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Final Nights 4: Fates Entwined

Full 100% Completion Walkthrough

Written by DiceGames (Feb. 25, 2022)

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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

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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

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CHAPTERS

Chapter 1: Nights 1-4 Guide

  • Part I - Animatronic Behaviors
  • Part II - General Nights Strategies

Chapter 2: Night 5 Guide

  • Part I - Animatronic Behaviors
  • Part II - General Night Strategies

Chapter 3: Post-Night Sequences

  • Part I - Cold Memories
  • Part II - A House Lost
  • Part III - A Grim Revelation

Chapter 4: Good Ending Guide

  • Part I - Main Guide
  • Part II - Unlockables and Secrets
  • Part III - Bibliography

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CHAPTER 1

Nights 1-4 Guide

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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

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ANIMATRONIC BEHAVIORS: Fredbear

ACTIVE: Nights 1-4

STRATEGY

  • When he’s in Puppet Cove, ring the alarm in Party Room 1 around 8 times
  • When he's in Party Room 1, ring the alarm in your office around 8 times
  • Make sure to look around the room when he looks at you at the door, or he won’t see you and shut off the power
  • He'll shut off the building power if you ring alarms in more than 2 different places (has a hard cap of 2 alarm rings only and then decides to cut off the power if he hears more than 2)
  • ONLY stick to the two alarms I mentioned
  • See link on the bibliography page to a Dev Post about the bug with him and how to avoid it

BEHAVIOR

  • The most difficult and buggy animatronic in the game to deal with
  • Appears in the Show Stage room
  • Will move around the facility taking in sounds
  • His route: Stage > Kitchen > Puppet Cove
  • Will shut off the power and insta-kill you if you don’t lure him to you

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ANIMATRONIC BEHAVIORS: Stage Bonnie

ACTIVE: Nights 1-4

STRATEGY

  • When she arrives at your room, DON’T MOVE or LOOK ANYWHERE in the office
  • You can either be facing her, the cameras, or looking at the cameras while she attacks
  • You can move again once she turns her back on you

BEHAVIOR

  • One of the most simple and easy characters to understand
  • Appears in the Show Stage room
  • Will make her way to your office to check to see if you are there
  • Resets her clock once she attacks you, and returns back to the Show Stage

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ANIMATRONIC BEHAVIORS: The Puppetmaster

ACTIVE: Nights 2-4

BEHAVIOR

  • Moves a total of 12 times before attacking and insta-killing you
  • Appears in the Puppet Cove room behind the curtains
  • His route: Puppet Cove > Party Room 2 > Arcade > Kitchen > Gifts Shop > Parts and Services > Back Stage > Parts and Services > Gifts Shop > Arcade > Party Room 1 > Your Office

STRATEGY

  • If you seem him on the cameras, STARE at him to slow down his progressive movement
  • He plays a sound cue every time he moves
  • He will only attempt to move when you don’t have the camera on him, and if you’re not on the cameras
  • Keep an eye on him at all times, unless you have another animatronic to keep an eye on, like Proto-Spring Bonnie

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ANIMATRONIC BEHAVIORS: Proto-Spring Bonnie

ACTIVE: Nights 3-4

STRATEGY

  • As he moves around the facility, he will stop in certain rooms
  • He will stop moving in the Gift Shop, Kitchen, and Party Room 2 cameras (in that order once he activates)
  • Use the green Air Refresh button in the cameras when he's stationary in each location
  • Missing him stationary causes the Toxicity Meter to toggle, and you will be insta-killed if the meter has all 3 red lights on (meaning you will be killed if you miss refreshing him stationary 3 times)
  • Make sure he continues moving after you use the Air Refresh button or the Toxicity Meter might toggle

BEHAVIOR

  • A slightly buggy animatronic
  • Appears in the Back Stage room
  • Will move around the facility and make his way to your office
  • Will not kill you when he enters your office, and will only enter the vent behind you
  • Takes the vent back from your office to the Back Stage room
  • Only does his move cycle ONCE on Night 4, might be a bug

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ANIMATRONIC BEHAVIORS: Proto-Spring Freddy

ACTIVE: Night 4 Only

BEHAVIOR

  • Gets consistent and easy to deal with
  • Appears in the Back Stage room
  • Will activate around the time Phone Guy (William Afton) mentions him in the phone call
  • Makes his way to the vents in the Parts and Services room, and crawls to your overhead vent VERY quickly
  • After being dealt with, he will come to your office door
  • After he finishes his cycle he returns back to the Back Stage room

STRATEGY

  • When he activates, he heads STRAIGHT for the vent in the Parts and Services camera, and you can watch him crawl through the vents on the vent cameras (not really necessary however)
  • You’ll hear a sound cue when he is in the vent ABOVE you
  • This sound cue will play 3 times, and after all three, you can look up and shut the vent (don’t shut it before all 3 audio cues have played, he will drop down and kill you)
  • He will leave the vents and walk to your door; when he’s there LOOK at him at the door, and wait for him to leave (DON’T TURN AWAY)
  • Remember to open the vent after closing it, or else he will kill you instantly when he attacks you from the vent again

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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.

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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:

  • You can interact with the computer monitor by pressing SPACE and leave it by pressing the S key
  • You can look at the doorway by pressing the D key and back at the monitor by pressing the A key
  • You can look at the upper vent by pressing the W key, shut and open the vent door by pressing SPACE while looking at it (only works on Night 4), and look back at the monitor by pressing the S key
  • You can ring your office alarm by pressing LSHIFT while looking anywhere in the room, besides while you are looking at the cameras
  • You can see the Toxicity Meter for Proto-Spring Bonnie on your desk to the left of the monitor. If this meter has 3 red lights on it, it’s game-over

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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:

  • Only Fredbear and Stage Bonnie are active on this night
  • Main priority is to keep an eye on Fredbear, and make sure he follows his route via alarm rings exactly (detailed in the Fredbear animatronic guide page; page 7)
  • If Stage Bonnie leaves the Show Stage, just be ready for her to enter your office when she reaches you, and follow her directions (detailed in the Stage Bonnie animatronic guide page; page 8)
  • Night should end after 8 real life minutes, and if Fredbear shuts off the power, the clock can tick over to 6 AM during his kill sequence (similar to the original Five Nights at Freddy’s)

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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:

  • Fredbear, Stage Bonnie, and The Puppetmaster are active on this night
  • Main priority is to keep an eye on The Puppetmaster, and make sure he is watched at all times
  • 2nd priority is Fredbear; the camera flickers obvious static when either he, or Stage Bonnie become active (on any night); you can be on ANY camera and see the static
  • Make sure Fredbear follows his route if he does activate; he becomes top priority if he activates
  • Be ready for Stage Bonnie to enter at any time; don’t worry about watching her on the cameras
  • It’s a semi-balancing act by night 2, between The Puppetmaster and Fredbear when he activates
  • Night should end after 8 real life minutes.

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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:

  • Fredbear, Stage Bonnie, The Puppetmaster, and Proto-Spring Bonnie are active on this night
  • Main priority is to keep an eye on The Puppetmaster, and make sure he is watched at all times
  • 2nd priority is Fredbear, same as the previous night; he becomes top priority if he activates
  • 3rd priority is Proto-Spring Bonnie, and if he activates, look at the cameras he stops in from time to time, in the order specified (detailed in the Proto-Spring Bonnie animatronic guide page; page 10)
  • Be ready for Stage Bonnie to enter at any time; don’t worry about watching her on the cameras
  • It’s a balancing act by night 3 between every animatronic besides Stage Bonnie
  • Night should end after 8 real life minutes.

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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:

  • Fredbear, Stage Bonnie, The Puppetmaster, Proto-Spring Bonnie, and Proto-Spring Freddy are active on this night
  • Main priority is to keep an eye on The Puppetmaster, and make sure he is watched at all times
  • 2nd priority is Fredbear, same as the previous night; he becomes top priority if he activates
  • Proto-Spring Bonnie activates ONCE only on Night 4, and when he activates, look at the cameras he stops in from time to time
  • Proto-Spring Freddy activates within the first 10 seconds of the night, and his attack sequence takes a while, so after his 3 audio cues, you can shut his vent. In the time between waiting for each audio cue (and waiting for him to come to the door), watch The Puppetmaster on the cameras (trust me, you have to do this since you won’t get a chance once Fredbear activates)
  • Be ready for Stage Bonnie to enter at any time; don’t worry about watching her on the cameras
  • It’s a MAJOR balancing act by night 4 between every animatronic besides Stage Bonnie
  • Night should end after 8 real life minutes.

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CHAPTER 2

Night 5 Guide

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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!

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ANIMATRONIC BEHAVIORS: Insane Freddy

ACTIVE: Nights 5

BEHAVIOR

  • Not buggy at all, but super glitchy looking on the cameras
  • Appears in any room/camera
  • Has no route, and will show up anywhere
  • When seen on camera, he will make a very loud rumbling noise before disappearing

STRATEGY

  • Will appear somewhere on the cameras and will always appear in a camera with an exclamation mark next to it
  • Go to the camera with the exclamation mark next to them and ring the alarm in the camera to make him go away (before his sound cue: the rumbling noise, speeds up too much)
  • Be vigilant! He’s quick, and you should always look for the exclamation marks

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ANIMATRONIC BEHAVIORS: Insane Bonnie

ACTIVE: Nights 5

BEHAVIOR

  • Super easy to counter
  • Might freak you out when he shows up, since he’s super loud

STRATEGY

  • Will appear in your office with a loud garbled screech/error sound
  • Exit the camera and ring your office alarm to make him go away
  • Doesn’t matter how many times you ring, just one ring will be enough to counter his attack

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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!

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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:

  • Only Insane Freddy and Insane Bonnie are activated
  • It is advised to stay in the cameras for the entire night, unless Insane Bonnie attacks, in which you must exit the camera to ring the alarm. After he goes away, go back to the camera as soon as possible
  • Insane Freddy is the main priority, and you should be watching the cameras at all time for the exclamation marks to show up
  • In the occurrence that both animatronics attack at the same time, deal with Insane Freddy FIRST, and then Insane Bonnie
  • This night is an endurance test, as it is the same attacks over and over again for 8 minutes, which is what makes it a challenge

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CHAPTER 3

Post-Night Sequences

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Post-Night Sequences: General Tips

Here are some general things to keep in mind when exploring each chapter in-game:

  • Remember to check you notebook for clues (indicated by the magnifying glass button in the bottom right hand corner)
  • Remember to always put items you want to use in your hand slot (you can combine items if there are 2 items in each hand)
  • There will always be an arrow on screen for you to click on, which will navigate your position in the direction it is pointing in
  • Due to a bug, the arrow sometimes can appear invisible (action commands can also be invisible; i.e: when in A House Lost in the Attic, sometimes the button to use the crank on Chica will not appear), even though it is still there and able to be clicked on (in this case, just click where you think you should; i.e: click on Chica to use the crank on her)
  • It is possible to get lost/get yourself in a loop in some environments (i.e: in Hurricane Hospital), if this happens, make your way to where you started from, start again, and go room by room
  • A major glitch in the point & click sections occurs with timed events (i.e: in A House Lost when Chica is chasing you in the living room), in which the FPS will affect how your character behaves, and it might cause you to get killed easier. To avoid this, try to keep your FPS at 60fps or up, which will help avoid issues with all quick-time events (see link to GameJolt page to see other solutions to this issue)

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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.

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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.

  • Get the car keys and crank flashlight from the trunk
  • Unlock the doors, and go into the establishment
  • Go forward until you reach the pipe spewing gas, and get the chair sitting next to it
  • Go back and into the bathrooms, and place the chair inside
  • Get on the chair, and remove the axe from the dead guy inside the stall
  • Leave the bathroom, go to the office, and see the date on the calendar is 1973 (remember this code)
  • Input the code on the Gas Control room door (to the left of the office entrance), and smash the boards once the door opens, then turn off the gas valve, and leave the office
  • Walk down the main corridor, and confront The Puppetmaster (you can’t do this if the gas is still on)

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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.

  • Shine your flashlight by clicking the Left Mouse Button (LMB)
  • Every time you shine your flashlight, you lose one battery life (you have a total of 3 before you run out of battery and can’t use the light); look down with S to recharge your light (don’t stay here too long), and click W to look back at the Puppet Cove
  • Whenever The Puppetmaster shows his face, do NOT flash him or move the curtain, or he will kill you
  • Whenever The Puppetmaster shows his puppets, flash or move the curtain to give them the spotlight; if you don’t, he will kill you
  • This sequence lasts around 2-3 minutes, and will end with him jumpscaring you, bringing you to Night 1

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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.

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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.

  • Walk as close to the house as you can get
  • Click the arrow on the right indicating you can go around to the back side of the house
  • Open the shed by spamming F until the board pries opens
  • Go into the shed, and take the wire cutter lying next to Burnt Foxy
  • Go back to the entrance of the house, and cut the wire to unlock the gate
  • Enter the house, and get dragged in by Burnt Freddy

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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

  • Investigate underneath the stairwell, and get the crank top (you can’t go upstairs until you are finished downstairs)
  • Leave underneath the stairs, and go to the workshop
  • In the workshop, get the crank handle lying on the table
  • Combine the crank handle and top together to create the crank
  • Use the crank on Burnt Bonnie by spamming F, and don’t take long as Burnt Chica wakes up and will kill you if you are not fast enough
  • Leave the workshop after freeing Burnt Bonnie, but beware that as soon as you leave the door, Burnt Chica will run after you. To avoid her, run and hide underneath the stairwell
  • You can come out when she leaves, and make your way upstairs to the Attic for the final section

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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.

  • When you start the sequence, you will be facing Burnt Freddy, but you should turn around immediately and start holding your flashlight (SPACE) on Burnt Chica, in order to prevent her from coming closer
  • You MUST keep your flashlight on Burnt Chica as much as possible, so she does not come too close and attempt to kill you while you are freeing Burnt Freddy
  • Burnt Freddy starts out in a passive state, in which he won’t attack you. He will only reach his aggressive state after 2 audio cues play (it sounds like chains moving)
  • After both audio cues, turn back around and use the crank on Burnt Freddy. Then turn back around immediately and continue to hold your light on Burnt Chica
  • Repeat the previous step until Burnt Freddy has been freed (4 times total), and then hide behind the door to the hallway
  • When Burnt Chica enters the room, click on her and use the crank on her to free her
  • You will then be transported outside, in which you will burn the animatronics. Click SPACE when prompted, and you will be transported to Night 2 after a brief cutscene.

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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.

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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.

  • Take the crowbar from the front door, go back, and click on the arrow on the right side of the building
  • Equip the crowbar, go through the alleyway until you get to the door ahead, and use the crowbar on it
  • Wade through the sewers, and observe and remember the numbers 15, 7, and 23 on the walls
  • Go to the generator room, and turn on the power by flicking the levers to add/subtract to 15, then 7, and then 23
  • After the power is back online, leave the sewers, and go to the screen with the garage door
  • Open the garage door by clicking the green button on the left wall
  • Enter the hospital through the garage door

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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.

  • Tip for Hospital: don’t stay in certain rooms too long, as the Reaper Puppet can become angry and kill you (aggression indicated by a flashing reaper puppet logo in the top right corner of the screen)
  • Navigate your way through the hospital until you find a room with a light that is flashing
  • Note the poem on the wall next to the Fredbear Plush that uses the numbers 5226 (remember this code)
  • Navigate to a padlock protected door, and input the code 5226
  • Inside the padlocked room, retrieve the screwdriver, then leave the room and click on the arrow indicating to go to the right (this is an elevator)
  • Equip the screwdriver, and open the panel to the right of the 3 red buttons
  • Then, match the bottom characters with the ones on top, which will make the 3 red buttons green
  • Click the topmost green button to take the elevator to the next floor (look at video guide for clarification)

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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.

  • Walk out of the elevator, and go to the room in front of you
  • Inside this room, turn off the projector, and go back into the previous room
  • Turn left and follow the hallway leading to the storage room
  • Inside the storage room, you will find Reaper Chica, who will play a small game with you
  • The game states to “shine your light on the real Reaper Chica,” meaning to shine your flashlight (LMB) on the Reaper Chica clone that opens her jaw and stares at you (don’t overthink this, I’ve seen many YouTubers struggle with this, just shine the light on the one that moves)
  • When the mini-game is finished, a sound cue will play indicating that you can progress
  • Leave the storage room and go into the hallway, and in front of you lies the final challenge of A Grim Revelation (go into the patient’s room ahead)

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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.

  • Functions very similarly to the Final Nights 3 mechanics, minus the sleeping mechanic (WASD + LMB)
  • Reaper Balloon Boy: sits on the bed, shine your light on him when he awakens (also plays an audio cue). Do NOT waste your time on him, he will kill you very quickly if you don’t go immediately and flash him
  • Reaper Bonnie: resides in the hallway; shine your light on him in the hallway (he comes from either side) when you hear his laugh audio cue
  • Reaper Mangle: sits above you on the ceiling, shine your light on her when you see blurriness on your screen, and when you hear a distorted sounding audio cue
  • Reaper Fredbear: creates Fredbear plushies in the left corner next to the bed; shine your light on plushies to keep him away (maximum of 3 plushies before he attacks you)
  • Reaper Puppet: comes at random turn off the room light to prevent his attack (meter in the top right to show aggression)
  • Patient’s Room Sequence lasts around 2-3 minutes; will finish with you burning the plushie by pressing SPACE

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CHAPTER 4

Good Ending Guide

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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.

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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:

  • Question 1: Wh-Who are you?
    • Answer: I’m Max Donovan, paranormal investigator. (1)
  • Question 2: Those final nights, I saw things… What did he do to me?
    • Answer: He used a gas to make you see those things. (2)
  • Question 3: Did that happen to anyone else?
    • Answer: It was everywhere, even in the animatronics themselves. (1)

For this sequence, you will have to walk around and encounter Entwined Fredbear prior to him asking these questions.

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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:

  • Question 1: The puppetmaster, he talks to me. He wants me to ask you if you know what happened in the hospital.
    • Answer: These paranormal Freddy’s entities, they killed all patients (1)
  • Question 2: Did WIlliam really do all this?
    • Answer: Yeah, he’s dead now though. (1)

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.

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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.

  • Go through the diner and shut your eyes (press and hold SPACE) to stop hallucinations of Insane Freddy and Insane Bonnie
  • Find your way to the Back Stage room, and get trapped in the springlock bear suit by hallucinations of Insane Freddy and Insane Bonnie
  • Meet The Puppetmaster, who will take you to Fazbear’s Fright (from Five Nights at Freddy’s 3)
  • Find the entrance to the building, make your way inside, look for a boarded up room, and spam F to open it up
  • Turn on the gas valve inside the room, and mess with the wiring in order to create an electric fire
  • As the place is burning down, you will encounter Springtrap, who will chase you as you try and escape
  • Complete your task and achieve the Good Ending by reaching the exit, and dying to Springtrap.

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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!

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UNLOCKABLES AND SECRETS: Chapter Selection

Chapter Selection is a feature enabled on the menu once you complete the Good Ending.

  • Selecting it will allow you to play through any of the main Post-Night Sequences:
    • Cold Memories
    • A House Lost
    • A Grim Revelation
  • These sequences take you back to the main menu after you finish them, and don’t affect your overall progress in the game.

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UNLOCKABLES AND SECRETS: Museum

The Museum is a feature enabled on the menu once you complete the Good Ending.

  • Selecting it will allow you to see each of the animatronics, along with bonus content and cool messages from the developers
  • Here, instead of like the Post-Night Sequences, you are allowed to fully free-roam
  • The sections are divided into (from left to right) Developer Commentaries, William’s House, Fredbear’s 2017, Fredbear’s 1970, Hurricane Hospital, Unused Content, and Replay Credits.
  • Each section contains cool descriptions of each of the animatronics, besides Developer Commentaries and Replay Credits
  • In Fredbear’s 1970, you can interact with the PONG Arcade Machine by pressing E in front of it, which will move it aside, and allow you to see the Night 5 Insane Animatronics
  • Developer Commentaries contains some really awesome messages from the developers
  • Replay Credits just replays the credits sequence

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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.

  • If you do not follow the Entwined Fredbear cutscenes correctly and answer the questions wrong, then you will reach the bad ending
  • You will have to replay the game again if you want to reach the good ending
  • The bad ending ends with the Puppetmaster telling you off for doing a bad job at saving the souls
  • The title screen changes on Night 5, and will be very distorted if you reach the bad ending (same thing if you die on Night 5)
  • The museum will not be unlocked, and the credits will not play also
  • The title screen changes after you complete the good ending to show Fazbear’s Fright burned to the ground

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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.

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UNLOCKABLES AND SECRETS: Bibliography

Here are a few links that can help you further in Final Nights 4:

  • Link to DiceGames’s Video Walkthrough
  • Link to DiceGames’s Text Walkthrough (Raw Text of this Guide)
  • Link to Fredbear Glitch Solution (See JeliLiam's comment to the Post)
  • Link to Official Jelatine Discord Server
  • Link to Final Nights 4 Game Page
  • Link to Final Nights 4 Game Page (FAQ & Common bug solutions)
  • Link to Final Nights 4 Fandom Wiki
  • Link to Final Nights 4 OST on Bandcamp (by Caspar)
  • Link to Final Nights 4 OST on KHInsider (by Caspar) (this link has one extra track)

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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

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THE END