Five Nights at Freddy's 4
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Five Nights at Freddy's 4980
4.7 / 5 · 50 ratings

Five Nights at Freddy's 4 Unblocked

Developer
Scott Cawthon
Released
2015
Last Updated
2015-10
Game engine
HTML5
Platforms
Browser (Desktop, Mobile, Tablet)
Orientation
Landscape
  • Horror
  • Survival
  • Jumpscare
  • Strategy

Five Nights at Freddy's 4 is a point-and-click survival horror game by Scott Cawthon, released in 2015, and it moves the whole thing into a child's bedroom. You have no cameras, no monitor and no vent network. You have a bed, a closet, two hallway doors and a flashlight, and that is the entire toolkit. The animatronics are not trying to resource-manage you out of a power supply; they are trying to reach a child who cannot leave the room.

The core rule is that the flashlight only works at a distance. Shine it down either hallway and it holds whatever is standing at the far end at bay, but the same beam is a trap if the thing is already close, and anything standing in the bedroom with you must be answered with light immediately. That single tension is what separates this from the office games, where every threat was on the other side of a door. There is no door between you and them here.

How to Play Five Nights at Freddy's 4

The camera sits in the bedroom and you pan it with the mouse. Clicking a hallway door closes it, clicking again opens it, and the two doors are independent. The flashlight is a separate control that illuminates whichever direction you are currently facing, including the bed behind you and the closet beside you, which is why the view has to be turned constantly.

Game Controls

ControlAction
Move mouse left or rightTurn the view between the left hallway, the right hallway, the bed behind you and the closet. Every direction has to be checked manually because nothing warns you about the room you are not facing.
Click the left hallway doorClose the left bedroom door. Holding it shut blocks that hallway entirely, and holding a door while also holding the closet is the most expensive defensive state in the game.
Click the right hallway doorClose the right bedroom door, the same trade as the left one. Because the two threats arrive from opposite sides, closing both at once leaves the bed and closet uncovered.
Flashlight buttonFire the flashlight in the direction you are facing. It pushes back anything at the far end of a hallway but does nothing useful at point-blank range.
Look at the bed and press the flashlightThe bed defence. Small creatures gather there before the main attack, and a short flash drives them back under the mattress.
Look at the closet and press the flashlightThe closet defence. It must be lit and then held closed while whatever is inside settles, which is the longest single defensive action in the game.
Hold the closet door closedKeep the closet shut until the occupant stops moving. Releasing it early is one of the most reliable ways to be jumped, since the light cannot be used through a closed door.
Wait without actingStanding still is a valid strategy on the early nights. Nothing in the game punishes patience, and the flashlight is best spent only on confirmed threats.

How to Beat Five Nights at Freddy's 4

Learn the difference between a far threat and a near one

The flashlight works in both directions and that is the trap. A figure at the end of the hallway is repelled by light, because it is still approaching. The same figure three steps away is not, and lighting it up at that range is what ends your night. The rule that carries the whole game is that you shine the light at things that are moving away from you or that are behind furniture, and you use the doors for things already in the doorway.

Listen at the doors instead of checking them

Closing a door hides whatever is behind it, so there is no visual confirmation available once you shut one. The information comes from breathing, which is audible at both doors, and from the timing of the attack itself. Players who open a door to check are spending the resource and taking the risk twice, and on later nights that is the difference between a clean night and a jump scare.

Clear the bed before you settle down, every time

The small figures that gather on the bed are a warning, not the attack. If you sit down with them there, the main threat arrives while you are in the one position from which you cannot see either hallway. A quick flash clears them and costs almost nothing, so treat a bed with anything on it as a reason to turn around and light it before doing anything else.

Night five is a single-enemy night, not a harder version of night four

Every other nightmare animatronic switches off and one enemy, Nightmare Fredbear, is active for the whole night, arriving at 4 AM. He approaches from either hallway with a laugh as his cue, appears on the bed as a head, and uses the closet. Because he never leaves on his own, the night is about reading his laugh, closing the right door, and using the light on the bed and the closet at the right moments.

Important Items in Five Nights at Freddy's 4

ItemWhat it does
FlashlightThe only tool in the game. It repels a threat at the end of a hallway, clears the bed, and repels anything in the closet, but shining it at something already close is what gets you killed.
Left bedroom doorBlocks the left hallway. Bonnie and the left-side threats are stopped only by a closed door, and it must be held, not tapped, because they do not leave on their own.
Right bedroom doorBlocks the right hallway against Chica and the right-side threats. The audio cue for the right hall is breathing rather than any visual confirmation, since the door hides what is behind it.
BedThe first place small figures gather before an attack, and the cheapest defence in the game. One short flash clears them and they retreat underneath.
ClosetThe most dangerous position in the bedroom. Whatever climbs in has to be lit and then the door held shut, and you cannot use the flashlight again while the door is closed.
Bedside clock reading to 6 AMYour only progress display. Night ends when it reaches six, and the hour is the single most useful piece of information for deciding how risky a defensive state you can afford.

Five Nights at Freddy's 4 Difficulty Modes

ModeBest for
Night 1Learning the bedroom. Almost nothing reaches the far end of a hallway, one door is enough for the whole night, and the bed and closet defences are rarely needed.
Night 2Meeting the closet threat. The occupant starts using the closet regularly, which forces you to learn the light-and-hold sequence before the hallways get busy.
Night 3Handling both halls at once. Left and right threats now arrive in overlapping windows, so alternating doors becomes a rhythm rather than a reaction.
Night 4Full escalation. Every threat in the game is active at once, the bed fills before every attack, and holding a door while managing the closet is no longer sustainable.
Night 5The real finale. A single enemy, Nightmare Fredbear, is active for the entire night and no other threat appears, so every mechanic in the game is stripped away except the light, the two doors, the bed and the closet.

Tips and Strategies for Five Nights at Freddy's 4

Do not hold both hallway doors open at once

Closing both doors leaves the bed and the closet completely undefended, and one of the two is where the attack actually comes from on the later nights. A better default is one door closed and the light free, which covers the hallway threat while keeping the flashlight available for the bedroom itself.

The flashlight does nothing useful at point-blank range

This is stated plainly in the game's own description and it is the most common cause of death. Lighting a threat that is already in the room is worse than doing nothing, because it removes your only tool and confirms your position. When you hear breathing at a door, the answer is to hold that door shut, not to light it up.

Watch the clock and spend accordingly

The hour display tells you how much night is left, and defensive states get more expensive as the hours pass because the threats arrive closer together. If it is 5 AM and you are still clean, a single held door for the rest of the night is a reasonable trade. At 1 AM the same choice may be the reason you run out of options before four.

Hidden nights exist beyond the five story nights

Beating the fifth night leads to an extras menu containing a sixth night, a seventh night with every nightmare animatronic active at once, and an eighth night set to 20/20/20/20. The seventh night also replaces the standard enemy with a different one from 4 AM onward, and the eighth is the same configuration with the hardest settings in the game.

Five Nights at Freddy's 4 FAQ

How many nights are in Five Nights at Freddy's 4?

Five story nights, each ending at 6 AM, plus three unlockable extra nights afterwards. The sixth night is a standard shift, the seventh has every nightmare animatronic active and swaps the main enemy at 4 AM, and the eighth is the 20/20/20/20 configuration. Finishing the extras is what awards the final star on the title screen.

What does the flashlight actually do?

It repels a threat standing at the far end of either hallway, it clears the small figures that gather on the bed, and it drives off anything that has climbed into the closet. It is not a general-purpose weapon: shining it at something already close is what gets you killed, so the light is for distance and for furniture, and the doors are for the doorway.

How do I know something is outside a closed door?

By sound. Breathing is the warning cue for the hallway threats, and it is audible at both doors while the door itself blocks all visual confirmation. This is why the doors work as a defence at all: you cannot see what is behind them, you can only hear it and decide whether to keep the door shut.

What is the bed defence for?

Small figures creep onto the bed before an attack and sit there as a warning. If you go to sleep with them on the mattress, the real threat arrives while you are in the one position where you cannot see either hallway. A single short flash of light on the bed sends them back underneath and is the cheapest defensive action in the game.

How does the closet work?

Something climbs in, you light it with the flashlight, and then you close the closet door and hold it shut until it stops moving. You cannot use the flashlight while the door is closed, so the sequence has to be light first, then hold, and releasing the door too early is one of the most reliable ways to be jumped.

What happens at 6 AM?

The night ends, the clock reaches six, and anything still active freezes where it is. That is the state you will usually see at the end of a run, and it is the moment the star for that night is awarded. The night is scored purely on reaching six, so there is no partial credit for a clean early hour.

Is there a harder mode than night five?

Yes, three of them, and they live in the extras menu that unlocks after the fifth night. The seventh night is the hardest standard configuration because every nightmare animatronic is simultaneously aggressive, and the eighth night runs at 20/20/20/20, which is the maximum in the game. A seventh-night completion leads to a locked box screen and a message about leaving some things forgotten.

Can I block both hallways and stay safe?

No, and that is the core resource decision. Holding both doors leaves the bed and the closet with no defence, and on the later nights the attack frequently comes from inside the room rather than down a hall. A single closed door plus a free flashlight covers far more of the possible attack routes than two closed doors do.

Five Nights at Freddy's 4 Gameplay Video

A full gameplay video of Five Nights at Freddy's 4, so you can watch a complete run before you start your own. The player loads from YouTube only when you press play.

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