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Five Nights at Freddy's 3 All Achievements Playthrough

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This video is an all achievements playthrough of Five Nights at Freddy’s 3 performed on Xbox One.

Springtrap Tips:
1) At the start of a night he spawns in CAM 07, 08, 09 or 10, look at these CAMs first to find his initial position.
2) If he gets to CAMs 05, 04, 03 you will hear a tone indicating such.
3) The tone from above gets noticeably louder when he enters CAMs 02 or 01.
4) Springtrap only ever moves into adjacent cameras at a time. I.e. CAM 09 to either 08 or 10 but not from 09 to 07.
5) On top of moving to adjacent rooms, he can also move into adjacent vents as well. I.e. CAM 09 to CAM 11 (the vent in the same room as CAM 09).
6) Springtrap has two locations (except vents) he is visible in on each camera. I.e. on CAM 09 he can be seen full bodied in the back or up front where his eye is clearly visible.
7) If he is visible in the window of your office quickly audio cue in CAM 02 then CAM 05 to move him away.
8) If he is visible in the door way to the office audio cue in CAM 01 then CAM 02 and so on.
9) On later nights moving him away from the office door is an unlikely strategy to work. However, if it is 5AM put your controller down and stare at him. You may be able to let the night end without him attacking you.

Repairing Systems: When a system goes down, audio, cameras or ventilation fix them with the following priorities: audio, ventilation, cameras.

If you have multiple systems down and you know where Springtrap is then you should audio cue him into a further away room and then fix one system, then audio cue again in the same room to keep him there. If your audio is down fix this first, then audio cue a room where he will go and continue fixing systems.

Night 1. Nothing happens here, learn the controls of the game and explore the layout.

Night 2. Springtrap is now active, however he will move very minimally and is easy to manipulate this night. Find his initial position and track him as he moves. Try and keep him up by CAM 09 and 10 as this is a dead-end hallway. This night is very mild and most of the phantoms should not be problematic.

Nights 3-5. This is where the game’s difficulty ramps up. This this the first night where we will employ a strategy to beat the night. First find where Springtrap started i.e. CAMs 07, 08, 09, or 10. If he starts in CAM’s 08, or 09 lure him to CAM 10 and close the vent in that room. When he moves into CAM 09 send him back to CAM 10. Pay attention to the sounds indicating Springtrap has entered a vent. If you hear this and know his last location check the associated vents first. If he is in it seal it if it is not already. If keeping him in the 08, 09, 10 hallway you only have two options as to which one he is in.
This strategy in combination with the tips I gave at the start will work for pretty much every night. The only things that change are the frequency that Springtrap moves, the frequency of phantoms to show up and the frequency that systems will fail.
The Phantom Puppet will become active on night 4.
Starting on night 5 and every higher difficulty night hereafter the audio system will fail after using it twice. Timing and efficient use of this system becomes incredibly crucial. If at any point you lose track of Springtrap, quickly go through each camera and find him and seal the nearest vent. Try to lure him back into the 08, 09, and 10 hallways afterwards.

Night 6. This night is where we start to shift gears in how we deal with Springtrap. The same strategy from nights 3-5 can and should be employed for as long as possible. If Springtrap either escapes the hallway and gets to CAMs 07, 06, or 05 or he starts in CAM 07 we will employ a new strategy.
The strategy: If Springtrap makes it to or starts at CAM 07 seal the vent at CAM 12. Do not stay on CAM 07 for too long. When Springtrap is at CAM 06 this is where we can begin a loop to make him walks in circles for the night. If he is at CAM 06 keep the monitor open and follow this pattern: If Springtrap moves and you hear the CAM 05, 04, and 03 sound, audio cue in CAM 06 to bring him back.

If he moves and you do not hear the noise, he has moved to CAM 07, this is what you want.

If he moves to CAM 07 wait 3-4 seconds, if he comes back to CAM 06 sit there and wait until he moves again and repeat the cycle.

If you wait 3-4 seconds and he has not come back, he is at CAM 08. Audio cue in CAM 07 quickly and return to CAM 06 as to not trigger Chica.

Repeat these steps.

Repair your systems as needed right after you use an audio cue to distract Springtrap. After repairing audio cue the camera Springtrap was last seen. Pick up where you left off and continue the loop.

Aggressive Nightmare. I did this run only using the night 6 strategy of keeping Springtrap in the CAM 08, 07 ,06, and 05 loop. This run requires nearly no mistakes and absolutely no ventilation errors (also a wee bit of luck).

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