FNaF 3 Nightmare Aggressive Only Redone in Higher Resolution [4K]
Note: Initial NAO video from 2015 was lower-res, so here's NAO redone in higher-res. Two runs here -- one within about 2 seconds of winning, and the next run was a win. I'm trying to get to a strategy that would win every time, but I think that's unlikely due to all the random (and often unfair/unbalanced/buggy) elements.
** Strategy details below **
Too many random variables, random insta-jumpscares, etc. (e.g. usually Phantom BB, but in the first run, Phantom Freddy jumps faster than I've ever seen him jump). Results seem to be bimodal -- if it's remotely winnable, I can typically approach or get to late 4 AM or 5 AM pretty regularly, but some movement patterns seem kind of rigged due to Springtrap's speed, ability to double-move at times, his all-over-the-place starting position, etc., often resulting in 2 AM exits.
Springy can start way near the office or way away from the office. Phantom BB sometimes jumpscares without allowing reaction time. Phantom Freddy sometimes jumpscares even after I go quickly across the office once. The hunt continues, I guess.
This is in "4K", though I know the game is 1024x768, lol.
[ Strategy Bits ]
- Holding Springtrap back to CAM 10 of CAM 9 is my favorite before 2AM, but I'll close off whatever vent is nearest. This is also riskier since each random vent occurrence is basically 1:2 if you're resetting something in the control panel. It's less risky to get him over to CAM 6 or CAM 7, but early in the night, sometimes that's not really feasible since he holds back so much before the quarter point of the night.
- Avoiding CAM 8 = No Phantom Puppet to worry about
- Avoiding CAM 7 if at all possible = No Phantom Chica
- Phantom BB -- either Double-Flip the camera, click another camera, or just watch him instantly hit you regardless sometimes. Seems unbalanced, though I know in Run #2, I play audio in his face, so that instance makes sense.
- Phantom Freddy - move across the office once quickly if at all possible, twice at worst. However, in the first run here, he jumped faster than I'd ever seen him jump. Try to be in the panels as much as you can.
- I don't even know about resets...sometimes I just reset all and it doesn't really matter. lol probably gravitate toward single adjustments, but on all my winning runs so far, I've done reset all often. It's economical vs. resetting each one, but that's about it. Don't do a reset all if you're scared about vent closure.
CONDITIONALS:
- If Springtrap is in 10 with 10-vent (14) closed, scream into your microphone (not really). Pulling Springy to 10 is nice, but still more risky than I'd like for a reliable/replicable strategy.
- If Springtrap is in 9 with 9-vent (11) closed, watch 10-vent (14) and be ready to close 10-vent (14) off.
- If Springtrap is near 7, shut off 7-vent (12) and go to CAM 6. If you hear the light ambient noise from CAM 5 and Phantom Freddy isn't there (makes same racket), pull him back to 6.
- If Springtrap is stuck around 5, watch the vents, close off 5-vent (13) if he goes there. If you miss this, go back to cameras and quickly call him back to 2. If he runs, you can't get him back to 2.
- If Springtrap makes the loud ambient sound in CAM 2, close off 2-vent (15). If you see him in front of you, call him back to 2 quickly.
- Note: Springtrap can go from 2 to 3, 2 to 4, or 2 to 5. Each one has varying ambience levels. I'd ignore 3 and 4. Just focus on when he's in 2 or just ahead of 2.
- If it's 5AM and Springtrap isn't at the door, you may want to reset Ventilation and that's it (I just Reset All here).
- If you can get to the camera one last time before Springtrap isn't at your door, that may stall out Springtrap a tiny bit more due to the Ventilation extension, as well. Not sure on these dynamics fully yet, but this may be the piece that would make it much more easy to win. So basically, run over, go to camera, hold it until you see Springtrap run across, then ditch the camera and sit there right after he runs across. Ventilation failure is heavily affected by how long you're in the office doing nothing consecutively.
- SLINGSHOTS: Example of a slingshot -- Springtrap goes from 2 into 2-vent (15). Move over to CAM 5. When you hear the vent footsteps noise again, he's back in 2, so draw him over to 5. So instead of waiting for him to take action from 2, you slingshot him over to 5. Then he can go from 5 to 6, 5 to 5-vent (13), or 5 to 2.
- Potential Favorable Slingshots:
- 2-to-5 (above)
- 5-to-6 or 8 (very risky due to Puppet): 5-vent + it being closed = Springtrap goes back to 5. Pull him to 6 (smart) or 8 (risky).
- Don't slingshot from 7-vent/7.
- Only slingshot from 10-vent/10 if you want to advance Springtrap to the left vent (7-vent) setup.
Thanks for watching & God bless you!
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