Scrap Baby has a somewhat mangled appearance. Her hair is comprised of light orange, dark orange, and grey blue wires that lay flat on her forehead, but spike up in pigtails on the side of her head. Her neck has no metal covering, exposing the wires that lie underneath. She wears on orange bikini with puffy red sleeves. Two large circles, perhaps the remains of speakers, are placed haphazardly in the middle of her chest. One of her hands has been substituted for the claw that once came out of her chest. The other hand has no metal covering, exposing the claw-like wires underneath. Her legs are halfway covered with a thin metal covering, but wires still poke out from underneath. She has red kneecaps, which could be kneepads, considering she has roller skates rather than jester shoes she had in her previous form. Blue pins erupt from her shoulders and part of her thigh, and possibly a crown is adorned on her head. Her face bares somewhat of a resemblance to her past self, but sharp endo-skeleton teeth poke out from under her lipstick blotted mouth. Wires hang out over her chin and pink circles of blush dotted on her cheeks. The paint has been scratched off several places on her body, so she is different shades of a grey, blue, and white.
"Once per night, she will appear on the other side of your desk, slouched over and appearing to be decommissioned. There will be a shocking panel sitting next to her. You can shock her at any time by clicking on this button, but it will drain 1% of your power each time you do so, and it will have no effect until she is poised to attack. You must refrain from pushing the button until you notice that she has moved. Shocking her at this stage will cause her to leave your office and not return. If you fail to notice that she has moved and you bring up your monitor again, you'll have nothing but a jumpscare to look forward to."
Every five seconds, whenever the monitor is raised, the game will roll a random number between 0 and 29 and compare it to her AI level. If this number is less than her AI level, she will appear on the opposite side of the office desk with her head facing down, and the shock panel will also appear on the monitor. Once Scrap Baby is in the Office, every five seconds, the game will again roll a number between 0 and 29, and compare it to her AI level. Once the game rolls a number that is less than her AI level, she will raise her head and be able to attack. From there, every frame that the monitor is raised with her able to attack, the game will roll a random number between 0 and 99; if this number is less than her AI level, she will attack and end the night.
The shock panel is used to deal with Scrap Baby. Pressing the shock panel will cause it to immediately drain 1% power, and can always be activated so long as Scrap Baby is present in the Office, regardless if she's about to attack or not, though it will be a waste of power to use it when she's not actively threatening to attack. When Scrap Baby's head is raised, activating the shock panel will cause her head to lower, and she will disappear from the Office the next time the camera is raised, and she will not appear again for the rest of the night.
Yeah, this idea came around when I swore to myself to finish Crossing the Pit Remastered before any other project, which I honestly don't regret. This game was a lot of fun to create as it wasn't something we needed to take seriously, which I think is where most of the joy of creating games comes from. I'm very grateful to be put in a position where I can do what I love doing most, which is creating games, and I'm glad to have met so many talented people along the way, like @Arguswastaken
who composed the soundtrack for this game alongside suggesting some neat ideas. A lot of things in this game wouldn't even exist without Argus so you also have him to thank for helping me push out this game to you guys. Oh and @Kejayco
W game, should continue, I'm a Brazilian YouTuber and would love to make a full gameplay on this, I played this myself and it's awesome, I'd think It would be interesting to add different levels, and characters as the nights go on, like the first second and third night just get harder, and then, it adds a new character, until night 6, and other levels with 6 nights as well to make the game more fun, and a custom night, it would be amazing, just an idea.
Thank you for your suggestion about adding new levels and characters to the game. I'm sorry for any confusion, but I want to clarify that I didn't actually create the game myself. However, I believe the original creator, BioPlant, would appreciate your ideas and feedback. If you'd like to get in touch with them, you can find their contact information on their website or social media pages. You can contact them through:
Mike Schmidt is the main protagonist in Five Nights at Freddy's 1. He is a security guard employed by Freddy Fazbear's Pizza. The game is played in the first-person perspective, through Mike's eyes.
Upon completing the Custom Night, he receives a notice of termination, likely due to the in-game interaction right before said night, customizing the animatronics A.I. (which the notice describes as tampering with the animatronics).
Little is known about Mike's character. Why he would continue working at a failing pizzeria with a high risk of death for pay below minimum wage is unknown and could possibly be attributed to either altruism (so nobody else would have his job and risk being killed), desperation, or thrill-seeking on his part. Considering Freddy's "Toreador March" is one of the main themes of the game and that it deals with thrill-seeking, the latter is somewhat more likely.
"Blah. Blah. Blah, Blah. Blah. This ad has nothing to do with anything relevant to the game. Blah. Blah. Blah. Blah. Blah. Chances are you won't make it past night three. Blah. Blah. Yackity Smackity. Blah. Blah. This probably isn't the best choice of a summer job, since you most likely won't survive the week. I'd recommend being a cashier, sack boy, or work in a warehouse. They are all very respectable jobs, and you probably won't be killed by them. Well, you might. But it would be unlikely. Blah. Blah."
Jeremy Fitzgerald is the primary protagonist in Five Nights at Freddy's 2. He is the security guard employed by Freddy Fazbear's Pizza who worked the Midnight to 6 AM shifts from Sunday, November 8th, 1987 to Friday, November 13th, 1987 before being moved to the day shift. The game is played in his first-person perspective. Overall, he is very similar to Mike Schmidt, the comparably silent protagonist from the first game.
Upon being hired, Jeremy is informed by Phone Guy of the details of his new occupation, also learning that the guard before him was moved to the day shift due to the animatronics trying to get into The Office.
Jeremy eventually completes Night 1, but despite the low pay and clear danger, he continues his job for the remainder of the week. As the nights pass, Jeremy learns that someone tampered with the animatronics, eventually leading to the restaurant's closing, and that he may be moved to the day shift as the "position just became...available" while the company tries to find someone to cover the night shift.
After the end of Night 5, Jeremy receives a check for $100.50. During Night 6, Phone Guy tells Jeremy that the next day he will work the day shift and is to closely monitor the animatronics during a birthday party. Upon completing the night, Jeremy receives a check for $20.10 for overtime, as well as a newsletter that says the restaurant is closing. In the Custom Night, Jeremy is replaced by Fritz Smith for his only night.
Similar to Mike, Jeremy's appearance is never seen, as the player is forced to stay in first person view for the entirety of the game. Unlike Mike, when Jeremy is killed, the Game Over screen is viewed from Jeremy's eyes, when he is stuffed in a Freddy suit.
Little is known about Jeremy though he seems to behave similarly to Mike. It can be assumed that Jeremy is focused and competent, being able to hold off up to eleven animatronics at any one time. Unlike Mike, however, he does seem to show some fear and anxiety during gameplay, as heard in his sharp and heavy breathing when he puts on the Freddy Fazbear Head. The significant lack of papers on Jeremy's desk compared to Mike's may indicate that he is more organized and neater, although it may also simply imply that there was less paperwork needed in 1987, which may parallel with the restaurant's issues in the first game.
After Jeremy completes Night 6, he is presumably moved over to day shift. A character by the name of Fritz Smith takes over for the Custom Night, but is immediately fired the following day for tampering with the animatronics.
Throughout the entire night, Fritz is functionally identical to Jeremy Fitzgerald in every way. Strangely, he even sounds exactly the same as Jeremy when breathing with the Freddy Fazbear Head on. However, based on the fact that his notice of termination listed "odor" as one of the reasons for him being fired, it is possible that he was also sweating and/or releasing bodily fluids similar to Mike, suggesting a panicked, nervous behavior.
Since the game is viewed in first person view for the entirety of the game, their physical appearance is never seen. They appear to be male, judging by the panic sounds he makes when jumpscared by the phantom animatronics.
d3342ee215