Noo-Noo seems to be very similar to his show counterpart, as a blue cylindrical vacuum cleaner with a black tube connected to a nozzle, except for some small details. His vacuum mouth has a set of sharp teeth. The little brush-like object by the front of his head is also missing, which was a mistake by the game's creator.
Prior to the revamp, he was a much darker blue, and his eyes were farther apart and black with tiny white dots. Curiously, the inside of his hose was colored red in an eerily similar fashion to a mouth, and it is currently unknown why this aspect of the design was retconned in the revamp and later entries. His teeth also seemed more like rectangular cubes, and appeared to be beveled at the tip as opposed to being completely sharp. His jumpscare before the revamp also implies that he has the ability to contract and expand his teeth, as they seem to be a lot more angled and sharp than in the Kitchen and the Office.
Noo-Noo has a rare chance to appear in the Office when the Camera Monitor is lowered. This can occur regardless if the door is closed or not. The only other indication of his appearance is the lights flickering inside the Office alongside him appearing in the left corner. The Monitor must be brought up to get rid of him. If this does not occur, Noo-Noo will kill the player accompanied by the game being forcibly closed.
Noo-Noo will have a 1/2666 chance to appear at any random millisecond when the animation of putting down the Camera Monitor plays. The game will then check if the Monitor has not been brought up if Noo-Noo is visible in the Office for at least 6.66 seconds. If this condition is met, Noo-Noo's jumpscare will occur, and the game will close. This can be easily avoided by bringing up the Monitor quickly (as stated above).
Prior to the revamp, Noo-Noo had to be triggered in the Kitchen camera first in order for him to appear. The chances of his appearance also became more and more common the higher the night number. Other than this, he behaves identically to his revamp counterpart, except he kills you in 4.08 seconds instead.
Unlike in the first game, Noo-Noo looks normal, with the exception of the eyes and his teeth. He is a blue cylindrical vacuum with a black brush attachment on top of his head, two pop out eyes connected by tubes, and a large black tube with an opening on the end functioning as the vacuum with two sets of teeth to help suck up solid objects. The bottom is a half-cylinder underneath the main body to travel around on.
Noo-Noo starts off in Noo-Noo's Kitchen, and will stay there until his music box begins playing, which means that he will start his cleaning soon. Unlike the other animatronics, and like Tinky Winky 2.0, Noo-Noo will not be stalled by the Smoke Machine because, as stated by the phone guy, his programming allows him to see through smoke in the event of a fire, allowing Noo-Noo to lead customers to safety. The only way to stop Noo-Noo is to use the Toggle Transmissions button to cancel his actions. About 30 is needed to deactivate him. If this is not done, Noo-Noo will leave the Kitchen and kill the player shortly.
Noo-Noo is a blue cylindrical vacuum cleaner with two pop out eyes connected by tubes, a black vacuum brush at the front on top of his head, a half cylinder under the main body for mobility, and a black tube connected to a nozzle for cleaning, like before. Unlike before, he has four/five sets of bloody, sharp teeth, and many holes and rust all over his body. The inside of him contains the flesh, blood, organs, and head of Employee #3.
Noo-Noo starts in Spare Props, and has two stages there. He will move to the Props Hall, Original Props, the Ventilation Hall, the Parts Hall, and the Main Hall. When he gets to the Parts Hall and the Main Hall, he will move to the right or left doors, respectively, and make a scrubbing noise as well as a perpetual loud sound while he is at the door. If the player fails to close the door, then Noo-Noo will attack the player, but will not kill them - instead, he will disable the cameras, equipment, lights, and power regeneration, leaving the player incredibly helpless and vulnerable for a somewhat long time. Once he leaves the Office, either after being fended off or after entering it, he will return to his active state in Spare Props.
Noo-Noo has a very strange design in this game. He completely lacks his bottom part, leaving a huge hole with many wires pouring out. Instead of moving around on the ground, he has two large holes on his sides with more wires pouring out of each, which would have been used to hang from the ceiling. Like usual, his body is blue with a black vacuum hose protruding from his front, with several sets of large amounts of teeth in the nozzle, and a brush on top of his head. His eyes are attached to flexible tubes rather than simple rods, allowing for eye movement.
Noo-Noo has an updated model much like the rest of the animatronics in this game. He is a blue cylindrical vacuum cleaner with a black tube connected to a nozzle. His vacuum mouth has a set of sharp teeth, and he has glowing pinkish-red eyes. He also has a black brush at the top-center of his body, much like his counterparts from the second and third games.
In The Office, when looking at the right, the player is able to see Noo-Noo hiding behind the curtains in the Closet. This is part of his mechanic. Whenever the player hides inside the Closet, they won't be able to see Noo-Noo, but instead, a distorted music box will start to play, and will get louder if the player hides for an extended period of time. It will slowly get quiet once they leave their hiding spot, and will not play anymore unless they hide again. Hiding for too long will cause Noo-Noo to kill the player.
Noo-Noo has a prominent role in Night X, and is the player's only defense mechanism to save themselves from PTLD. The player is able to move Noo-Noo around the map on the top left via buttons on a control/remote panel to their bottom right, with arrows to click to lead Noo-Noo to their wanted destination (the room's name he is currently in can be seen on the Noo-Noo System Status on the top right). On the middle of the arrows is a button to activate his music box. It cannot be played when Noo-Noo is moving and he cannot move when it is playing. The music box has limited power, as seen on the Noo-Noo System Status, and will regenerate when not currently in use or when it runs out of power, at which it cannot be used until it regenerates past 25%.
Noo-Noo's music box is useful, as it can attract PTLD around the map, especially to lure him out of the Party Room, so that he won't kill the player by entering the Basement. However, if both Noo-Noo and PTLD are in the same room together, PTLD will attack Noo-Noo and drain his health by 25%. This is also seen in the Noo-Noo System Status. If he reaches 0% (it takes 4 hits for him to be destroyed), the player is completely defenseless, as Noo-Noo is no longer helpful.
Freddy will appear in the left hallway and make his way towards your office. He will move faster with higher AI levels and higher office temperature. Keep an eye on him on CAM-01 in the monitor to see when he comes to your office, then close the left door when he's at your doorway. Failing to do so will result in Freddy jumpscaring you and ending your current night.
Bonnie will always be on CAM-05 (Pirate's Cove) and won't come towards your office. If he is viewed on CAM-05, he will scream at you and disable your monitor's view for a somewhat short period of time. He can jumpscare you, but cannot end your night.
Chica will stay on CAM-04 and can't be seen due to CAM-04's lack of vision. She will make loud noises with pots and pans for a while until the current music selection playing bores her. When the sound of pots and pans stops, you have a short amount of time to either change the music (located under the "wind music box" button) or turn on the Global Music Box. She will jumpscare you if this is not done. She will also jumpscare you if you change the music while the sound of pots and pans is still happening, so only change the music when necessary.
He will also be on CAM-05, but functions the opposite of how Bonnie does. Instead of getting agitated, Foxy will hide himself when viewed on camera. Check on him on CAM-05 frequently to make sure he doesn't leave. If you go too long without watching him, he will start to leave Pirate's Cove and come to your office piece by piece. Once even a piece of him is in, there's no way to make him leave, and he will jumpscare you once he is fully in your office. If Foxy and Bonnie are in the same game, you can use Bonnie againt Foxy. There will be a little figure of one of them on your desk, and who the figure is of is who is currently in Pirate's Cove. If Bonnie is present, Foxy cannot progress to your office until he's back in Pirate's Cove.
Toy Freddy is known to be one of the worst animatronics in UCN. He will sit on CAM-08 (Parts & Services) and play Five Nights with Mr. Hugs on his TV. Check on his TV to see where Mr. Hugs is, then close the appropriate door. If Mr. Hugs jumpscares Toy Freddy, you will get blamed for his skill issues. He will come to your office and jumpscare you with no way to calm him down.
Mangle is one of five vent animatronics. She will climb through the vents in attempt to enter your office. Unlike the other vent animatronics, she will not leave once she makes it to the door, whether it is closed or not. Use the vent snares to prevent her from reaching the door. You can alternatively close the front vent door whenever you open the monitor, as she cannot enter unless the door is open. If she gets in, you will see her on the top of the screen and she will create an audio disturbance, adding one notch to the noise meter. Shortly after, she will jumpscare you if the monitor is up.
He will try to enter your office through the side vent. Close the side vent door when you see him at the door. If he enters, he will block flashlight usage temporarily. He cannot jumpscare you or end your night.
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