Five Nights at Freddy’sSurvive five nights as the security guard at Freddy Fazbear's Pizza — manage cameras, power, and doors to keep four aggressive animatronics out of your office.
Five Nights at Freddy’s
Five Nights at Freddy’s puts you in the security office of a family pizza restaurant on the graveyard shift. The four animatronic characters — Freddy Fazbear, Bonnie, Chica, and Foxy — entertain kids during the day, but at night they wander freely through the building and are drawn toward the office where you sit. You have a bank of security cameras covering the restaurant, two heavy metal doors, and hallway lights. Your job is simple: reach 6 AM without letting anything in.
Power is the pressure. The building runs on a finite electricity supply that does not recharge during the night. Pulling up the camera monitor, switching on the hallway lights, and holding the doors closed all drain it continuously. Let it hit zero before dawn and Freddy walks silently into the dark office. That scarcity turns every small decision into a gamble — watch Foxy’s curtain one more time or bank the power? Close the door now or wait for a knock? By Night 5 the animatronics are aggressive enough that both choices have wrong answers if you hesitate too long.
Controls
The browser version is controlled entirely by mouse:
- Camera monitor: click the tablet icon on your desk to raise it; click any feed thumbnail to switch to that camera
- Left door: orange button on the left wall closes the western hallway door
- Left light: green button beside the left door illuminates the western corridor
- Right door: orange button on the right wall closes the eastern hallway door
- Right light: green button beside the right door illuminates the eastern corridor
- Lower monitor: click the pull-tab at the bottom of the camera panel to put it down
On touch devices, tap each button and tap camera feeds to switch views.
Tips
Check Pirate Cove often. Camera 1C shows Foxy’s alcove with a curtain across it. He progresses through three visible stages: curtain closed, peeking, fully open. If the curtain is wide open when you look, close the left door immediately — he sprints down the West Hall the moment he leaves the cove. One brief door close stops him; you can open it again after a few seconds.
Use the corner cameras before closing a door. Cameras 2B (West Hall Corner) and 4B (East Hall Corner) show the narrow bend just outside the office. An animatronic there means it is seconds from trying to enter. A quick light check confirms whether someone is already at the door before you spend power holding it shut.
Don’t hold doors closed while you watch cameras. Close on a confirmed threat, wait a moment, then open and check again. Holding a door against an empty corridor is the most common reason runs end before 6 AM on Night 4 or 5.
Night 1 is a tutorial. The animatronics barely move — use it to learn which camera covers which room and practice the rhythm of checking, lighting, and closing without panic. That pattern is the whole game; the later nights just test how well you have it down.





























