This video details the creation of a custom night in vanilla Minecraft, replicating the gameplay mechanics and animatronics from Five Nights at Freddy's: Sister Location's custom night.
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in my last video we took a look at Five
Nights at Freddy's sister location and
recreated all five nights of gameplay
using command blocks every Mini-Game
section was put together to form a full
playthrough of the game including both
the scooper and private room endings now
this is going to be a follow-up episode
to that video where today we will be
returning to the project to fully
complete sister location's gameplay by
recreating the custom Knight all in
vanilla Minecraft though this Knight
include similar animatronic mechanics to
past FNAF games there are still a lot of
interesting gameplay to recreate in
Minecraft Form sister location's custom
Knight takes the player back to the
private room where they then have to
survive against 10 different
animatronics depending on what challenge
mode is set and just like the private
room ending both doors and the air vent
are able to be close to stop any attacks
however this time we are able to do so
while looking at the cameras alongside
this the player has a power and oxygen
meter to keep track of which can be
tampered with by the animatronics so to
counter this the player can use a
controlled shock while looking at
certain rooms in the cameras to stop the
resources from depleting those are the
new and important gameplay mechanics
that I wanted to go over before we begin
now as far as all of the dam
animatronics are concerned we'll be
taking a look at them as we go along but
to get started here's the location where
everything is going to be taking place
it's an exact copy of the private room
over from the main location just put far
away so that way we don't get confused
with the mess that's going on over there
now you might have already noticed that
there's already some command blocks put
in place but this is simply just to make
this desk fan here animate by having two
different custom player heads constantly
swapped out on top of an invisible armor
stand but with that aside since we
already have the play area already built
we can get straight into working on the
gameplay and let's start with the office
mechanics now I've gone over this design
many times throughout this series and
it's the exact same build as what we
have over at the main private room but
just in case this is your first time
watching the way that I make doors is by
having an execute command block trigger
when one of the buttons in the office is
pressed which is then going to turn on
this toggle flip-flop here cycling this
item around inside these droppers and
Hoppers which is then going to activate
each one of these systems either opening
or closing the doors now the way we have
the doors actually open or closed is by
having these clone command blocks here
which is going to clone each one of
these door frames up to the main build
which is going to give it the closing or
open animation now you'll notice that
there's also a chain command block on
top of each one of these clone commands
but this is simply just to have a place
on command player sound every time the
door opens or closes just to add a bit
more immersion to the build so if we go
ahead and press the button next to this
door you can see that the door is then
going to close with that nice smooth
animation as well as playing a play
sound command as the door closes then if
we go ahead and press the button again
the door is going to open back up and
the same thing works for each one of the
other doors so if we go ahead and click
the button for the event you can see
that the event door closes and then we
can go ahead and open it back up and the
exact same with the door over at the
right the door closes and then the door
opens back up with the doors now
finished let's now move on to the camera
system now since there's a bit more
features to the cameras in the custom
night than past FNAF games this is going
to be a bit different than anything
we've done before so let's take this
step by step and see how it's going to
work if you've watched previous episodes
in this series you may recognize this
design however it has been changed a bit
and we will get into why in a second but
like always the way the player will be
able to use the camera is by throwing an
item in the inventory that corresponds
to a specific action this works by
having this row of command blocks detect
when player has done an item which will
then activate each one of these strips
of command blocks which is going to
replace the items in the player's
inventory with the items inside of these
chests this lets us color code each item
and lets us know which item has been
selected so when the night starts we're
going to have this inventory set up with
an office item cameras one through four
three door controls as well as an item
that lets us scroll to the next page
since we don't have enough inventory
slots for every single camera so as I go
ahead and throw each one of these items
you can see that the system is going off
and also replacing all the gray dye in
our inventory with lime green ones that
way we know which camera is currently
being selected then if I go ahead and
throw the next page item all of these
redstone blocks are going to be removed
and a row of redstone blocks is going to
be placed down here giving us access to
the rest of the cameras where we can
then check out camera five six and seven
the same three dual controls as well as
the item that lets us go back to the
last page which is going to remove all
the redstone blocks from down there and
replace them up here which then gives us
access to the first set of cameras so to
make these cameras functional I've now
gone ahead and added in telephone
commands to every camera so that way we
are able to look throughout the entire
build building I've also gone ahead and
made each one of the doors work by
linking the command blocks that detect
when the item is thrown to the door
system which lets us then close the
doors remotely so if we go back to the
office you'll now see that each one of
these doors are now closed and if we
throw the items again it'll open each
one of them back up this is pretty
similar to the way that FNAF 3 works as
that build also had a two-page camera
system but also let us perform certain
tasks while looking at the cameras but
that's all that's needed for the camera
setups now let's finish the lost office
mechanic by adding in the power and
oxygen meter and for that we'll be using
a command method that I haven't used
before but should still help this build
feel a lot more polished for the first
time in this series we're going to be
using the scoreboard command now if
you're not familiar with what the
scoreboard does it's the command that
will let us have a more accurate power
counter as well as displaying the
numbers on the side of the screen at all
times so to start it we have this Hopper
clock here which is always going to be
moving an item around and will
occasionally power this command block
here which is going to decrease the
power one percent at a time this makes
it so that power will always be draining
even when we're sitting in the office
with no resources being used before we
put anything into this command block
though we first need to set up some
other commands for the scoreboard
starting by adding in some objectives
which is what's going to be shown at the
side of the screen so what we want to do
is type in the slash scoreboard command
we want an objective and we want to add
an objective and the first one we're
going to add in is the power system so
we're going to name it power and then
we're going to put dummy at the end of
it so that way we're able to modify the
variable however we'd like next we want
to add in another objective this time
being for the oxygen meter that's going
to be on the side of the screen as well
as a third objective which this time is
going to be a status bar and this is
what's going to contain both of these
values together so that way we're able
to have everything organized on the side
of the screen now that we have the
objectives ready we can now set up the
scoreboard Itself by typing in the
following commands so once again we want
another scoreboard this time we want to
set the players and operation that's
going to play out in consideration to
the power meter now we want the power
meter to be set underneath the status
bar so that way it can all be
categorized in one group then we want
the power to be equal to the amount of
power that the player has so we wanted
to set the app p and power and that's
all we need for this entire command so
we'll go ahead and set this command
block to repeating and always act div
and now the command is ready to be shown
at the side of the screen underneath the
scoreboard however before we do that we
first need to add in the oxygen meter as
well so all we need to do is copy the
command block and replace power with
oxygen so that way we'll be able to show
both off at the same time so we'll go
ahead and remove power as well and
replace it with oxygen and now both of
these are ready to be shown on the side
of the screen so the last command we
need to add in is another scoreboard
command this time we want to go back to
objectives and set display on the
sidebar and we want the status bar to be
shown that's going to show both of these
operations so if we go ahead and enter
this in chat you can now see that the
side of the screen we now have the
scoreboard all in place where we have
the status bar and both the oxygen and
power meters underneath it with the
objectives in place we can now add in
the values and have both the power and
oxygen meter at 100 to start the night
now we can finally go back to this
command block here and have it remove a
single digit of power every time it's
activated so as the following command
here this is how the power is going to
slowly drain throughout the night the
system starts at 100 power and every
time the command block activates it will
continue to deplete it all the way until
it hits zero percent power or until we
beat the Knight keep in mind that this
is just the power that gets depleted
while we're idle in the office now by
using the same setup we're able to make
the power deplete faster every time a
resource is being used so here we have
five more Hopper clocks which will
activate every time a door is closed the
cameras are being used or if a biddybab
is tampering with the power and as we
start to remove all these redstone
blocks you're going to see that the
power is going to deplete much faster so
it's going to be very important to
balance out the resources throughout the
night and make sure that we don't run
out of power so to make the power
deplete in the way it should I've added
in some set block commands to each one
of the cameras and doors that will
remove each redstone block when they're
being used so that way the power
depletes only when needed then when the
player stops using any of the resources
the Redstone Block will be re-added
stopping the power from draining so
that's all that there is for the power
drain system the next thing we need to
add in is the system that will detect if
the player runs out of power which will
then cut off all the player resources
this is pretty simple as all we need is
some more set block commands that will
remove the redstone blocks that power
the doors and cameras now the way the
system knows that the power has run out
is by using this execute command block
that detects when the power objective
has reached zero when that happens the
doors and cameras will be disabled and
then ballora will soon jump scare the
player now speaking of ballora now that
we've finished all of the office
mechanics let's begin working on the
animatronics themselves and start with
ballora in the custom night blur will
occasionally appear in one of the
hallways and start to play her music now
we don't actually need to do anything
the moment we start to hear it however
once it gets loud enough we have to
close the correct office door to avoid
getting jump scared so to get this
mechanic to work in Minecraft we have
four Note Block covers of the music box
theme that will randomly start to play
during the night at first one of the two
furthest Note Block covers will start to
repeat itself which will trigger a
randomizer after every Loop now the
randomizer has a chance to keep on
looping the current track or it can
start the note blocks that are closer to
the office making the music louder which
is when we need to close the office door
if we don't do that in time before the
track ends we get the jump scare ballora
is also the one who jumpscares the
player after the power out so if added
an extension to the power out sequence
that will trigger her jump scare after
that happens now believe it or not this
is actually everything that's needed for
ballora to work and we've completely
finished her mechanic so let's continue
down the list in order and move on to
the next animatronic up next is Funtime
Freddy who himself isn't an actual
threat but instead it's Bonbon who
attacks the player Freddie however will
continue to travel to the left and right
closets and it's important to pay
attention to which door needs to be
closed when he announces an attack so to
get started this randomizer will give
both of these Freddy armor stands a
50-50 chance to teleport in one closet
or the other as that happens these play
sound commands will activate which are
going to play footstep sounds on the
same side that Freddy is at letting the
player know where he is next we want the
attack sequence to start so when Freddie
has reached the room this redstone block
will be removed unpowering this Hopper
which will let all the items inside of
it flow into this chest now once all of
the items have left the hopper this
redstone torch will turn on activating
this randomizer which will trigger
either a normal attack in which we have
to close the door on the side that
Freddy is at or the opposite door in
case of a surprise for normal attacks
the setup is quite simple as there are
simpler commands that will cut off the
jump scare from happening every time a
door is closed for surprises however we
need these two and Gates here which
require two actions to happen for this
command block to activate which will
then cut off the surprise jump scare
this First Command Block detects if
Freddy is at a certain closet and this
command block detects if there is a
redstone block on top of the spot this
is because every time we close the other
door another set block command will
trigger setting another block on top of
this concrete this makes it so that the
opposite door needs to be closed in case
of surprises after Freddy calls for an
attack these repeaters will start to
activate until they reach the command
blocks if the wrong door is closed they
will power them and let Bonbon jump
scare the player if the correct door is
closed then these repeaters will start
to power these command blocks which will
play a banging sound on the door before
moving Freddie to the opposite closet
and swapping the two armor stands the
system knows which armor stand needs to
be swapped as we once again have a
command block that detects when Freddy
is at a certain spot and if the Redstone
Block that powers these repeaters is
still set and in case the wrong door is
closed the jump scare commands will cut
off this row of repeaters since it has a
slightly longer delay than the jump
scare does this is what stops the
rotation from happening if the jump
scare plays out that was a lot to go
over so I'm hoping that I'm still
managing to explain this well enough so
that way you can understand how this
works in case you're not as experienced
with command blocks luckily that's all
that's needed for Funtime Freddy and
it's probably the most complicated
character from the custom Knight so
let's move on to the next animatronic
who should be much more simple to set up
yendo is one of the weirder characters
in Sister location however it doesn't
stop them from being a threat in the
custom night after they randomly appear
in the office after putting down the
camera the oxygen meter will rapidly
start to deplete making it harder to see
to counter this the player simply needs
to lift the monitor back up again to
make the Endo disappear letting the
oxygen meter refill so like almost every
character so far we once again start
with a randomizer that gives the Endo a
25 chance to spawn in the office every
time the player returns to it if yendo
does spawn we have a set amount of time
to react before the jump scare activates
when the oxygen hits a certain level
when yendo is active this Redstone clock
circuit will turn on which will activate
both of these command blocks which is
going to start to deplete the oxygen
level once it reaches 50 this command
block here will detect it and will give
the player a blind sinus effect if the
meter reaches 30 however Yonder will
jump scare the player
however if the player uses the cameras
this command block cable detect that the
player is no longer in the office and
will power both of these command blocks
stopping the oxygen from depleting and
also starting this circuit which will
add back oxygen until it reaches 99 once
it has reached that certain level this
command block here will detect it and
stop the oxygen from going up any
further let's see if we can get yendo to
spawn in so that way we can properly
show this off so there we go yendo
spawns in when we put down the cameras
and go back to the office and now the
oxygen meter is decreasing but when we
stop off the block yendo is then going
to disappear and the oxygen meter is
going to start climbing back up again
now obviously we're not going to be able
to move around in the office but
stepping off the block is the same thing
that's going to happen if we were to
enter one of the cameras which is then
going to make yando disappear now that
we have yendo built in we can now use
the same setup for future animatronics
such as the electrobabs and mini Arenas
when they start to deplete the oxygen
and power but before we move on to those
two however we next need to add in
Funtime foxy just like infant F1 Funtime
foxy also has a Cove in the corner of
the building which must be constantly
watched in the cameras to stop them from
moving if foxy does end up leaving the
curtain the right door must be quickly
shut to prevent a jump scare we'll be
using the same build as the FNAF 1 foxy
for this but since it's been a while
since I released that video I'll go over
how this all works this redstone block
it is powering this Redstone line which
is stopping all the items from inside
these Hoppers from going into these
chests now in between each Hopper is a
comparator which activates the hopper in
front of it making it so that way when
the Redstone line is unpowered the first
Hopper will start to filter all the
items until it's empty which will then
turn off this comparator in front of it
letting the items in the next Hopper
filter into the chest every time a
hopper empties it also Powers these
command blocks which will be moving the
foxy armor stands and curtain stages to
The Next Movement face in the build all
the way until foxy leaves the curtain
when that happens this middle repeater
line will activate these three command
blocks which will then power the jump
scare so just like what we did with
Funtime Freddy every time the right door
is closed it will remove the repeaters
that lead to the jump scare and then add
them back when the door reopens this
gives the second repeater line time to
fully power which will then reset foxy
back at stage 1. there is a small change
to this compared to the first foxy build
however and as the fact that every time
the door closes on Funtime foxy after
they leave a small amount of power is
drained when foxy knocks on the door so
now it's going to be even more important
to make sure that foxy doesn't run to
the office during the night to make it
so that foxy doesn't move however we
want this redstone block to stay here
which will power this Redstone line
stopping all the items from going into
the chests so the way we do that is by
having a set block command over at the
camera system which will set a redstone
block right here to power this Redstone
line every time the camera is selected
and then changed back to an AIR block
every time we're not looking at that
specific camera now before we move on to
the next animatronic I want to explain
how the reset system will work as once
all of these Hoppers have drained their
items they're not able to be used again
so we have this single Hopper here with
items inside of it which will then be
cloned back to the original Hopper
locations every time Funtime foxy
restarts their cycle with foxy now added
the last animatronic on the top shelf is
Bonnet who will occasionally move across
the office after the camera has been put
down to stop their jump scare all the
player needs to do is press on their
nose which will scare them away until
they reappear later on whenever we
teleport back to the office and this
randomizer activates bonnet it's going
to summon in a new armor stand with
equipped armor and a custom player head
this is done by having both of these
repeating command blocks constantly give
this named entity both the items in this
chest to make it look like the actual
animatronic now the reason why a new
entity spawns every time is because the
way we'll be deactivating Bonnet is by
breaking the armor stand once the armor
stand spawns in it will be teleported up
to the office and will start to move
across the room the way we do that is by
giving the armor stand a Teleport
movement pass which will move the armor
stand every time there is a magenta
concrete block two blocks underneath the
entity if it makes it to the left side
of the office this execute command block
will detect it which will then trigger
the jump scare teleporting another
Bonnet armor stand in front of the
player if the armor stand is broken in
time though it obviously won't be able
to reach the other side to trigger the
jump scare from happening the next
animatronic is biddybab who will crawl
through the center vent to reach the
office at first a voice line will be
heard to indicate that they're moving
forward but after a metallic banging
sound the event must be closed to stop
the biddybab from entering this is
another simple character to set up
especially that we've already used the
same system many times in the past and
at the start of the night this first
redstone block gets removed which will
start this timer powering these three
command blocks which teleport the first
bittybab armor stand to the first phase
in the air vent now at the same time the
timer will reset itself by cloning the
separate timer to its position as well
as removing the redstone block from the
next timer letting the movement cycle
continue this goes on until it reaches
the office air vent which will then lead
into the small setup here where there
are two possible outputs this first one
is for the jump scare and the second one
is for the bittybab to leave the vent
and restart the cycle now both of these
lines will be powered at the same time
however since there is a slight delay in
the reset commands the jump scare will
go off first which also removes the
repeaters from the second line stopping
the reset from happening if the jump
scare activates if the vent door is
closed however the Redstone Dust on the
jump scale line will be removed stopping
the bidi web from being able to enter
into the office once the door has been
opened however the Redstone Dust will be
put back allowing the redstone torch to
activate these command blocks once again
this is one of the most simple designs
and it's been used in almost every FNAF
build so far and speaking of designs
we've already used before the neck to
animatronics we'll be working on are
going to use the same setup as something
we've already used in this video during
the night the power and oxygen meter
will begin to drain when the electrobabs
and mini Arenas tamper with the
generators to stop the resources from
fully depleting we were able to use a
controlled shock in the room that
they're in while looking at the cameras
so to get started we once again have two
timers that will teleport the electrobab
and mini Arena armor stands up to the
building in their set rooms now the
electrobab has a bit more going on with
them as they can either go in the left
or right closets but can't go in the
closet that Funtime Freddy is already in
that's why we have these extra command
blocks here to make sure that the
electro bear will always go in the
closet that Freddy isn't in also every
time the electrobab is shocked they will
always go to the opposite closet the
next time that they attack unless
Funtime Freddy is already there once the
electrobab has teleported into a closet
the redstone block on top of this Hopper
clock will be removed and slowly start
to drain additional power when the mini
Arenas attacked though they will deplete
oxygen in the same way that yendo does
just at a slower rate and just like
before with yendo if the oxygen meter
reaches 50 the player will be given a
blindness effect the way we can counter
the attacks is by giving them a
controlled shock and we'll be doing that
by once again using the camera items in
the inventory so we've already gone over
what happens if you were to throw the
different items but if you throw the
highlighted item for the closet or
building Corner cameras it will activate
the controlled shock this is done by
using the same item detection commands
as the cameras it just goes into a
different output after the item is
thrown these command blocks will then
power which will first teleport the
animatronic away from the camera and
then stop the resource from depleting
now since the electrobabs deplete power
however we are unable to gain that back
unlike the oxygen meter which will start
to go up again after the mini Arenas
have disappeared the final feature
needed is the indication to show that
the animatronics are currently tampering
with the generators for this we will be
using the team command which can put the
power and oxygen objectives in set teams
letting us change the color of the text
so now whenever the animatronics are
active these Hopper clocks will start to
change the teams of the two objectives
making it so that way the text flashes
red when active then when it's been
dealt with the Redstone Block will be
put back reverting the text to normal
I'm glad that I finally started to use
the scoreboard command as it's been a
big part of this build and a few systems
wouldn't be possible without it this is
just the basics of the command but I'm
hoping that with experience we'll be
able to make more complex mechanics but
now moving on to the next animatronic
let's take a look at lolbit and see how
we can add them in instead of being a
physical animatronic lolbit's face will
appear on the office monitors disabling
the doors and cameras after all three
are taken over to counter this typing
LOL on the office keypad will instantly
make them go away earlier on I talked
about how the office fan was able to
animate by having two custom player
heads continuously swap on top of an
armor stand for lolbit we will be using
the same commands to swap out the
monitors so while in the office the
monitor armor stands will randomly have
their mob heads replaced letting us know
when lolbe is active slowly all three
monitors will start to be swapped until
all three have been replaced which will
then Trigger text to pop up on the
screen as well as playing a rapid Note
Block alarm now as this is happening all
of the doors and cameras will be
disabled and unable to be used now you
might have noticed these buttons on the
wall behind us and these are what we
will be using to counter lolbit so by
pressing all three button from top left
to bottom right will be able to turn the
monitors back to normal and allow us to
use the office resources again the way
we do this is by using a combination
lock system which makes sure that the
buttons have been pressed in the right
order to form an output every time a
button is pressed in order a certain
block will be set in between the two
repeaters allowing this redstone block
to power this line to reach the command
blocks however if a button is pressed
out of order a different block will be
set in between the repeaters and these
command blocks here will detect it and
completely remove all three blocks from
this line making the player restart the
combination again when lolbert is active
this is what it's going to look like
first all three monitors will be taken
over and then please stand by text
appears and the alarms start to go off
our inventory has also been cleared to
stop us from using any of the cameras
and the door buttons no longer close any
of the doors the only way to stop this
is to turn around and press all three of
these buttons in order to stop the
attack this will then give us back our
resources allowing us to defend against
the other threats the final thing needed
is the system that will let us count a
little bit before the attack even begins
this is simply an add-on to the
combination setup which will cut off of
the repeaters for a small amount of time
stopping the next command block from
being powered the design for the
activation had to be changed up a little
bit for this but it still works in the
same way nonetheless but with all this
now in place lolbert is now finished and
we can now move on to the final
animatronic of the custom Knight who
once again appears in the office the
last animatronics on the bottom shelf
are once again mini Arenas except this
time they will gradually cover the
office View and block the player's sight
there is no way to prevent this from
happening and once they appear they will
stay in the same spot for the rest of
the night my idea for this involves
having these smaller armor stands
teleport in front of the player every
time they are inside the office this
once again starts by using a randomizer
that gives the next mini Arena a chance
to spawn in the office every time this
command block detects that the player is
inside now every time a new Mini arena
is added another repeater will be set in
between these command blocks making it
so that way the mini Arenas teleport to
the player in the same order that they
do in Sister location as we continue to
add another mini Arena to the mix you
could see how this could be a problem
during the night especially if they
block yendo or Bonnet out of sight no
matter where we look around us the armor
stands will always be teleported in
front of us now the mini Arenas are only
a problem while inside the office as
they don't block the camera view but
since the player teleporting is the way
that cameras work in this build the
armor stands will need to become
invisible and have their armor removed
every time we leave the office so to get
this to work this row of command blocks
will detect when the player is inside
the office and then send an output into
this block toggling these two command
blocks now if the command block is not
turned on then it will turn on this
redstone torch here which will then
activate this chain of command blocks
which will make the armor stand turn
invisible then when the command block
turns on again it will unpower the
redstone torch and instead activate this
chain which will then make the armor
stand visible again this works for all
five of the mini Arenas as they become
active during the night and with that we
now have all 10 animatronic characters
added and ready to be active during the
custom night so now let's move on to the
next feature and build the customization
menu that will let us choose what
challenge mode we want to attempt with
each set character difficulty here is
the room that we will start in before
the night begins where we can then
change the customization to our liking
all 10 animatronic heads have turned on
Redstone lamps behind them to show who
is currently selected now the way we can
change who we want to be active is by
using this console in front of us which
has some labeled buttons so that way we
can change the current setup and
difficulty level now what I want to do
is make it so that way these Redstone
lamps behind each head only turn on when
the character is selected and to also
show the difficulty level above each one
first we need the system to select the
different challenge modes so here we
have 11 command strips that will set
redstone blocks behind each one of these
lamps that correspond to the active
animatronics this uses more scoreboard
commands to work as every time a button
is pressed it will increase the player's
score by one powering the next command
strip this also lets us go back to the
previous selection if we press the
opposite button which will remove a
score instead of adding one with this we
are now able to scroll through all 10
different challenge modes and see which
animatronic will be active during the
night by turning on the redstone lamp
behind each one of the heads then after
all of the challenges have been cycled
through a command block will set our
score back to zero again which will then
revert the display back to showing the
first challenge now we need a way to
activate the selected characters when
the knights starts this isn't that
difficult as every animatronic can be
activated by using a redstone output
Freddy for example will only move once
this randomizer here has been powered by
using a redstone block so this system
right here will make sure that happens
once both of these redstone blocks have
been removed which will then power the
set block command to activate the
randomizer now both of these redstone
blocks here will be removed at two
different times this first one when
Freddy is selected in the menu and the
second one when the night starts this is
the same build for every single
animatronic and will make sure that only
the selected characters will be active
during the night next we need to add in
the difficulty select to make the
animatronics move faster this is
slightly more complicated but it
involves some builds that we've already
used before since every animatronic
starts moving with either a timer or a
randomizer so to up the difficulty items
need to be removed from The Hoppers in
the timers to make the items deplete
faster and the randomizers need more
trigger items that will increase the
chances of animatronics spawning since
there are 5 difficulty levels we need 5
different activations for each character
with each trigger having a decreasing
amount of items to let the character
move faster there is also an extra
difficulty that I've added in which acts
as a zero mode where the animatronics
are not active so by using the same
selection method as the challenges when
the difficulty is increased one of the
new activators will be cloned to the
spot in the character's setup changing
the movement speed of the character so
now back in the customization room we
can now increase and decrease the
difficulty by pressing the two buttons
on the side of the desk which now also
show the difficulty level above each one
of the characters Heads This is done by
using named invisible armor stands that
have their names changed as the
difficulty changes I've also made a
small change to the sign here so that
way it says the name of the level that's
currently selected just to add a little
bit more context to it but now with all
of this now set the customization menu
is now finished and there is only one
final thing left to do to finish up with
this build before we can then go ahead
and try this minigame out for ourselves
and that's to add in the time system
that lets us know what time it is in the
same way that foxy works this redstone
block will be removed at the start of
the night unpowering this Redstone line
here letting all the items inside of
these Hoppers funnel into the chests now
every time a hopper empties it will then
trigger these command blocks here which
are then going to activate a bus bar at
the top of the screen to let us know
what time it is I did have the thought
to make the time shown at the sidebar
objective however I still prefer to have
the Boss Bar Method displaying the time
at the top of the screen then when 6am
hits all of the systems in the minigame
will shut off and then will be
teleported out of the building and get
the shift complete screen as we beat the
Knight so with that now added in
everything is now finished and it's
finally time for us to survive a knight
of sister location's custom Knight in
Minecraft I hope that you enjoy it and
let's see how we do I think it would be
best to attempt a 1020 golden Freddy
mode challenge for this as it involves
all the animatronics set at their Max
difficulty level now I have to be honest
this is not my first attempt at this
I've actually been at this for a few
hours now and this has definitely become
the most challenging out of all the FNAF
games so far so my strategy involves
waiting in the office for the first few
seconds so that way we can conserve as
much power as possible and then one with
the powers and oxygen start to get
drained we'll go ahead and open up the
cameras and deal with the electrobabs
and mini Arenas so that should be
happening there we go so let's go ahead
and deal with them first going over to
the electro Babs and Funtime Freddy is
also at the left side so let's keep that
in mind when he eventually launches an
attack so let's deal with a little bit
there we go Funtime Freddy's also
launched the attacks let's go ahead and
close that door ballora is also at the
left fun time Freddie moved over to the
right now let's go ahead and check on
foxy Foxy's on stage one that's okay
let's open up that door since we're fine
for the time being and let's just wait
here for a bit longer Oxygen's going off
so let's go ahead and deal with that and
Funtime Freddy did go over to the right
side so I think we should be okay for
the time being let's go ahead and close
that door on ballora just in case foxy
is just about to move to us go ahead and
close that door as we don't want her to
escape in case we're not looking so
let's just sit here for the time being
the biddy bab should appear anytime now
surprise we have both doors closed and
ballora is definitely over at that left
door now so we'll be able to open that
once we deal with all of these
animatronics here so Freddy's back at
the left side and no one's in the event
so we're able to open up the left door
and the vent and we should be good for
the time being let's keep that right
door closed because foxy is still going
to be there and let's get rid of Bonnet
quickly 2 A.M just under 70 power this
is probably the best I've done in quite
some time actually and I think I just
heard Foxy Brown the door so we can go
ahead and open that back up again and we
should be okay never mind okay ballora
is back on the right side but first
let's go ahead and get rid of the oxygen
and the the power depleted Freddie's
Just Launch the attack okay let's go
ahead and close the left door upon it
and you end okay I just saw yendo at the
corner of my eye there it's getting
really difficult to see with all these
mini Arenas now they're covering up all
the view in the office uh Billy Bob is
at the very end of the event there let's
go ahead and open up both of these doors
because I think we should be okay for
the time being however I'm not too sure
about the vents I'm just gonna keep that
close as I don't want to miss out on a
sound queue Bonnet getting really close
to the Bonnet just saws him as I put the
camera back up again oxygen and power
once again is being dealt with Freddie's
over at the right Electro map over at
the left and once again ballora is back
over at the right side go get him all
right let's just close both doors just
so we're safe as I don't want to end up
dying to some silly mistake now I think
we will be good once we hit the sound
queue there we go okay so we can open up
that vent now and ballora has now left
the right side so we can go ahead and
open that door back up oxygen and power
being dealt with once again so let's go
ahead and deal with them Freddie yep
Freddy's at the left side so let's wait
for his attack pay close attention to
that 4am let's get rid of Bonnet all
right let's just close that door just to
be safe and I think we should hopefully
be all right for a little bit longer so
biddy Babs at the very end of the event
yeah we don't need to think about them
for a bit let's get rid of Bonnet again
all right Freddy is attacking close both
doors just to be safe I do hate ballora
so let's go ahead and close both of
these Jaws just to be safe I don't want
to fail now let's go ahead and get rid
of these guys runtime Freddy's over at
the right side get rid of the electro
bab and there's yes ballora definitely
at the right side now so let's keep that
door closed let's keep the vent closed
as well since I think the midibab is
nearing Fox is a stage once we're okay
there let's go ahead and open the door
now that because Laura has left and I
don't think I heard anyone so I think we
should be okay for the time being there
we can find oh my goodness that took so
much longer than any other FNAF game has
so far but there we go shift complete we
finally managed to beat 10 20 mode in
Minecraft definitely the hardest FNAF
game so far however it was definitely
worth the challenge so now that we've
played through the original five nights
of sister location and now beating the
hardest difficulty of the custom night
we have now completed every night of
gameplay of sister location in Minecraft
so now to end off this video there is
only one final thing left to do and show
foreign [Music]
foreign
but with that ladies and gentlemen that
is now going to wrap it up for today's
video I really do hope that you enjoyed
as it was a lot of fun putting this
build together if you're interested in
future projects in mind then be sure to
leave a like on this video And subscribe
to the channel as notifications turned
on so that way you know next time I
upload and you can also help the channel
to continue to grow but with that being
said thank you so much for watching and
I will of course see you in my next video
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