FNAF

FNAF Animatronic Routes and Timers in the Browser Version

Published · Updated · 3 min read

Each animatronic in the fnaf.co version of Five Nights at Freddy's follows rules written in the game's Scratch project. This page lists those rules: where each one walks, how often it moves, and what stops it. The numbers come from the project file, not from the original PC game, which works differently.

Bonnie: the left side

Bonnie starts on the Show Stage. His first move is always to the Dining Area. After that he makes two random moves among Backstage, the Supply Closet, the West Hall and the West Hall Corner. Then he goes to the West Hall, the West Hall Corner and finally the blind spot outside your left door. You hear footsteps on the last two moves.

Chica: the right side

Chica mirrors Bonnie on the other side. After the Dining Area she makes two random moves among the Restrooms, the Kitchen, the East Hall and the East Hall Corner, then walks East Hall, East Hall Corner and the blind spot outside your right door, also with footsteps at the end.

The Kitchen camera never shows an animatronic in this build. If Chica is not on any other camera on the right side, she may be there.

How often they move

Before each move, Bonnie and Chica wait a random time between 2 and 3.5 times their level for that night, in seconds. Lower levels mean faster moves.

NightBonnie waitChica waitFreddy wait
134 to 60 s38 to 67 sdoes not move
230 to 53 s34 to 60 sdoes not move
326 to 46 s30 to 53 s30 to 45 s
420 to 35 s26 to 46 s24 to 36 s
512 to 21 s16 to 28 s20 to 30 s
66 to 11 s10 to 18 s12 to 18 s

A trip from the stage to a door takes six moves, so on Night 1 Bonnie needs more than three minutes to reach you. On Night 6 it can take well under a minute. Every time someone moves while the monitor is up, the feed cuts to static for one to three seconds.

At the door

When Bonnie or Chica reaches a blind spot, switch on that side's light. You will see them in the doorway and hear a sting. From that moment you have 3 seconds to shut the door. If you do, they go back to the hall. If you don't, the light goes out and they are inside.

The monitor has the same 3-second rule. If one of them is at an open door while you are looking at the cameras, put the monitor down within 3 seconds and they step back into the hall. Stay on the cameras longer and they get in.

Once one is inside, that side's door and light buttons only give an error buzz. The next time you raise the monitor you will hear breathing, and the jumpscare comes when you lower it.

Freddy

Freddy only starts moving on Night 3. He follows a fixed path: Show Stage, then the Restrooms, Kitchen, East Hall and East Hall Corner. His countdown pauses while the selected camera is the room he is in. The game checks the camera you last picked, so it keeps working after you lower the monitor. In this build Freddy's jumpscare belongs to the power-out sequence; we found no script that brings him through a door.

Foxy

Foxy is active from Night 2 and stays in Pirate Cove. His timer stops while Pirate Cove is the selected camera, and when it runs out you hear running footsteps. In the copy hosted here, the scripts that would move Foxy to your office have no trigger, so his run does not end in an attack. The cove picture is not a reliable warning either: because of how the remake checks his timer, the camera can show the curtains open and an empty stage with a "Sorry! Out of order" sign soon after he becomes active.

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