FNAF Power Guide: Drain Rates and Hour Targets in This Build
Published · Updated · 3 min read

The copy of Five Nights at Freddy's on fnaf.co is a Scratch remake, and its power system runs on its own numbers, not the ones you may know from the 2014 PC game. This guide is taken from the game's project file, so the figures below are the ones this build actually uses.
How long a night lasts
The clock starts at 12 AM and moves forward one hour every 80 seconds. Six steps take it to 6 AM, so a full night is 480 seconds, or 8 minutes of real time. The clock does not speed up on later nights.
The usage bars
Power starts at 100% each night. The Usage meter in the bottom-left corner shows how many things are drawing power. One bar is always on. Each of these adds one more bar while it is active:
- the camera monitor (while it is raised)
- the left door (while it is shut)
- the right door (while it is shut)
- a hall light (only one can be on at a time; switching on one side switches the other off)
Doors, lights and the monitor all cost the same: one bar each. A shut door is not more expensive than a raised monitor, it is just easy to forget about.
Drain per bar
| Usage bars | You lose 1% every | About per in-game hour |
|---|---|---|
| 1 | 6 seconds | 13% |
| 2 | 4.5 seconds | 18% |
| 3 | 3.5 seconds | 23% |
| 4 or more | 2 seconds | 40% |
With nothing in use, the night costs 480 / 6 = 80%, so a guard who touched nothing would reach 6 AM with 20% left. That 20% is your whole budget for cameras, lights and doors.
Two bars held all night would run you dry during the 5 AM hour. Three bars held all night would end it during the 4 AM hour. Four bars, for example both doors plus the monitor, empty a full battery in under three and a half minutes.
Minimum power at each hour
Because the base drain is fixed, you can work out the lowest power that can still reach 6 AM if you stop using anything extra. If you are below these numbers when the hour changes, you will run out before morning:
| Clock shows | Minimum power to finish |
|---|---|
| 1 AM | 67% |
| 2 AM | 54% |
| 3 AM | 40% |
| 4 AM | 27% |
| 5 AM | 14% |
These are floors, not goals. Aim to stay a few points above them so you have room to shut a door late in the night.
What a blackout does here
When power reaches 0%, the doors open, the buttons and monitor stop working, and the office goes dark. The clock also stops, so in this version you cannot be saved by 6 AM once the power is gone. Freddy's music box plays for a short time while his face flickers in the dark, then he attacks. The wait before the music starts is random, between 8 and 14 seconds, and nothing you do changes it.
Ways to save power
- Lower the monitor as soon as you have seen what you need. It costs a bar every second it is up.
- Use a light as a quick check, then switch it off. It stays on until you click it again.
- Open a door again once the hall light shows the doorway is empty.
- Freddy does not move on Nights 1 and 2, so those nights are a good time to learn the camera map without pressure.
More from the blog
- FNAF Animatronic Routes and Timers in the Browser Version
Where Bonnie, Chica, Freddy and Foxy go in the fnaf.co build, how long each waits between moves on every night, and how the doors and lights stop them.
- FNAF Origins: The 2014 Game and This Scratch Remake
Who made Five Nights at Freddy's, how the first game tells its story, and what the Scratch remake on fnaf.co keeps: phone calls, six nights, the 6 AM cheer.