. The player can find their phone without the use of the telephone boxes, it will
just be much more difficult.
Once their phone is found, the player will receive an objective, reading:
[An objective appears on screen (top center), reading: “Exit the cornfield.”]
The player must navigate their way out of the cornfield while still encountering animatronics
(less frequently). The player can also now use their phone flashlight to deter all animatronics
aside from Jolly Goodtime, who they still have to run from. The cornfield leads back into the
forest. Once they reach the cornfield’s exit, they will be unable to go back into the cornfield and
must continue through the forest.
Once the player fully enters the forest, George Goodtime and Maxie Goodtime’s appearance
time will be much more frequent and Jolly Goodtime’s running time will be more frequent as
well. The Antonette and Tweetie Goodtime will be in the forestry more often. Tal Goodtime has
also joined the forest.
WAYPOINT 4
THIS WILL HAVE QUICKTIME (Reaction points will be highlighted in orange)
This phase of the level is where the player’s sanity starts to (visually) play tricks on them.
When flashing their light down the path, occasionally the player can see Jack Carson’s bloody
apparition running directly toward them or standing in the path.
When the player turns around, George Goodtime and Maxie Goodtime’s eyes will occasionally
look extremely human and flashing them causes frequent hallucinations for the player. There
will be nothing different in terms of mechanics, and they will not look like this all the time.
When their light is on Tweetie Goodtime, the player will occasionally see Tweetie Goodtime with
her face smashed in, covered in maggots. There will be nothing different in terms of mechanics,
and she will not look like this every time.
When their light is on the Antonette, it will crawl up a tree, but will be covered in fresh blood,
which will stain the tree. Occasionally only its endoskeleton will be seen when it is flashed, not
its mascot body or mask. It will still be covered in fresh blood. There will be nothing different in
terms of mechanics, and it will not look like this every time.
TAL GOODTIME will jump out from the forestry or grab the player from inside the forest and
pick them up. The player must flash their light in Tal’s eyes. He will try to shift and move his
head out of the light, the player must keep the light in his eyes. While this is happening, Tal will
attempt to bang his head into the player’s head. This will be a quick-time reaction mechanic.
The player must dodge each hit.
A single hit from Tal will cause the player to slow down when they return to the trail,
accompanied by a high-pitched ringing sound that will last for a good minute and thirty seconds.
Two hits will cause the player to limp when they walk, and they will have to deal with a bloody
overlay surrounding the perimeter of the screen. This is all in addition to the symptoms from
the first hit.
Three hits from Tal in a single attack round will result in the player’s death.
Tal will attempt to bang his head into the player’s between a total of 3-5 times in a single attack
round. The player must dodge every attack.
Once the attack round is over Tal will either let go of the player (if he is already in the forest) or
drop the player, run off of the trail, and go back into the forest.
If the player wants to try to deter Tal’s headbang attack as much as possible, they can try to
catch him in the forest and flash him, deterring him for the next thirty seconds or so. Tal will act
differently when he is flashed, unlike Tweetie and the Antonette. He will move his head out of
the way of the flash or put his hands in front of his face in order to shield himself from the light.
The player must shine their light on him multiple times in multiple different positions for him to
finally give up (sometimes this even means turning the light off then turning it back on when Tal
has moved his hands).
Occasionally, Tal Goodtime can be seen with his eyes rolled back and blood streaming from
them while his head violently shakes. He will not look like this every time.
If the player does not react fast enough while trying to flash Tal, it will automatically trigger him
to grab the player and initiate a headbang attack round.
If Tal Goodtime is in the forest when the player hides, he will grab the player on both sides of
their face and pull in the opposite direction, splitting their jaw.
Tal can also switch sides, unlike Tweetie and the Antonette. He will walk behind the player (if
the player turns around fast enough they will be able to see his body just before he enters the
other side of the forest) and can appear in either the right side or the left side of the forest. He
can also swap sides after a headbang attack.
Every sanity-related occurrence from the previous phases is now in this level and are much
more frequent. It will be accompanied by the sounds of people running to give the illusion that
the player is being followed or that Jolly Goodtime is running up behind them.
This is the longest waypoint out of all of the waypoints, lasting a full 6 minutes. The player must
progress through the forest. The main road is occasionally audible with the occasional sound of
cars passing by as the player gets closer to the end. Everything is essentially the same.
EXT. RURAL HIGHWAY - CONTINUOUS
When the player reaches the main road, Theo will take over.
CUTSCENE OCCURS
Theo will run out into the road as a speeding car approaches. The car stops right in front of
Theo, and the driver rolls his window down and waves a beckoning hand at Theo.
Theo automatically runs toward the car, walking around it and getting in the passenger seat.
MAN (CONT’D)
What’s going on? You okay, man?
THEO MURPHY
Please just drive.
The car pulls off. Theo looks out the window. The player sees a visual of a large, lit up city
below. The car occasionally passes trees, houses, and small buildings, blocking the city view for
a split/few second(s), but adding to realism.
MAN
You better be glad I picked you up, and not one of ‘em whack-job
rednecks from these parts. Don’t let the accent fool you, I ain’t no hick.
But especially at this time of night in— Hey… (softly, getting louder) Hey!
Hey! What the fucking— what the fuck is that?!
Theo sits forward and looks through the front of the car. Jolly Goodtime is on the road, running
toward the car. He jumps at it, and the driver swerves, causing Jolly to hit the windshield then
go flying into the grass on the side of the road. The windshield is now extremely shattered.
The car revs back up and screeches away, the driver frantically muttering and cursing. A low
overpass can be seen in the distance as the car approaches.
MAN
Fuck, man what the FUCK! What the hell was that?
MAN
Can you see if that thing’s following us?
Theo turns around, looking through the back window. Not much can be seen.
THEO MURPHY
I can’t see anything.
MAN
Stick your head out the window– Actually… stick your head through the
roof; it’s less dangerous.
The driver opens the car’s sunroof, and Theo stands on the seat, sticking his head out the
window.
Theo turns around, prepared to descend back into the car. Instead, he comes face to face with
the low overpass, his head knocking straight into it with the sound of bones cracking.
We cut away from Theo’s vision, cutting to a wide shot of the scene.
We watch as Theo is quickly killed by the overpass, his neck snapping, the impact nearly
decapitating him.
We cut to about three feet away from Theo’s body and follow along as his body numbly falls
forward onto the roof of the car, then slides through and falls in front of the car. The camera cuts
to about 3 feet away from Theo’s body as the car still comes veering toward him. The wheel
runs directly over his head and bursts it. JUST LIKE THIS.
We rest on that image, slowly rising to a centered “head”shot of this casualty as the car, now 12
feet away, comes to a screeching halt, accompanied by the driver’s terrified screaming.
Once the headshot is centered, wait a few seconds, and then the words “JOLLY 4” appear on
the screen.
The credits will roll to a foreboding soundtrack. At the end of the credits, text will appear on
screen, reading:
JOLLY 4
The player will be able to see Jolly Goodtime in the window in front of them, motionless, staring
at the player.
[An objective
ve appears on screen (top center), reading: “Take
“Take the security footage card from
your computer.”]
A small chip will stick up out of the keyboard of the computer. The player must click the chip to
obtain the footage card.
[MANUAL] The player must navigate themselves out of the facility. The animatronics will be
sprawled out, collapsed on the floor on the player’s way out.
A Fullscreen newscast comes on, displaying the facility with “Disposing of robots” as the
headline. As the newscast goes on, animated footage of the animatronics moving through the
facility, climbing the elevator cable
cable,, and crawling through the vents will be shown. A female
newscaster speaks:
NEWSCASTER:
Animatronics in a facility in Oregon are being disposed of due to shocking
footage of them displaying incredibly violent behavior. The beloved
animatronics from Jolly Entertainment were seen attempting to torment
Theo Murphy, who was working there as a night guard. Theo Murphy
recently finished a documentary made to expose Jolly Entertainment, and
what is shown has completely baffled the public.
The newscast cuts to footage of the VHS tapes displaying the different behaviors of the
Goodtime animatronics.
NEWSCASTER
Tapes were found that show experiments performed on the animatronics,
where they were reprogrammed to perform as murder machines to
children instead of the loveable robots we know and love.
The newscast cuts to footage of Jolly chasing the player through the lower deck of the cargo
ship, seemingly recorded by a phone.
NEWSCASTER
The mascot seen in this video is actually missing person Eric Smith, a
former worker at Jolly Entertainment who disappeared in 1985, at only 23
years old. Footage from Mr. Murphy shows that the 1985 establishment’s
Jolly character forcibly attempted to place Eric Smith into his suit. While
he somehow seemed to survive originally, he was recently killed on this
very cargo ship, shot by another worker who feared for the safety of the
crew after seeing him chase Mr. Murphy.
The newscast cuts to footage of the VHS tapes displaying the different aggressive behaviors of
the Goodtime animatronics, blurring out any gore.
NEWCASTER
Kevin Johnson, the current CEO of Jolly Entertainment was arrested this
morning and sent to federal prison under the charges of first-degree
murder, murder during a hostage taking, murder during a kidnapping, and
murder involving torture, his sentence is still being determined. In addition
to that, every Jolly Entertainment establishment around the country has
closed under suspicion and will not be reopened. Kevin Johnson & Jolly
Entertainment have also faced many lawsuits from parents who identified
their children in the experimental videos. Another lawsuit came directly
from the family of Eric Smith.
The newscast cuts to outside the facility. An entire FBI team and the Oregon State police are
outside the facility. Many of the Goodtime and Decayed animatronics can be seen laid down on
black bags or tarps, motionless.
NEWSCASTER:
All of the animatronics present in the facility were taken apart and
disposed of immediately after the government reviewed footage of the
animatronics going through multiple test stages and analyses, practicing
aggressive lethal tactics on adults and small children.
Establishing shot of the now-vacant Jolly Entertainment facility as the newscast ends.
[Cue Track: “Aftermath”]
Credits to Ivan, Weshek, Malrat, RookieReviews, then the beta testers and feedbackers. The
voice actors will be credited scene by scene, soon after.
As these credits occur, the screen slowly pans out from the television in the living room of the
now vacant beach house. The camera exits the beach house, still facing the interior of the
house. It exits the house backward and turns around after the entire house is in view. It then
proceeds toward the cliff, giving a view of the ocean.
Tweetie Goodtime’s suit is floating on the ocean surface, bobbing in and out of the waves. She
is split in half, with her torso and head being on one side and her lower body being on the other.
As this scene occurs, text appears on screen, reading “______ as Tweetie Goodtime”. Each
scene is around 5-7 seconds.
Maxie Goodtime and George Goodtime are lying on the ocean floor, their heads together. They
are partially dismantled, a few pieces of them are missing. As this scene occurs, text appears
on screen, reading “_______ as Maxie Goodtime & _______ as George Goodtime”.
The text disappears, and seconds later Jolly Goodtime’s dismantled body comes into the shot,
slowly falling to the ocean floor right between to the two Goodtime animatronics. Once he hits
the ground, text appears on screen, reading “_________ as Jolly Goodtime”.
The Antonette’s body is laid against a rock in the middle of the ocean. Seagulls are picking
pieces of off it with their beaks. As this scene occurs, text appears on screen, reading: “______
as the Antonette”.
Tal Goodtime’s body is slowly falling deeper into the ocean. He is curled up in a sorrowful
position, with his faceplates open. As this scene occurs, text appears of screen, reading: “_____
as Tal Goodtime”.
Jolly’s body (Eric’s) is lying on the ocean floor, facing and staring straight into the camera. His
leg is chained to a giant weight. Around him and behind him are the Decayed animatronics,
lying on the ocean floor. As this scene occurs, text appears of screen, reading: “HatMaster777
as Jolly”.
Cast
Jolly Goodtime –
George Goodtime –
Maxie Goodtime –
Tweetie Goodtime –
Tal Goodtime –
The Antonette – Saana Hickling
Jolly – HatMaster777
Showtime Jolly –
Showtime Tweetie –
Theo Murphy –
Kevin Johnson –
Steve Mills –
Automated Voice –
Programmed Voice –
News Reporter –
Withered Tweetie (Sleep Paralysis Version) –
Withered Jolly (Sleep Paralysis Version) – HatMaster777
Eric Smith – HatMaster777
Newscaster –
Captain –
Savior Worker –
Getaway Driver –
Family Taking Photo –
Mary –
Lana –
Daniel –
Paige –
Elizabeth/Lizzy –
Unnamed Girl –
Unnamed Boy –
Raggedy Man –
Mandy –
Kennedy –
Recording Kid –
Offscreen Ensemble –
Concept of the Goodtime & Decayed animatronics developed by Lan Span (Weshek)
Beta Testers
Weshek
Malrat_
Wester
RookieReviews
HatMaster777
[add others]
“JOLLY” CAST
Phone Guy – iSeeLT
“JOLLY 2” CAST
Phone Guy – Collin McGee (socialexile)
“JOLLY 3” CAST
Theo Murphy – Collin McGee (socialexile)
Withered Jolly, Withered George, Kevin Johnson – HatMaster777
Withered Tweetie, Antonette – Saana Hickling
Withered Maxie, Testing Man, Intern – Pigsty55
Scott Cawthon
End of Script.
Clarification of Redundancies
- Walking to/from the Facility
- While initially seeming redundant, the gameplay where the player walks to and
from the facility is to give the player a short sense of tranquility before and after
facing the animatronics, hence why nothing can hurt them once they have left the
facility.
- Multiple “minigames” per night
- To make the final game as unique as possible, multiple varieties of gameplay
throughout the playthrough, as well as keep the game fresh and exciting, instead
of repetitive and unimaginative.
- High Contrast During Gore Scenes
- This is an optional take on how to handle gore scenes, and does not have to be
implemented in the game; perhaps it could be used as an alternate setting if the
player wishes to see less gore in the game.
Animatronic Walking:
- Goodtimes:
- Normal walking (use Glamrocks as ref)
- Decayeds:
- DECAYED TWEETIE WILL LIMP HEAVILY, EVEN WHEN RUNNING
- Use Ignited animatronics (TJoC) as reference for what their walking/running
should look like.
- Faceplates should be very loose, and should swing whenever the animatronic
moves (even if its a slight movement).
- Eric Smith:
- Pained limping
- Limb dragging
- Occasionally struggling to move
VHS Tapes:
- All VHS recordings should randomly distort or glitch, briefly showing an unsettling image
(appropriate to the context of the video). Take inspiration from the Mandela Catalog.
Demo Release
The demo release will showcase one night, with George, Maxie, and Jolly Goodtime active (AI
5). When the player succeeds, they can then use the elevator to go home or to go to the
Company Office floor. The “demo ending” will vary depending on their option.
● If the player goes to the Company Office: They can explore the company office all
they want but must enter Kevin Johnson’s office. When they enter, they will look around,
then the lights will go out. The elevator will ding. The player will look in the direction of
the elevator, then the screen will go black. On the pitch black screen, text will fade in,
reading: “End of Demo.”
● If the player goes home: They can explore the facility floor all they want. The player
must leave the facility and walk to the beach house, once they approach the beach
house, their vision will fade to black. It will fade back in on a visual of the beach, with the
rippling red skyline seen in every dream sequence. Theo’s muffled screaming and crying
can be heard in the background. Text will fade in, reading: “End of Demo.”
Jolly Goodtime (Office Nights 1-2, attic Hold your light on Jolly to deter him, then
minigame, car level, and after-shift close the door when he’s blinded.
roaming)
Jolly Goodtime (Office Nights 3-7) Jolly has adapted to the light. When he
uncovers his eyes, flash him again until he
can’t handle it anymore.
Tweetie Goodtime (Office Nights 2-7) When Tweetie enters the office, hide under
your desk and move your chair in front of you.
Tweetie Goodtime (after-shift roaming, car Hold your light on Tweetie to deter her.
level, forest level)
George Goodtime (Office Nights 1-7) Direct George out of the vents through the
same way he entered. Don’t let him reach
your office.
George Goodtime (roaming, car level) Flicker your light/flicker the headlights at
George in order to deter him.
George Goodtime (forest) Flicker your light at George then hide out of
sight when he’s not looking.
Maxie Goodtime (Office Nights 1-7) Direct Maxie out of the vents through the
same way she entered. Don’t let her reach
your office.
Maxie Goodtime (roaming, car level) Hold your light on/flash the headlights at
Maxie in order to deter her.
Maxie Goodtime (forest) Hold your light on Maxie then hide out of sight
when she’s not looking.
Tal Goodtime (Office Nights 3-7) When Tal enters your office, hide under your
desk and move your chair in front of you.
Tal Goodtime (vent minigame) Use the shock feature in the vents when Tal
approaches the vent opening.
Tal Goodtime (forest) Hold your light on Tal and follow his
movements until he retreats.
Decayed Jolly (files and storage; factory) Hide behind something Jolly’s scan won’t
penetrate. Hint: Jolly the Bee can’t see
through other animatronics.
Decayed Maxie (company office, roaming) Be still and quiet. Keep your light off when
hiding from Maxie.
Decayed George (company office, Be still and quiet. Keep your light off when
roaming) hiding from George.
Decayed Jolly (Night 6) Close the door when you see Jolly in the
doorway.
Decayed Maxie (Night 6, Maxie Goodtime Direct Maxie out of the vents through the
Route) same way she entered. Don’t let her reach
your office.
Decayed Maxie (Night 6, Tweetie Goodtime When Maxie enters the office, hide under
Route) your desk and move your chair in front of you.
Decayed George (Night 6) Direct George out of the vents through the
same way he entered. Don’t let him reach
your office.
Showtime Jolly and Showtime Tweetie Don’t leave the other unattended for too long.
Hard Mode
Hard mode will become available under “New Game” once the player has completed all four
endings. When the player clicks on it, the player will receive the rules for Hard Mode:
“You must complete all 3 routes from Nights 1 to 6, without dying once throughout the entire
process. If you die at all, you will restart from Night 1, with no routes completed.”
In addition to that task being difficult enough as it is, there are a few other factors:
- AI is raised by two than whatever it currently is for each night and each minigame/level.
- The pre/post-shift minigames are different, much harder.
- For the Decayed Maxie/George minigame, the sliding number puzzle will be 6x6
for both nights.
- In the Service Elevator, all of the floors will have at least 3 issues.
- For the Decayed Jolly minigame, the player only has a 5 second freedom interval
instead of a 10 second interval.
-
Extras Menu
The extras menu would be nothing out of the ordinary, it would showcase what every other Five
Nights at Freddy’s extras menu would:
- Animatronics
- Characters
- BTS
- Soundtrack
- Easter Eggs
- Unused Content
- Have Some Fun
Animatronics
In the extras menu, each character model will be under a spotlight, and everytime the player
switches characters the character would walk out of the spotlight and the next character would
walk into the spotlight. But, if the player changed to a different variant of the same animatronic,
the spotlight would move off of the character, then come back, revealing the new variant. Here
is an example.
Characters
Every (speaking or VHS-related) human character shown in the game will be shown in the
extras menu. Jack Carson will be last, and the music will stop playing as his bloody body stares
eerily into the player’s eyes. The player should also be able to see all scenes that the character
was in.
Unused Content
1. The First J4 Plot Concept. The original J4 concept had a story that started off
similar to the plot of this game. However, the character was working with another
person in isolation, going from a beach house to a facility each night, trading
shifts. However, on the third night, the entire facility would burn down
unexpectedly. You and your coworker would then spend your nights in the beach
house, slowly going completely insane, seeing apparitions, waking up at night in
the middle of the burnt down facility, etc. The game would have ended with you
brutally murdering your coworker, then committing suicide. However, the idea
was scrapped by Weshek, and wasn’t presented to Ivan. He decided to use a
different approach, because while it would have made a great psychological
horror game, it was too dark and graphic in comparison to the other Jolly games.
2. The Second J4 Plot Concept. The second idea for J4 was to refurbish the
original script of the third Jollibee’s game, “Jollibee: As Above, So Below”,
originally written in November of 2019. The script was huge and was extremely
ambitious, taking a month and a half to create, and a year and a half to fully
revise to completion. The new script would have featured 1950s-style human
characters in place of the original Jollibee characters, and was the original plot
idea for J4 after Jollibee’s’ cancellation, with Ivan initiating parts of development
in November of 2020. However, in late March 2021, new team members
protested the reuse of the script, claiming its uniqueness wouldn’t fit the rest of
the Jolly series. Because of that, most of the script was completely disbanded
and the game was rewritten by Weshek. Some parts of the script were
implemented into the final game, however.
3. Roddy the Dog. The player was originally supposed to have a canine
companion that would be seen each time at night; he was taken out of the game
at the start of its first production.
4. Nicholas, your Coworker. In the original script, Nicholas was supposed to be
your coworker who attended the facility during the dayshift. He would also
provide expositional monologues and conversations to you between nights in
early-morning cutscenes. In the revision, new team members requested that he
be removed from the script, as his presence didn’t match the vibe of the previous
Jolly games.
5. Jolly Goodtime’s Mandibles. Jolly Goodtime was concepted to have
mandibles, however, that idea never came to fruition during modeling.
6. Jazz Soundtrack. The original Jollibee’s/J4 script contained multiple jazz songs
(composed by Weshek) that would have been heard on a record player during
cutscenes with your coworker and during the car-fixing level. The jazz soundtrack
would have featured completely original lyrical and instrumental jazz songs,
some of which were callbacks to previous Jollibee soundtracks. However, since
the cutscenes that featured the jazz soundtracks in the main game were
removed from the revised script, the use of the jazz soundtracks during the car
minigame were also removed, as they felt out of place. The Pinagsama. The
Pinagsama was supposed to make an appearance in this game after being a
major character in the cancelled/original Jollibee’s/J4 script. However, because
some of the team pushed for a script revision there was no proper way to
implement the character, so during J4’s script recreation, the Pinagsama was
taken out.
7. Tal Goodtime’s Teeth. Tal Goodtime was originally modeled to have teeth and
gums under his mask, but it was removed because multiple members of the team
protested the new look.
8. Different Footage-Finding Sequence. In the Clickteam version of the game, the
player wouldn’t have gone to multiple different levels in the facility to find footage,
they would have gone up to the Company Office Floor (which would have looked
VERY different) each and every night, and would have completed a progressively
harder version of the same hacking task each night. A new security animatronic
would have come to the floor on each new night, meaning that by night 3 or 4,
the player would have had to deal with four animatronics at once.
9. Office Window. The main surveillance office was originally concepted to have a
window at the front of the office as an homage to Jolly 1, however it was
removed in the final concepts.
10. Window-less Doors. Initially, the main surveillance office was supposed to have
garage-style doors instead of industrial doors with windows. However, the doors
were changed in favor of Weshek’s original idea for Tal Goodtime’s headbanging
mechanic.
11. Alternate Eric Smith Death. Ex-Developer Ultranite had originally wrote out how
Eric Smith’s death was supposed to go at the end of the Definitive Ending.
Weshek has since removed that ending and rewrote the ending into what it is
currently. Here was Ultranite’s rendition:
Have Some Fun, You’ve Earned It
This will unlock only after the player has completed all four endings, it allows the player to replay
the game with a bit more spice to it, and a little less horror. S
Some
ome options include:
1. Tutorial Voice. Player can allow the tutorial to have a voiceover telling them what to do
instead of just text, except the voiceover is a fucking asshole.
2. Change Phone Ringtone. Player can change their cell phone’s ringtone, which would woul
be particularly fun during the Forest level.
a. Ringtone options:
i. A Thousand Miles
ii. Scooby-Doo
Doo Laugh Sound
iii. F*** Tha Police
iv. Five Nights at Freddy’s Instrumental
v. ? (Never Gonna Give You Up)
3. Bloopers In Real Time. Makes the game all silly instead of scary.
a. Blooper options:
i. Animatronics may slip and fall (may even swear) when running at you to
attack you.
ii. Tal may hit his head too hard and knock himself unconscious when
banging his head, and when the glass breaks, he will fall halfway through
the window, and the door will just continually try to close for the rest of the
night, as Tal is just repeatedly crus
crushed
hed by the top of the door as it is just
opening and closing over and over again.
iii. Phone call bloopers will be included instead of the regular, nono-mistake
phone calls.
iv. When you close the door on Jolly, he may try the headbang trick that Tal
does, but after two bangs, his eyes will go crossed and he will go
unconscious for the rest of the night.
4. This is a FNaF Game. Makes the game a regular 6-night-in-the-office FNaF game, no
in-between stuff.
5.
Custom Night
Overview
Custom Night isn’t accessible to the player until they have completed at least one ending.
However, 12/20 mode (Colony) is not accessible to the player until they have achieved all three
of the previous endings.
For this custom night, the player can truly customize their night, as they can also determine the
duration of the night, animatronic paths for the night, the increase/decrease in AI for
animatronics for every hour, what times animatronics activate/deactivate, etc. The player cannot
gain any stars from any challenges if they use add-ons, however.
Challenges
There will be 10 total Custom Night challenges for the player to complete:
On & On
An endless Custom Night of rising difficulty, leaderboard will make an appearance.
Goodtime Glory
All Goodtimes active at level 10 AI, Temperature at 12.
Senior Sunrise
All Decayed animatronics active at level 10 AI, Temperature at 8.
Backed Up Plumbing
Maxie, Tal, & George Goodtime, Decayed Maxie & George are all active at level 10 AI.
Temperature at 15.
Feeline Beeline
All tiger animatronics active at level 10 AI, Temperature at 8.
A&W
Weshek’s choice, any of his favorite animatronics can be active at any AI level.
(Ivan’s Version)
Ivan’s choice, any of his favorite animatronics can be active at any AI level.
Colony
Everybody’s at 20.
After each
The player can also replay the “Footage Gathering” minigames with the Decayed animatronics,
the car level (Night 5), and the forest level (Night 6) at customized difficulties, only if they have
played through those levels/nights in the main game. Dream sequences will not be available
in Custom Night.
Here are some images of what the Custom Night menu should look like.
By selecting "yes" to go upstairs to get evidence, the player is committing to a path that only allows achieving the Limbo Ending or the definitive ending (The End). This choice restricts further options and solidifies the player's commitment to a particular storyline, influencing the outcome and concluding the game's narrative arc .
The animatronics are depicted as both child-like and malevolent, blurring the lines between entertainment and horror. Their design and behavior, often hidden until triggered, sustain a background threat, creating continuous tension. This design forces players into tense decision-making scenarios and embodies the thematic elements of fear and unpredictability, crucial for maintaining an unsettling atmosphere .
Narrative continuity is maintained through thematic transitions and objectives that connect each location. The player's journey begins in Theo's bedroom, moves through engaging activities within the facility, and culminates at the beach house. These transitions are seamlessly blended with textual cues and environmental interactions that guide the player's experience, ensuring a coherent storyline across varying settings .
Environmental elements like lighting and sound are used strategically to create a tense atmosphere. Dim lighting triggers hostile behavior in animatronics, necessitating careful lighting management, while ambient sounds heighten suspense, alerting players to nearby threats. This integration of environmental mechanics enhances the survival horror experience by making players actively engage with the environment to remain safe .
The experiments, particularly those involving the use of gas and physical interactions with children, raise significant ethical concerns. These scenes reflect unethical scientific practices and inhumane treatment, questioning moral boundaries. They portray a chilling scenario of corporate exploitation and lack of safety protocols, serving as a critique of unethical industry practices within experimental settings .
Player choice is pivotal in determining game outcomes, with pivotal decisions like choosing to gather evidence upstairs influencing possible endings. This agency introduces multiple narrative pathways, affecting the game's length and story arc. Such choice-based mechanics enhance replayability by encouraging players to explore different decisions to achieve varying endings, thereby experiencing new aspects of the narrative and game mechanics .
The game uses text cues and dynamic soundtracks to enhance immersion. Text cues provide narrative guidance while maintaining player focus on immediate objectives. Soundtracks imbue scenes with emotional undertones that amplify tension and thrill, aligning player emotions with storyline events. This synergy of audio-visual elements enriches the gaming experience, drawing players deeply into the game's world .
The Goodtime animatronics serve as primary antagonists patrolling the facility, posing a constant threat to players. Their presence necessitates strategic navigation to avoid detection, enhancing tension and urgency. This interaction structure creates a cat-and-mouse dynamic that drives the narrative forward by pushing players to constantly remain vigilant and tactical .
Relieving insanity by restoring oxygen serves to create a stark contrast between the panic of oxygen deprivation and the relief when conditions normalize. This dynamic heightens tension and enhances immersion by simulating desperate survival conditions, making players more aware of environmental hazards and enhancing the psychological thrill of achieving safety .
Tweetie Goodtime's behavior changes from docile to hostile based on the surrounding light frequencies. Dim lighting or no lighting triggers a hostile mode, while a spotlight or flashlight can pacify her, bringing her back to a docile state. This mechanic introduces a gameplay element where players must strategically manage lighting to avoid triggering hostile behaviors, adding a layer of complexity and strategy to the game .