0:01 in my last video we took a look at Five
0:03 Nights at Freddy's sister location and
0:05 recreated all five nights of gameplay
0:07 using command blocks every Mini-Game
0:09 section was put together to form a full
0:10 playthrough of the game including both
0:12 the scooper and private room endings now
0:14 this is going to be a follow-up episode
0:15 to that video where today we will be
0:17 returning to the project to fully
0:19 complete sister location's gameplay by
0:21 recreating the custom Knight all in
0:22 vanilla Minecraft though this Knight
0:24 include similar animatronic mechanics to
0:26 past FNAF games there are still a lot of
0:28 interesting gameplay to recreate in
0:30 Minecraft Form sister location's custom
0:31 Knight takes the player back to the
0:32 private room where they then have to
0:33 survive against 10 different
0:35 animatronics depending on what challenge
0:37 mode is set and just like the private
0:39 room ending both doors and the air vent
0:40 are able to be close to stop any attacks
0:42 however this time we are able to do so
0:44 while looking at the cameras alongside
0:46 this the player has a power and oxygen
0:47 meter to keep track of which can be
0:49 tampered with by the animatronics so to
0:51 counter this the player can use a
0:52 controlled shock while looking at
0:54 certain rooms in the cameras to stop the
0:55 resources from depleting those are the
0:57 new and important gameplay mechanics
0:58 that I wanted to go over before we begin
0:59 now as far as all of the dam
1:01 animatronics are concerned we'll be
1:03 taking a look at them as we go along but
1:05 to get started here's the location where
1:06 everything is going to be taking place
1:08 it's an exact copy of the private room
1:10 over from the main location just put far
1:11 away so that way we don't get confused
1:13 with the mess that's going on over there
1:14 now you might have already noticed that
1:16 there's already some command blocks put
1:17 in place but this is simply just to make
1:20 this desk fan here animate by having two
1:21 different custom player heads constantly
1:23 swapped out on top of an invisible armor
1:24 stand but with that aside since we
1:26 already have the play area already built
1:27 we can get straight into working on the
1:29 gameplay and let's start with the office
1:31 mechanics now I've gone over this design
1:32 many times throughout this series and
1:34 it's the exact same build as what we
1:35 have over at the main private room but
1:36 just in case this is your first time
1:38 watching the way that I make doors is by
1:40 having an execute command block trigger
1:41 when one of the buttons in the office is
1:43 pressed which is then going to turn on
1:45 this toggle flip-flop here cycling this
1:46 item around inside these droppers and
1:48 Hoppers which is then going to activate
1:50 each one of these systems either opening
1:51 or closing the doors now the way we have
1:53 the doors actually open or closed is by
1:55 having these clone command blocks here
1:56 which is going to clone each one of
1:58 these door frames up to the main build
1:59 which is going to give it the closing or
2:01 open animation now you'll notice that
2:02 there's also a chain command block on
2:04 top of each one of these clone commands
2:05 but this is simply just to have a place
2:07 on command player sound every time the
2:09 door opens or closes just to add a bit
2:11 more immersion to the build so if we go
2:12 ahead and press the button next to this
2:13 door you can see that the door is then
2:15 going to close with that nice smooth
2:17 animation as well as playing a play
2:19 sound command as the door closes then if
2:20 we go ahead and press the button again
2:22 the door is going to open back up and
2:24 the same thing works for each one of the
2:25 other doors so if we go ahead and click
2:26 the button for the event you can see
2:28 that the event door closes and then we
2:30 can go ahead and open it back up and the
2:31 exact same with the door over at the
2:33 right the door closes and then the door
2:34 opens back up with the doors now
2:36 finished let's now move on to the camera
2:37 system now since there's a bit more
2:39 features to the cameras in the custom
2:40 night than past FNAF games this is going
2:42 to be a bit different than anything
2:43 we've done before so let's take this
2:45 step by step and see how it's going to
2:46 work if you've watched previous episodes
2:48 in this series you may recognize this
2:49 design however it has been changed a bit
2:51 and we will get into why in a second but
2:53 like always the way the player will be
2:54 able to use the camera is by throwing an
2:56 item in the inventory that corresponds
2:58 to a specific action this works by
2:59 having this row of command blocks detect
3:01 when player has done an item which will
3:02 then activate each one of these strips
3:04 of command blocks which is going to
3:05 replace the items in the player's
3:07 inventory with the items inside of these
3:09 chests this lets us color code each item
3:11 and lets us know which item has been
3:12 selected so when the night starts we're
3:14 going to have this inventory set up with
3:16 an office item cameras one through four
3:18 three door controls as well as an item
3:19 that lets us scroll to the next page
3:20 since we don't have enough inventory
3:23 slots for every single camera so as I go
3:24 ahead and throw each one of these items
3:26 you can see that the system is going off
3:28 and also replacing all the gray dye in
3:30 our inventory with lime green ones that
3:31 way we know which camera is currently
3:33 being selected then if I go ahead and
3:35 throw the next page item all of these
3:36 redstone blocks are going to be removed
3:38 and a row of redstone blocks is going to
3:40 be placed down here giving us access to
3:41 the rest of the cameras where we can
3:43 then check out camera five six and seven
3:45 the same three dual controls as well as
3:46 the item that lets us go back to the
3:48 last page which is going to remove all
3:50 the redstone blocks from down there and
3:51 replace them up here which then gives us
3:54 access to the first set of cameras so to
3:55 make these cameras functional I've now
3:56 gone ahead and added in telephone
3:58 commands to every camera so that way we
3:59 are able to look throughout the entire
4:01 build building I've also gone ahead and
4:02 made each one of the doors work by
4:04 linking the command blocks that detect
4:05 when the item is thrown to the door
4:07 system which lets us then close the
4:08 doors remotely so if we go back to the
4:10 office you'll now see that each one of
4:11 these doors are now closed and if we
4:13 throw the items again it'll open each
4:14 one of them back up this is pretty
4:16 similar to the way that FNAF 3 works as
4:18 that build also had a two-page camera
4:20 system but also let us perform certain
4:22 tasks while looking at the cameras but
4:23 that's all that's needed for the camera
4:24 setups now let's finish the lost office
4:26 mechanic by adding in the power and
4:28 oxygen meter and for that we'll be using
4:29 a command method that I haven't used
4:30 before but should still help this build
4:32 feel a lot more polished for the first
4:34 time in this series we're going to be
4:35 using the scoreboard command now if
4:36 you're not familiar with what the
4:38 scoreboard does it's the command that
4:39 will let us have a more accurate power
4:41 counter as well as displaying the
4:42 numbers on the side of the screen at all
4:44 times so to start it we have this Hopper
4:45 clock here which is always going to be
4:47 moving an item around and will
4:48 occasionally power this command block
4:50 here which is going to decrease the
4:51 power one percent at a time this makes
4:53 it so that power will always be draining
4:54 even when we're sitting in the office
4:57 with no resources being used before we
4:58 put anything into this command block
4:59 though we first need to set up some
5:00 other commands for the scoreboard
5:02 starting by adding in some objectives
5:04 which is what's going to be shown at the
5:05 side of the screen so what we want to do
5:07 is type in the slash scoreboard command
5:09 we want an objective and we want to add
5:10 an objective and the first one we're
5:12 going to add in is the power system so
5:13 we're going to name it power and then
5:15 we're going to put dummy at the end of
5:16 it so that way we're able to modify the
5:18 variable however we'd like next we want
5:20 to add in another objective this time
5:22 being for the oxygen meter that's going
5:23 to be on the side of the screen as well
5:25 as a third objective which this time is
5:27 going to be a status bar and this is
5:29 what's going to contain both of these
5:30 values together so that way we're able
5:32 to have everything organized on the side
5:33 of the screen now that we have the
5:35 objectives ready we can now set up the
5:36 scoreboard Itself by typing in the
5:38 following commands so once again we want
5:40 another scoreboard this time we want to
5:41 set the players and operation that's
5:43 going to play out in consideration to
5:45 the power meter now we want the power
5:46 meter to be set underneath the status
5:48 bar so that way it can all be
5:50 categorized in one group then we want
5:51 the power to be equal to the amount of
5:53 power that the player has so we wanted
5:55 to set the app p and power and that's
5:57 all we need for this entire command so
5:58 we'll go ahead and set this command
6:00 block to repeating and always act div
6:01 and now the command is ready to be shown
6:03 at the side of the screen underneath the
6:05 scoreboard however before we do that we
6:07 first need to add in the oxygen meter as
6:08 well so all we need to do is copy the
6:10 command block and replace power with
6:12 oxygen so that way we'll be able to show
6:14 both off at the same time so we'll go
6:15 ahead and remove power as well and
6:18 replace it with oxygen and now both of
6:19 these are ready to be shown on the side
6:20 of the screen so the last command we
6:22 need to add in is another scoreboard
6:24 command this time we want to go back to
6:26 objectives and set display on the
6:28 sidebar and we want the status bar to be
6:29 shown that's going to show both of these
6:31 operations so if we go ahead and enter
6:33 this in chat you can now see that the
6:34 side of the screen we now have the
6:36 scoreboard all in place where we have
6:38 the status bar and both the oxygen and
6:40 power meters underneath it with the
6:41 objectives in place we can now add in
6:43 the values and have both the power and
6:45 oxygen meter at 100 to start the night
6:47 now we can finally go back to this
6:49 command block here and have it remove a
6:51 single digit of power every time it's
6:52 activated so as the following command
6:54 here this is how the power is going to
6:56 slowly drain throughout the night the
6:58 system starts at 100 power and every
7:00 time the command block activates it will
7:01 continue to deplete it all the way until
7:03 it hits zero percent power or until we
7:05 beat the Knight keep in mind that this
7:06 is just the power that gets depleted
7:08 while we're idle in the office now by
7:10 using the same setup we're able to make
7:11 the power deplete faster every time a
7:13 resource is being used so here we have
7:15 five more Hopper clocks which will
7:17 activate every time a door is closed the
7:18 cameras are being used or if a biddybab
7:20 is tampering with the power and as we
7:22 start to remove all these redstone
7:23 blocks you're going to see that the
7:25 power is going to deplete much faster so
7:26 it's going to be very important to
7:28 balance out the resources throughout the
7:29 night and make sure that we don't run
7:30 out of power so to make the power
7:32 deplete in the way it should I've added
7:33 in some set block commands to each one
7:35 of the cameras and doors that will
7:36 remove each redstone block when they're
7:37 being used so that way the power
7:40 depletes only when needed then when the
7:41 player stops using any of the resources
7:43 the Redstone Block will be re-added
7:45 stopping the power from draining so
7:46 that's all that there is for the power
7:47 drain system the next thing we need to
7:49 add in is the system that will detect if
7:51 the player runs out of power which will
7:52 then cut off all the player resources
7:54 this is pretty simple as all we need is
7:55 some more set block commands that will
7:57 remove the redstone blocks that power
7:59 the doors and cameras now the way the
8:00 system knows that the power has run out
8:02 is by using this execute command block
8:04 that detects when the power objective
8:05 has reached zero when that happens the
8:07 doors and cameras will be disabled and
8:09 then ballora will soon jump scare the
8:10 player now speaking of ballora now that
8:11 we've finished all of the office
8:13 mechanics let's begin working on the
8:15 animatronics themselves and start with
8:17 ballora in the custom night blur will
8:18 occasionally appear in one of the
8:20 hallways and start to play her music now
8:22 we don't actually need to do anything
8:23 the moment we start to hear it however
8:25 once it gets loud enough we have to
8:27 close the correct office door to avoid
8:28 getting jump scared so to get this
8:30 mechanic to work in Minecraft we have
8:32 four Note Block covers of the music box
8:33 theme that will randomly start to play
8:35 during the night at first one of the two
8:37 furthest Note Block covers will start to
8:39 repeat itself which will trigger a
8:41 randomizer after every Loop now the
8:42 randomizer has a chance to keep on
8:44 looping the current track or it can
8:45 start the note blocks that are closer to
8:47 the office making the music louder which
8:49 is when we need to close the office door
8:51 if we don't do that in time before the
8:53 track ends we get the jump scare ballora
8:54 is also the one who jumpscares the
8:56 player after the power out so if added
8:57 an extension to the power out sequence
8:59 that will trigger her jump scare after
9:01 that happens now believe it or not this
9:02 is actually everything that's needed for
9:04 ballora to work and we've completely
9:05 finished her mechanic so let's continue
9:07 down the list in order and move on to
9:09 the next animatronic up next is Funtime
9:11 Freddy who himself isn't an actual
9:13 threat but instead it's Bonbon who
9:14 attacks the player Freddie however will
9:16 continue to travel to the left and right
9:17 closets and it's important to pay
9:19 attention to which door needs to be
9:21 closed when he announces an attack so to
9:22 get started this randomizer will give
9:24 both of these Freddy armor stands a
9:26 50-50 chance to teleport in one closet
9:28 or the other as that happens these play
9:30 sound commands will activate which are
9:31 going to play footstep sounds on the
9:33 same side that Freddy is at letting the
9:35 player know where he is next we want the
9:37 attack sequence to start so when Freddie
9:38 has reached the room this redstone block
9:40 will be removed unpowering this Hopper
9:42 which will let all the items inside of
9:44 it flow into this chest now once all of
9:45 the items have left the hopper this
9:47 redstone torch will turn on activating
9:49 this randomizer which will trigger
9:50 either a normal attack in which we have
9:52 to close the door on the side that
9:54 Freddy is at or the opposite door in
9:55 case of a surprise for normal attacks
9:57 the setup is quite simple as there are
9:58 simpler commands that will cut off the
10:00 jump scare from happening every time a
10:02 door is closed for surprises however we
10:04 need these two and Gates here which
10:06 require two actions to happen for this
10:07 command block to activate which will
10:09 then cut off the surprise jump scare
10:10 this First Command Block detects if
10:12 Freddy is at a certain closet and this
10:13 command block detects if there is a
10:15 redstone block on top of the spot this
10:17 is because every time we close the other
10:18 door another set block command will
10:20 trigger setting another block on top of
10:22 this concrete this makes it so that the
10:23 opposite door needs to be closed in case
10:25 of surprises after Freddy calls for an
10:27 attack these repeaters will start to
10:28 activate until they reach the command
10:30 blocks if the wrong door is closed they
10:32 will power them and let Bonbon jump
10:34 scare the player if the correct door is
10:35 closed then these repeaters will start
10:37 to power these command blocks which will
10:38 play a banging sound on the door before
10:40 moving Freddie to the opposite closet
10:42 and swapping the two armor stands the
10:44 system knows which armor stand needs to
10:45 be swapped as we once again have a
10:46 command block that detects when Freddy
10:48 is at a certain spot and if the Redstone
10:50 Block that powers these repeaters is
10:52 still set and in case the wrong door is
10:54 closed the jump scare commands will cut
10:56 off this row of repeaters since it has a
10:57 slightly longer delay than the jump
10:59 scare does this is what stops the
11:00 rotation from happening if the jump
11:02 scare plays out that was a lot to go
11:03 over so I'm hoping that I'm still
11:05 managing to explain this well enough so
11:06 that way you can understand how this
11:08 works in case you're not as experienced
11:10 with command blocks luckily that's all
11:11 that's needed for Funtime Freddy and
11:12 it's probably the most complicated
11:14 character from the custom Knight so
11:16 let's move on to the next animatronic
11:18 who should be much more simple to set up
11:19 yendo is one of the weirder characters
11:21 in Sister location however it doesn't
11:22 stop them from being a threat in the
11:24 custom night after they randomly appear
11:26 in the office after putting down the
11:27 camera the oxygen meter will rapidly
11:29 start to deplete making it harder to see
11:31 to counter this the player simply needs
11:32 to lift the monitor back up again to
11:34 make the Endo disappear letting the
11:36 oxygen meter refill so like almost every
11:37 character so far we once again start
11:39 with a randomizer that gives the Endo a
11:41 25 chance to spawn in the office every
11:43 time the player returns to it if yendo
11:45 does spawn we have a set amount of time
11:47 to react before the jump scare activates
11:48 when the oxygen hits a certain level
11:50 when yendo is active this Redstone clock
11:52 circuit will turn on which will activate
11:53 both of these command blocks which is
11:54 going to start to deplete the oxygen
11:57 level once it reaches 50 this command
11:58 block here will detect it and will give
12:00 the player a blind sinus effect if the
12:02 meter reaches 30 however Yonder will
12:04 jump scare the player
12:06 however if the player uses the cameras
12:08 this command block cable detect that the
12:09 player is no longer in the office and
12:11 will power both of these command blocks
12:13 stopping the oxygen from depleting and
12:15 also starting this circuit which will
12:18 add back oxygen until it reaches 99 once
12:19 it has reached that certain level this
12:21 command block here will detect it and
12:22 stop the oxygen from going up any
12:24 further let's see if we can get yendo to
12:25 spawn in so that way we can properly
12:27 show this off so there we go yendo
12:28 spawns in when we put down the cameras
12:30 and go back to the office and now the
12:32 oxygen meter is decreasing but when we
12:33 stop off the block yendo is then going
12:35 to disappear and the oxygen meter is
12:37 going to start climbing back up again
12:38 now obviously we're not going to be able
12:40 to move around in the office but
12:41 stepping off the block is the same thing
12:42 that's going to happen if we were to
12:44 enter one of the cameras which is then
12:46 going to make yando disappear now that
12:47 we have yendo built in we can now use
12:49 the same setup for future animatronics
12:51 such as the electrobabs and mini Arenas
12:53 when they start to deplete the oxygen
12:54 and power but before we move on to those
12:56 two however we next need to add in
12:58 Funtime foxy just like infant F1 Funtime
13:00 foxy also has a Cove in the corner of
13:01 the building which must be constantly
13:03 watched in the cameras to stop them from
13:05 moving if foxy does end up leaving the
13:07 curtain the right door must be quickly
13:08 shut to prevent a jump scare we'll be
13:10 using the same build as the FNAF 1 foxy
13:11 for this but since it's been a while
13:13 since I released that video I'll go over
13:15 how this all works this redstone block
13:17 it is powering this Redstone line which
13:18 is stopping all the items from inside
13:20 these Hoppers from going into these
13:21 chests now in between each Hopper is a
13:23 comparator which activates the hopper in
13:24 front of it making it so that way when
13:26 the Redstone line is unpowered the first
13:28 Hopper will start to filter all the
13:30 items until it's empty which will then
13:31 turn off this comparator in front of it
13:33 letting the items in the next Hopper
13:35 filter into the chest every time a
13:36 hopper empties it also Powers these
13:37 command blocks which will be moving the
13:39 foxy armor stands and curtain stages to
13:41 The Next Movement face in the build all
13:43 the way until foxy leaves the curtain
13:44 when that happens this middle repeater
13:46 line will activate these three command
13:47 blocks which will then power the jump
13:49 scare so just like what we did with
13:50 Funtime Freddy every time the right door
13:52 is closed it will remove the repeaters
13:54 that lead to the jump scare and then add
13:56 them back when the door reopens this
13:58 gives the second repeater line time to
13:59 fully power which will then reset foxy
14:01 back at stage 1. there is a small change
14:03 to this compared to the first foxy build
14:05 however and as the fact that every time
14:06 the door closes on Funtime foxy after
14:08 they leave a small amount of power is
14:10 drained when foxy knocks on the door so
14:12 now it's going to be even more important
14:13 to make sure that foxy doesn't run to
14:15 the office during the night to make it
14:16 so that foxy doesn't move however we
14:18 want this redstone block to stay here
14:19 which will power this Redstone line
14:21 stopping all the items from going into
14:23 the chests so the way we do that is by
14:24 having a set block command over at the
14:26 camera system which will set a redstone
14:27 block right here to power this Redstone
14:29 line every time the camera is selected
14:31 and then changed back to an AIR block
14:32 every time we're not looking at that
14:34 specific camera now before we move on to
14:35 the next animatronic I want to explain
14:37 how the reset system will work as once
14:39 all of these Hoppers have drained their
14:40 items they're not able to be used again
14:42 so we have this single Hopper here with
14:44 items inside of it which will then be
14:45 cloned back to the original Hopper
14:47 locations every time Funtime foxy
14:49 restarts their cycle with foxy now added
14:51 the last animatronic on the top shelf is
14:53 Bonnet who will occasionally move across
14:55 the office after the camera has been put
14:57 down to stop their jump scare all the
14:58 player needs to do is press on their
15:00 nose which will scare them away until
15:01 they reappear later on whenever we
15:03 teleport back to the office and this
15:05 randomizer activates bonnet it's going
15:06 to summon in a new armor stand with
15:08 equipped armor and a custom player head
15:10 this is done by having both of these
15:11 repeating command blocks constantly give
15:13 this named entity both the items in this
15:15 chest to make it look like the actual
15:17 animatronic now the reason why a new
15:18 entity spawns every time is because the
15:20 way we'll be deactivating Bonnet is by
15:22 breaking the armor stand once the armor
15:24 stand spawns in it will be teleported up
15:25 to the office and will start to move
15:27 across the room the way we do that is by
15:29 giving the armor stand a Teleport
15:30 movement pass which will move the armor
15:32 stand every time there is a magenta
15:34 concrete block two blocks underneath the
15:35 entity if it makes it to the left side
15:37 of the office this execute command block
15:39 will detect it which will then trigger
15:40 the jump scare teleporting another
15:42 Bonnet armor stand in front of the
15:44 player if the armor stand is broken in
15:45 time though it obviously won't be able
15:46 to reach the other side to trigger the
15:48 jump scare from happening the next
15:50 animatronic is biddybab who will crawl
15:51 through the center vent to reach the
15:53 office at first a voice line will be
15:54 heard to indicate that they're moving
15:56 forward but after a metallic banging
15:57 sound the event must be closed to stop
15:59 the biddybab from entering this is
16:01 another simple character to set up
16:02 especially that we've already used the
16:04 same system many times in the past and
16:05 at the start of the night this first
16:07 redstone block gets removed which will
16:09 start this timer powering these three
16:10 command blocks which teleport the first
16:12 bittybab armor stand to the first phase
16:14 in the air vent now at the same time the
16:16 timer will reset itself by cloning the
16:18 separate timer to its position as well
16:19 as removing the redstone block from the
16:21 next timer letting the movement cycle
16:23 continue this goes on until it reaches
16:24 the office air vent which will then lead
16:26 into the small setup here where there
16:28 are two possible outputs this first one
16:30 is for the jump scare and the second one
16:31 is for the bittybab to leave the vent
16:33 and restart the cycle now both of these
16:35 lines will be powered at the same time
16:37 however since there is a slight delay in
16:39 the reset commands the jump scare will
16:40 go off first which also removes the
16:42 repeaters from the second line stopping
16:43 the reset from happening if the jump
16:45 scare activates if the vent door is
16:47 closed however the Redstone Dust on the
16:48 jump scale line will be removed stopping
16:50 the bidi web from being able to enter
16:52 into the office once the door has been
16:54 opened however the Redstone Dust will be
16:56 put back allowing the redstone torch to
16:58 activate these command blocks once again
16:59 this is one of the most simple designs
17:01 and it's been used in almost every FNAF
17:03 build so far and speaking of designs
17:04 we've already used before the neck to
17:06 animatronics we'll be working on are
17:08 going to use the same setup as something
17:09 we've already used in this video during
17:11 the night the power and oxygen meter
17:13 will begin to drain when the electrobabs
17:14 and mini Arenas tamper with the
17:16 generators to stop the resources from
17:17 fully depleting we were able to use a
17:18 controlled shock in the room that
17:20 they're in while looking at the cameras
17:22 so to get started we once again have two
17:24 timers that will teleport the electrobab
17:25 and mini Arena armor stands up to the
17:27 building in their set rooms now the
17:29 electrobab has a bit more going on with
17:30 them as they can either go in the left
17:32 or right closets but can't go in the
17:34 closet that Funtime Freddy is already in
17:35 that's why we have these extra command
17:37 blocks here to make sure that the
17:38 electro bear will always go in the
17:40 closet that Freddy isn't in also every
17:42 time the electrobab is shocked they will
17:44 always go to the opposite closet the
17:45 next time that they attack unless
17:47 Funtime Freddy is already there once the
17:49 electrobab has teleported into a closet
17:50 the redstone block on top of this Hopper
17:52 clock will be removed and slowly start
17:54 to drain additional power when the mini
17:55 Arenas attacked though they will deplete
17:57 oxygen in the same way that yendo does
17:59 just at a slower rate and just like
18:01 before with yendo if the oxygen meter
18:03 reaches 50 the player will be given a
18:05 blindness effect the way we can counter
18:06 the attacks is by giving them a
18:08 controlled shock and we'll be doing that
18:10 by once again using the camera items in
18:12 the inventory so we've already gone over
18:13 what happens if you were to throw the
18:15 different items but if you throw the
18:16 highlighted item for the closet or
18:18 building Corner cameras it will activate
18:20 the controlled shock this is done by
18:22 using the same item detection commands
18:23 as the cameras it just goes into a
18:25 different output after the item is
18:26 thrown these command blocks will then
18:28 power which will first teleport the
18:29 animatronic away from the camera and
18:31 then stop the resource from depleting
18:33 now since the electrobabs deplete power
18:35 however we are unable to gain that back
18:37 unlike the oxygen meter which will start
18:39 to go up again after the mini Arenas
18:40 have disappeared the final feature
18:42 needed is the indication to show that
18:44 the animatronics are currently tampering
18:46 with the generators for this we will be
18:47 using the team command which can put the
18:49 power and oxygen objectives in set teams
18:51 letting us change the color of the text
18:53 so now whenever the animatronics are
18:55 active these Hopper clocks will start to
18:56 change the teams of the two objectives
18:58 making it so that way the text flashes
19:00 red when active then when it's been
19:02 dealt with the Redstone Block will be
19:03 put back reverting the text to normal
19:05 I'm glad that I finally started to use
19:07 the scoreboard command as it's been a
19:09 big part of this build and a few systems
19:10 wouldn't be possible without it this is
19:12 just the basics of the command but I'm
19:13 hoping that with experience we'll be
19:15 able to make more complex mechanics but
19:17 now moving on to the next animatronic
19:19 let's take a look at lolbit and see how
19:20 we can add them in instead of being a
19:22 physical animatronic lolbit's face will
19:24 appear on the office monitors disabling
19:26 the doors and cameras after all three
19:28 are taken over to counter this typing
19:30 LOL on the office keypad will instantly
19:31 make them go away earlier on I talked
19:33 about how the office fan was able to
19:35 animate by having two custom player
19:36 heads continuously swap on top of an
19:38 armor stand for lolbit we will be using
19:40 the same commands to swap out the
19:42 monitors so while in the office the
19:43 monitor armor stands will randomly have
19:45 their mob heads replaced letting us know
19:47 when lolbe is active slowly all three
19:48 monitors will start to be swapped until
19:50 all three have been replaced which will
19:51 then Trigger text to pop up on the
19:53 screen as well as playing a rapid Note
19:55 Block alarm now as this is happening all
19:56 of the doors and cameras will be
19:58 disabled and unable to be used now you
20:00 might have noticed these buttons on the
20:01 wall behind us and these are what we
20:03 will be using to counter lolbit so by
20:05 pressing all three button from top left
20:06 to bottom right will be able to turn the
20:08 monitors back to normal and allow us to
20:10 use the office resources again the way
20:11 we do this is by using a combination
20:13 lock system which makes sure that the
20:14 buttons have been pressed in the right
20:16 order to form an output every time a
20:17 button is pressed in order a certain
20:19 block will be set in between the two
20:21 repeaters allowing this redstone block
20:22 to power this line to reach the command
20:24 blocks however if a button is pressed
20:26 out of order a different block will be
20:28 set in between the repeaters and these
20:29 command blocks here will detect it and
20:31 completely remove all three blocks from
20:33 this line making the player restart the
20:35 combination again when lolbert is active
20:36 this is what it's going to look like
20:38 first all three monitors will be taken
20:40 over and then please stand by text
20:41 appears and the alarms start to go off
20:44 our inventory has also been cleared to
20:45 stop us from using any of the cameras
20:47 and the door buttons no longer close any
20:49 of the doors the only way to stop this
20:51 is to turn around and press all three of
20:52 these buttons in order to stop the
20:54 attack this will then give us back our
20:56 resources allowing us to defend against
20:58 the other threats the final thing needed
20:59 is the system that will let us count a
21:01 little bit before the attack even begins
21:02 this is simply an add-on to the
21:04 combination setup which will cut off of
21:06 the repeaters for a small amount of time
21:07 stopping the next command block from
21:09 being powered the design for the
21:10 activation had to be changed up a little
21:12 bit for this but it still works in the
21:14 same way nonetheless but with all this
21:16 now in place lolbert is now finished and
21:17 we can now move on to the final
21:19 animatronic of the custom Knight who
21:20 once again appears in the office the
21:22 last animatronics on the bottom shelf
21:24 are once again mini Arenas except this
21:25 time they will gradually cover the
21:27 office View and block the player's sight
21:28 there is no way to prevent this from
21:30 happening and once they appear they will
21:31 stay in the same spot for the rest of
21:33 the night my idea for this involves
21:35 having these smaller armor stands
21:36 teleport in front of the player every
21:38 time they are inside the office this
21:40 once again starts by using a randomizer
21:42 that gives the next mini Arena a chance
21:43 to spawn in the office every time this
21:45 command block detects that the player is
21:47 inside now every time a new Mini arena
21:49 is added another repeater will be set in
21:50 between these command blocks making it
21:52 so that way the mini Arenas teleport to
21:54 the player in the same order that they
21:56 do in Sister location as we continue to
21:57 add another mini Arena to the mix you
21:58 could see how this could be a problem
22:00 during the night especially if they
22:02 block yendo or Bonnet out of sight no
22:04 matter where we look around us the armor
22:06 stands will always be teleported in
22:08 front of us now the mini Arenas are only
22:09 a problem while inside the office as
22:11 they don't block the camera view but
22:13 since the player teleporting is the way
22:14 that cameras work in this build the
22:15 armor stands will need to become
22:17 invisible and have their armor removed
22:19 every time we leave the office so to get
22:21 this to work this row of command blocks
22:22 will detect when the player is inside
22:24 the office and then send an output into
22:25 this block toggling these two command
22:27 blocks now if the command block is not
22:29 turned on then it will turn on this
22:30 redstone torch here which will then
22:32 activate this chain of command blocks
22:33 which will make the armor stand turn
22:35 invisible then when the command block
22:36 turns on again it will unpower the
22:38 redstone torch and instead activate this
22:40 chain which will then make the armor
22:42 stand visible again this works for all
22:43 five of the mini Arenas as they become
22:45 active during the night and with that we
22:47 now have all 10 animatronic characters
22:49 added and ready to be active during the
22:51 custom night so now let's move on to the
22:52 next feature and build the customization
22:54 menu that will let us choose what
22:55 challenge mode we want to attempt with
22:57 each set character difficulty here is
22:58 the room that we will start in before
23:00 the night begins where we can then
23:02 change the customization to our liking
23:04 all 10 animatronic heads have turned on
23:05 Redstone lamps behind them to show who
23:07 is currently selected now the way we can
23:09 change who we want to be active is by
23:10 using this console in front of us which
23:12 has some labeled buttons so that way we
23:14 can change the current setup and
23:15 difficulty level now what I want to do
23:17 is make it so that way these Redstone
23:19 lamps behind each head only turn on when
23:21 the character is selected and to also
23:23 show the difficulty level above each one
23:24 first we need the system to select the
23:26 different challenge modes so here we
23:27 have 11 command strips that will set
23:29 redstone blocks behind each one of these
23:30 lamps that correspond to the active
23:33 animatronics this uses more scoreboard
23:34 commands to work as every time a button
23:36 is pressed it will increase the player's
23:38 score by one powering the next command
23:40 strip this also lets us go back to the
23:42 previous selection if we press the
23:43 opposite button which will remove a
23:45 score instead of adding one with this we
23:47 are now able to scroll through all 10
23:48 different challenge modes and see which
23:50 animatronic will be active during the
23:51 night by turning on the redstone lamp
23:53 behind each one of the heads then after
23:55 all of the challenges have been cycled
23:56 through a command block will set our
23:58 score back to zero again which will then
24:00 revert the display back to showing the
24:02 first challenge now we need a way to
24:03 activate the selected characters when
24:05 the knights starts this isn't that
24:07 difficult as every animatronic can be
24:09 activated by using a redstone output
24:11 Freddy for example will only move once
24:13 this randomizer here has been powered by
24:15 using a redstone block so this system
24:16 right here will make sure that happens
24:17 once both of these redstone blocks have
24:19 been removed which will then power the
24:20 set block command to activate the
24:22 randomizer now both of these redstone
24:24 blocks here will be removed at two
24:25 different times this first one when
24:27 Freddy is selected in the menu and the
24:29 second one when the night starts this is
24:30 the same build for every single
24:32 animatronic and will make sure that only
24:34 the selected characters will be active
24:35 during the night next we need to add in
24:37 the difficulty select to make the
24:39 animatronics move faster this is
24:40 slightly more complicated but it
24:41 involves some builds that we've already
24:43 used before since every animatronic
24:45 starts moving with either a timer or a
24:48 randomizer so to up the difficulty items
24:49 need to be removed from The Hoppers in
24:51 the timers to make the items deplete
24:53 faster and the randomizers need more
24:54 trigger items that will increase the
24:56 chances of animatronics spawning since
24:58 there are 5 difficulty levels we need 5
25:00 different activations for each character
25:01 with each trigger having a decreasing
25:03 amount of items to let the character
25:05 move faster there is also an extra
25:06 difficulty that I've added in which acts
25:08 as a zero mode where the animatronics
25:10 are not active so by using the same
25:12 selection method as the challenges when
25:14 the difficulty is increased one of the
25:15 new activators will be cloned to the
25:17 spot in the character's setup changing
25:19 the movement speed of the character so
25:21 now back in the customization room we
25:22 can now increase and decrease the
25:24 difficulty by pressing the two buttons
25:25 on the side of the desk which now also
25:27 show the difficulty level above each one
25:29 of the characters Heads This is done by
25:31 using named invisible armor stands that
25:32 have their names changed as the
25:34 difficulty changes I've also made a
25:35 small change to the sign here so that
25:37 way it says the name of the level that's
25:38 currently selected just to add a little
25:41 bit more context to it but now with all
25:42 of this now set the customization menu
25:44 is now finished and there is only one
25:46 final thing left to do to finish up with
25:47 this build before we can then go ahead
25:49 and try this minigame out for ourselves
25:50 and that's to add in the time system
25:53 that lets us know what time it is in the
25:54 same way that foxy works this redstone
25:56 block will be removed at the start of
25:57 the night unpowering this Redstone line
25:59 here letting all the items inside of
26:01 these Hoppers funnel into the chests now
26:03 every time a hopper empties it will then
26:04 trigger these command blocks here which
26:06 are then going to activate a bus bar at
26:07 the top of the screen to let us know
26:09 what time it is I did have the thought
26:10 to make the time shown at the sidebar
26:12 objective however I still prefer to have
26:14 the Boss Bar Method displaying the time
26:16 at the top of the screen then when 6am
26:18 hits all of the systems in the minigame
26:19 will shut off and then will be
26:21 teleported out of the building and get
26:23 the shift complete screen as we beat the
26:24 Knight so with that now added in
26:26 everything is now finished and it's
26:27 finally time for us to survive a knight
26:29 of sister location's custom Knight in
26:31 Minecraft I hope that you enjoy it and
26:33 let's see how we do I think it would be
26:35 best to attempt a 1020 golden Freddy
26:36 mode challenge for this as it involves
26:38 all the animatronics set at their Max
26:39 difficulty level now I have to be honest
26:41 this is not my first attempt at this
26:42 I've actually been at this for a few
26:44 hours now and this has definitely become
26:46 the most challenging out of all the FNAF
26:48 games so far so my strategy involves
26:50 waiting in the office for the first few
26:51 seconds so that way we can conserve as
26:53 much power as possible and then one with
26:55 the powers and oxygen start to get
26:56 drained we'll go ahead and open up the
26:58 cameras and deal with the electrobabs
26:59 and mini Arenas so that should be
27:00 happening there we go so let's go ahead
27:02 and deal with them first going over to
27:04 the electro Babs and Funtime Freddy is
27:05 also at the left side so let's keep that
27:07 in mind when he eventually launches an
27:09 attack so let's deal with a little bit
27:10 there we go Funtime Freddy's also
27:11 launched the attacks let's go ahead and
27:13 close that door ballora is also at the
27:14 left fun time Freddie moved over to the
27:16 right now let's go ahead and check on
27:17 foxy Foxy's on stage one that's okay
27:19 let's open up that door since we're fine
27:21 for the time being and let's just wait
27:23 here for a bit longer Oxygen's going off
27:24 so let's go ahead and deal with that and
27:26 Funtime Freddy did go over to the right
27:28 side so I think we should be okay for
27:29 the time being let's go ahead and close
27:32 that door on ballora just in case foxy
27:33 is just about to move to us go ahead and
27:35 close that door as we don't want her to
27:37 escape in case we're not looking so
27:38 let's just sit here for the time being
27:40 the biddy bab should appear anytime now
27:42 surprise we have both doors closed and
27:44 ballora is definitely over at that left
27:46 door now so we'll be able to open that
27:47 once we deal with all of these
27:49 animatronics here so Freddy's back at
27:50 the left side and no one's in the event
27:52 so we're able to open up the left door
27:53 and the vent and we should be good for
27:54 the time being let's keep that right
27:56 door closed because foxy is still going
27:57 to be there and let's get rid of Bonnet
28:00 quickly 2 A.M just under 70 power this
28:01 is probably the best I've done in quite
28:03 some time actually and I think I just
28:04 heard Foxy Brown the door so we can go
28:06 ahead and open that back up again and we
28:08 should be okay never mind okay ballora
28:09 is back on the right side but first
28:11 let's go ahead and get rid of the oxygen
28:13 and the the power depleted Freddie's
28:14 Just Launch the attack okay let's go
28:15 ahead and close the left door upon it
28:17 and you end okay I just saw yendo at the
28:18 corner of my eye there it's getting
28:19 really difficult to see with all these
28:21 mini Arenas now they're covering up all
28:23 the view in the office uh Billy Bob is
28:24 at the very end of the event there let's
28:26 go ahead and open up both of these doors
28:27 because I think we should be okay for
28:29 the time being however I'm not too sure
28:30 about the vents I'm just gonna keep that
28:31 close as I don't want to miss out on a
28:33 sound queue Bonnet getting really close
28:35 to the Bonnet just saws him as I put the
28:37 camera back up again oxygen and power
28:39 once again is being dealt with Freddie's
28:40 over at the right Electro map over at
28:42 the left and once again ballora is back
28:44 over at the right side go get him all
28:45 right let's just close both doors just
28:46 so we're safe as I don't want to end up
28:49 dying to some silly mistake now I think
28:51 we will be good once we hit the sound
28:52 queue there we go okay so we can open up
28:54 that vent now and ballora has now left
28:56 the right side so we can go ahead and
28:58 open that door back up oxygen and power
28:59 being dealt with once again so let's go
29:01 ahead and deal with them Freddie yep
29:02 Freddy's at the left side so let's wait
29:04 for his attack pay close attention to
29:06 that 4am let's get rid of Bonnet all
29:08 right let's just close that door just to
29:09 be safe and I think we should hopefully
29:11 be all right for a little bit longer so
29:12 biddy Babs at the very end of the event
29:13 yeah we don't need to think about them
29:15 for a bit let's get rid of Bonnet again
29:17 all right Freddy is attacking close both
29:20 doors just to be safe I do hate ballora
29:21 so let's go ahead and close both of
29:22 these Jaws just to be safe I don't want
29:24 to fail now let's go ahead and get rid
29:25 of these guys runtime Freddy's over at
29:27 the right side get rid of the electro
29:29 bab and there's yes ballora definitely
29:30 at the right side now so let's keep that
29:32 door closed let's keep the vent closed
29:34 as well since I think the midibab is
29:35 nearing Fox is a stage once we're okay
29:37 there let's go ahead and open the door
29:39 now that because Laura has left and I
29:41 don't think I heard anyone so I think we
29:42 should be okay for the time being there
29:45 we can find oh my goodness that took so
29:47 much longer than any other FNAF game has
29:49 so far but there we go shift complete we
29:51 finally managed to beat 10 20 mode in
29:53 Minecraft definitely the hardest FNAF
29:55 game so far however it was definitely
29:56 worth the challenge so now that we've
29:58 played through the original five nights
29:59 of sister location and now beating the
30:01 hardest difficulty of the custom night
30:02 we have now completed every night of
30:04 gameplay of sister location in Minecraft
30:06 so now to end off this video there is
30:08 only one final thing left to do and show
31:06 foreign [Music]
31:42 foreign
31:44 but with that ladies and gentlemen that
31:45 is now going to wrap it up for today's
31:46 video I really do hope that you enjoyed
31:48 as it was a lot of fun putting this
31:49 build together if you're interested in
31:51 future projects in mind then be sure to
31:52 leave a like on this video And subscribe
31:54 to the channel as notifications turned
31:55 on so that way you know next time I
31:56 upload and you can also help the channel
31:58 to continue to grow but with that being
32:00 said thank you so much for watching and
32:01 I will of course see you in my next video