The infamous Locked Box, introduced in FNaF4,
planned to be opened in the Halloween Update, but for story reasons, was ultimately never
opened. But what was in it? Memories? Happiest Day? A robot child? The pieces put together?
Maybe the real Locked Box is the friends we made along the way, but probably not. Some
of you may know of the unused lock opening sequence in FNaF4, but the box didn’t open,
but others might know that it actually did, but in FNaF World. Hidden above the frame of
the first underground area, lays an opened box object named codefound. Every second it generates
a random number, but nothing ever references it, and it just sits there, untouched from
the first version to the last. These are 7 things you don’t know about FNaF, that’s right
I’m a countdown channel now, I cannot be stopped. Anyways, on January 12th, 2017,
and for less than 24 hours, you could download the Android Port of
FNaF World. Alongside the overwhelming number of glitches, the changes mostly
consisted of making the dialogue a joke, removing the Desk Man and Fredbear’s Update 2
cinematics, removing a bunch of effects and voice lines, making animations still images… and also
shrinking that unused Locked Box? Yup, he just, * Slide Whistle * It's most likely a performance type thing,
but Scott rarely touches anything unused, especially lore-related, it really is
something that the one time he does, the whole application gets deleted the next day. * Foxy humming * Five Nights at Freddy’s, the original, had
a great deal of care put into crafting its ambience and soundscape, the Toreador
March music box, being particularly infamous. Obviously most commonly known as the
song that’s played when running out of power, it will also play when Freddy is in the kitchen.
The sample is 1 minute and a second long, but it doesn’t loop, at least upon
first inspection. It actually does, after 5 minutes. Freddy has to fail 99 movement
opportunities across those 5 minutes, for us to even hear a couple seconds of the
encore. Assuming you don’t have cams open when tries to move which does actually
force-fail his movements, on Night 3, you only have around a 0.6% chance for this to
happen, 0.3% on Night 4, and it’s not happening by chance on any other night. (0.00001%
on Night 5, and 0.00000003% on Night 6) * creaks * * ceiling caving in * Despite Golden Freddy’s increased presence in
the second game, he actually barely appears at all outside of the Custom Night. Upon first
inspection, he has a 1 in 1000 chance to start at 1 AI on Nights 2 & 3, 1 in 100
on Nights 4 & 5, and 1 in 10 on Night 6, but this is not actually the case. Oddly enough,
there’s a line that resets Golden Freddy’s AI when the night starts if it’s one of the first five
nights. It may have been an old attempt to make it so that Golden Freddy’s AI from the Custom
Night doesn’t carry over to the main nights, with a proper fix only added later. But what
he didn’t notice is that forgetting to remove the first fix meant that it would reset Golden
Freddy’s normal AI levels for the main nights. The only ones that remain are the ones that set the
AI part-way through the night. For the first five, that’s just that 1 in 1000 at 1 AM on Night 2.
It sounds so much like the rumors about Golden Freddy in FNaF1, but in FNaF2 his only appearances
actually ended up just being Night 6 and Night 2. * car * (it's literally the name
of the sound effect don't ask me) Pizzeria Simulator had a wide variety of changes
in its patches, and one of the most odd and obscure, is in the patch right before he fixed
salvages. In it, he made it so that if you hold dash after being attacked during a salvage, it
closes the game and deletes your save. I don’t imagine this function should be accessible,
but it’s not just that screen. Actually, you can just delete your save by holding dash on
most of the screens in the game, over 60% of them, and basically every main one. But actually, this
is more of a FNaF thing. You can delete your save in almost every FNaF game with the press of a
button. In fact, you could probably put the games in order of how easily you can delete your save
with the keyboard, and therefore how authentic of a FNaF experience the game is. Let’s start off
with the ones you just can’t delete a save with your keyboard. These two troll games don’t have
saves, and this one, Special Delivery, and Help Wanted all can’t use the keyboard for deletion.
All are clearly not authentic FNaF games. Then we’ve got Security Breach and FNaF World, which
are the only ones that even try to make it so you don’t accidentally delete it. Security Breach
takes 3 presses, including the confirmation, and World takes a whole 5 seconds of pressing the
End button. Clearly non-canon games. Moving on up to FNaF 4 (plus Halloween Edition) and Freddy
In Space 2, those all take 2 seconds to delete, spin-off games of course. The original trilogy,
and Fury’s Rage all take a single second, obviously each of those are mainline games. I
split Pizzeria Simulator into its own section just because you can delete it basically wherever you
want. And Ultimate Custom Night only takes half a second, which is kinda crazy. And now we’re at
the definite Five Nights at Freddy’s Experience, Sister Location, and Sister
Location: Mature Edition, both of them will instantly delete your save
upon pressing the button. Just instantly gone, and there’s nothing more FNaF than that, really. Number 5. Fan animatronic. Just kidding, we’re talking about mobile ports
again. After the Clickteam mobile remasters, they are as close as possible to the PC
versions of their respective games. However, before Clickteam updated them, there were many
obvious differences, including in FNaF1. Rather than an almost 9 minute night on PC, it was
only 4 minutes and 25 seconds. That sounds like it’d be a lot easier, but obviously the
difficulty was scaled up to compensate. Rather than Bonnie and Chica moving about every
5 seconds, they moved every 3.5 seconds, a 30% decrease, and Foxy and Freddy
moved every 5 and 3 seconds on PC, but mobile halved that. Power usage was
doubled, and passive power drain was also around 30% higher. But it was actually even
harder for the first four days. Until 1.73, which was only 4 days after the initial release,
Bonnie and Chica moved every 2.5 seconds, and passive power drain was even quicker. 4/20
mode probably wasn’t even beaten on that version considering both it’s difficulty and how quickly
it was nerfed, someone should check that out. Sister Location’s Custom Night was a great
albeit-rushed addition to the game, added on December 1st of 2016, in the 1.1 update.
Though oddly enough, Golden Freddy mode, the hardest mode in the game, was locked. Scott
Cawthon wanted a bit of extra time to fix any problems that might have come upon release. Even
though the power drain was like of my 5-year-old laptop, he regardless unlocked the mode to the
public in v1.11, with no changes. But weirdly, Golden Freddy mode wasn’t going to be only locked
mode. There exists an additional object that would have locked Cupcake Challenge too. It’s also a
hard mode, but it has much lower AI levels, and no Bidybab, Yenndo, or Minireena 2, so it seems like
he came to his senses before actually locking it. Ultimate Custom Night is one of the 4 games that
had a troll demo released before the actual game, alongside FNaF3, FNaF World, and Sister Location.
Despite just being a reskin of his 1989 game, Doofas the Dinosaur, it did contain the genuine
character select screen for version 1.01. Because the troll demo released 6 days prior to the
official release, there are actually some differences within the character select screen.
Baby’s icon used to stay lit up if Ballora’s AI was on, and Funtime Foxy had a typo on postpone.
As well, your best 50/20 time was originally written with a colon for the decimal, rather than
a period now, and the colon that remains was moved a single pixel down. Finally, Helpy’s AI in the
Bears Attack 1 challenge increased from 1 to 5. That’s actually the only known change to
the AI levels of any of the challenges. The troll demo also didn’t have a 1 in
10000 chance to play the track I from Old Man Consequences easter egg
on the character select screen, but that may have been removed for spoilers. And that’s everything. As for future
videos, it almost definitely going to be an FFPS AI explained video, there’s just
too much misinformation floating around, and the actual AI is not too hard to
understand, the video might actually be in one of the end screens right here if
it’s been like a couple months, but if not, subscribe if you want to see that when
it comes out, and thanks for watching!