Final Nights 4: Fates Entwined
Full 100% Completion Walkthrough
Written by DiceGames (Feb. 25, 2022)
ABOUT THE GAME
Final Night 4: Fates Entwined is the fourth and final game in the Final Nights series, a game series based on the Five Nights at Freddy's series by Scott Cawthon. Final Nights 4 was made by Jelatine, a small independent development team based on GameJolt. The game switches between classic FNAF-style gameplay & post-night sequences with point-click free-roam. In these sequences, you will be required to do certain tasks, with the goal being to reach the good ending, and survive the work-week. The game is free of charge on GameJolt, which only requires you make an account to play.
Read more about the game on the GameJolt Gamepage
ABOUT THIS GUIDE
Hey! My name is DiceGames, and I’m a HUGE FNAF fan, and a really big fan of the FNAF Fan-Game community. I truly appreciate all of the work dedicated to each and every one of these games, and it’s remarkable to see the progression and love that increases with each game release. With that said, I wanted to make this guide for Final Nights 4 as a helping hand for those in the community that want the directions easily spelled out for them. Unfortunately, the game does have its fair share of bugs, but understanding them will help you avoid them while playing. I have created a walkthrough on YouTube for the game which has garnered over 20k views at the time of writing this, and it along with other important information will be linked in the Bibliography at the end of this guide. This guide will mirror the video that I’ve created, and will make certain references to that video in it, so I suggest watching the video along with reading my guide to help get a better understanding of the game.
See my video guide for Final Nights 4: Fates Entwined on YouTube
CHAPTERS
Chapter 1: Nights 1-4 Guide
Chapter 2: Night 5 Guide
Chapter 3: Post-Night Sequences
Chapter 4: Good Ending Guide
CHAPTER 1
Nights 1-4 Guide
PART ONE:
Animatronic Behaviors
Each animatronic in the main Night Cycle has their own unique quirks and mechanisms, which create very interesting challenges for the player to face against. Do your best when tackling each night, and don’t forget to have fun!
P.S: Henry Stillwater will thank you :D
ANIMATRONIC BEHAVIORS: Fredbear
ACTIVE: Nights 1-4
STRATEGY
BEHAVIOR
ANIMATRONIC BEHAVIORS: Stage Bonnie
ACTIVE: Nights 1-4
STRATEGY
BEHAVIOR
ANIMATRONIC BEHAVIORS: The Puppetmaster
ACTIVE: Nights 2-4
BEHAVIOR
STRATEGY
ANIMATRONIC BEHAVIORS: Proto-Spring Bonnie
ACTIVE: Nights 3-4
STRATEGY
BEHAVIOR
ANIMATRONIC BEHAVIORS: Proto-Spring Freddy
ACTIVE: Night 4 Only
BEHAVIOR
STRATEGY
PART TWO:
General Nights Strategies
The main Night Cycle is exactly 8 minutes long, and will go by super quick once you get into the flow of things! Again, don’t stress too much about dying, and just enjoy the gameplay.
GENERAL STRATEGIES: Night Cycle
During the night cycle, each animatronic has its own unique behavior, which can each be combatted and mitigated through a variety of ways.
Main points to remember:
GENERAL STRATEGIES: Night 1
Night 1 is very simple to understand, and serves as the tutorial night for Final Nights 4.
Main points to remember:
GENERAL STRATEGIES: Night 2
Night 2 is a bit more complicated to understand, and serves as the a secondary test for the player in Final Nights 4. The Puppetmaster is activated this night, and complicates the night further.
Main points to remember:
GENERAL STRATEGIES: Night 3
Night 3 is even more complicated, and serves as the a tertiary test for the player in Final Nights 4. Proto-Spring Bonnie is activated this night, and complicates the night further.
Main points to remember:
GENERAL STRATEGIES: Night 4
Night 4 is the most complicated, and serves as the final test for the player before the true finale in Final Nights 4. Proto-Spring Freddy is activated this night, with a total of 5 animatronics active.
Main points to remember:
CHAPTER 2
Night 5 Guide
PART ONE:
Animatronic Behaviors
SPOILER WARNING: Both animatronics in Night 5 are completely different from anything you’ve seen up to this point in the game. They both attack at random instead of on a built-in timer, and have very odd AIs. Again, don’t forget to have fun, and I know you’ll make it out alive!
ANIMATRONIC BEHAVIORS: Insane Freddy
ACTIVE: Nights 5
BEHAVIOR
STRATEGY
ANIMATRONIC BEHAVIORS: Insane Bonnie
ACTIVE: Nights 5
BEHAVIOR
STRATEGY
PART TWO:
General Night Strategies
Again, both animatronics in Night 5 are completely different from any of the other animatronics. Here are some strategies to help you easily counter them! Again, don’t forget to have fun, and I know you’ll make it out alive!
GENERAL STRATEGIES: Night 5
Night 5 is the true final test for the player, and serves as the final night in Final Nights 4. Insane Freddy and Insane Bonnie are activated this night only.
Main points to remember:
CHAPTER 3
Post-Night Sequences
Post-Night Sequences: General Tips
Here are some general things to keep in mind when exploring each chapter in-game:
PART ONE:
Cold Memories
Cold Memories is the first sequence in the game, and is considered a Post-Night sequence in the chapters tab on the main menu (despite it taking place before Night 1). It serves as an introduction to the game, and kicks off Max Donovan’s side of the story. Post-Night sequences start with a small cutscene, and end with either a jumpscare or by burning an artifact from a previous Final Nights game.
COLD MEMORIES: Entrance, Bathroom, and Office
The entrance, bathroom, and office is the first section of Cold Memories, and it consists of the outside of Fredbear’s Diner, as well as the office and bathrooms inside.
COLD MEMORIES: Puppet Cove Sequence
The Puppet Cove Sequence is the first FNAF-style section of the Post-Night Sequences, each of which have a FNAF-style gameplay sequence at the end of the semi-free-roam section. The gameplay style is based off of (and references) the first Final Nights game; here you will face against The Puppetmaster.
PART TWO:
A House Lost
A House Lost is the second sequence in the game, and it serves as a continuation to Cold Memories. Max Donovan is transported by The Puppetmaster to the house from Final Nights 2, and is tasked with freeing the spirits of the Burnt Animatronics. It takes place right after Night 1 finishes.
A HOUSE LOST: Front Porch
The front porch is the first section of A House Lost, and it consists of the outside of William Afton’s house, as well as the shed, which contains Burnt Foxy.
A HOUSE LOST: Workshop and Chase Sequence
The workshop and chase sequence is the first indoor section of A House Lost, and it consists of the downstairs of William Afton’s house, which includes his bedroom, living room, and workshop, which contains Burnt Bonnie. You will also have to evade Burnt Chica in this sequence
A HOUSE LOST: Attic Sequence
The attic is the second indoor section of A House Lost, and is the final section in the chapter. It consists of the typical FNAF-style gameplay, and has you fending off against Burnt Freddy and Burnt Chica. The gameplay style is based off of (and references) Final Nights 2.
PART THREE:
A Grim Revelation
A Grim Revelation is the third and final sequence in the game, and it serves as a continuation to A House Lost. Max Donovan is transported again by The Puppetmaster to Hurricane Hospital from Final Nights 3, and is tasked with freeing the spirits of the Reaper Animatronics. It takes place right after Night 3 finishes.
A GRIM REVELATION: The Sewer
The sewer is the first section of A Grim Revelation, and it consists of the outside of Final Nights 3’s Hurricane Hospital, as well as the sewer system underneath the facility.
A GRIM REVELATION: Hurricane Hospital
Hurricane Hospital is the second section of A Grim Revelation, and it consists of the main floors of Hurricane Hospital from Final Nights 3. Here, Reaper Puppet will be stalking you throughout your exploration.
A GRIM REVELATION: Upstairs
Upstairs is the third section of A Grim Revelation, and it consists of the second floor of Final Nights 3’s Hurricane Hospital, as well as the storage room and patient room from the same game.
A GRIM REVELATION: Patient’s Room Sequence
The patient’s room sequence is the fourth and final section of A Grim Revelation, and it consists of typical FNAF-style gameplay, and has you fending off against all 5 of the Reaper animatronics from Final Nights 3. The gameplay style is based off of (and references) Final Nights 3.
CHAPTER 4
Good Ending Guide
PART ONE:
Main Guide
Between Nights 2 and 3, and between Nights 4 and 5, two Post-Night Sequences take place in which Max Donovan is intercepted by Entwined Fredbear. In order to achieve the Good Ending, you have to answer his questions correctly. The other Post-Night Sequences have NO EFFECT on which ending you receive.
MAIN GUIDE: Entwined Fredbear Sequence 1
This sequence takes place after Night 2 and before Night 3. Your answers to Entwined Fredbear matter to what ending you receive. For the good ending, choose these choices:
For this sequence, you will have to walk around and encounter Entwined Fredbear prior to him asking these questions.
MAIN GUIDE: Entwined Fredbear Sequence 2
This sequence takes place after Night 4 and before Night 5. Your answers to Entwined Fredbear matter to what ending you receive. For the good ending, choose these choices:
For this sequence, you will continue where you left off after the previous sequence, and will have to answer Entwined Fredbear’s questions correctly again for the good ending.
MAIN GUIDE: (SPOILERS) Fazbear’s Fright
This good ending sequence takes place after Night 5 ONLY if you answered Entwined Fredbear correctly. If you did not answer his questions correctly, you will be taken to the Bad Ending, in which the Puppetmaster tells you off for doing a bad job at saving the souls.
PART TWO:
Unlockables and Secrets
Congratulations! You have achieved the Good Ending in Final Nights 4. Now, as the credits roll, just know you have unlocked some cool things!
UNLOCKABLES AND SECRETS: Chapter Selection
Chapter Selection is a feature enabled on the menu once you complete the Good Ending.
UNLOCKABLES AND SECRETS: Museum
The Museum is a feature enabled on the menu once you complete the Good Ending.
UNLOCKABLES AND SECRETS: General Secrets
A few general unlockables and secrets are found by accessing the good ending. There are also some secrets that are show to the player if they do not complete the good ending.
PART THREE:
Bibliography
On the next slide, there are a few links and explanations that I think would help if you get stuck on any portion of the game.
UNLOCKABLES AND SECRETS: Bibliography
Here are a few links that can help you further in Final Nights 4:
THANK YOU!
Thank you all for following this guide, and for the tremendous support on my walkthrough video! I really wouldn’t be here if it wasn’t for all of you. I also want to thank JeliLiam and his team for making one of the greatest FNAF Fan-Games of all time, your effort does not go unappreciated for sure. Love you guys! <3
Wishing you all the best!
DiceGames
THE END