Returning Mechanics: Oxygen, Power, Music Box, Flashlight, Mask, Doors, Cameras.

Ideas.

Freddy Fazbear and the gang: His mechanics are very similar to the first game. He is on the stage along with the other 2, and Foxy is in Pirate Cove. Their mechanics will be copy and pasted from the first game; new mechanics for them would be very troubling, and make it harder than it has to be. Power makes a return, but you have a generator mechanic on the cameras. You have to hold down to power the generator; it can go up to 150% before it short-circuits and has a cool-down; extra power, but risky to keep up. This way, the toreador march can return, and a new mechanic is introduced!

The Toy Gang: You can take the Ennard mask off the wall at the start of the night by double clicking it's nose; a redesigned mechanics of the mask from FNaF 2. You can't wear it for long before you start hallucinating, and eventually pass out.This way, you have to wear it ONLY when you have to wear it.

BB, JJ, & The WIthereds: You must hide under the desk in front of you for BB & JJ, as they would come out through the pipes; if they don't see you right away, they leave after 5 seconds. The withereds would come through the vents, and you would have to use the same strategy. If you wear the mask during this point, you INSTANTLY die.

The Puppet: Good 'ol music box! Instead of being on the cameras, the poster slowly has the Puppet 'climbing' out of it, and you have a actual animation and a indicator for when the music box is about to wind down, just like in FNaF 2. The music box is actually in the office, on the desk in front of you. It's tick counter can be 4-6 seconds longer than FNaF 2s, seeing as it has 5x as many animatronics as the aforementioned game in the series. If the ticks run out, he climbs out in 7.5 seconds.

Golden Freddy: He's a special one. See the FNaF 3 Freddy Lamp? He replaces that. If you completely shut off the power to the facility (it takes 20 seconds to reboot, but you can still hear the animatronics moving) in time, he will disappear. If you do not, he has a jumpscare similar to FNaF 1 Golden Freddy, but with his FNaF 2 design. He will actually CRASH the game, instead of just killing you or restarting the game.

Springtrap: He...is extremely special. To deal with him..you must not deal with him. This animatronic, you must literally do nothing. Nothing at all. If you move your mouse a INCH, his AI will latch onto you, and you must quickly take your hands off the keyboard and mouse and BE STILL. If you manage to do so perfectly, he will crawl out of the vent, pass through the room, and out the other vent. If you fail to be still, he has a unique animation for whatever way he attacked you; if he is in the middle of the room and you move, he will have a animation of climbing over the desk and attacking you, and the side vents are reminscent of his FNaF 3 jumpscares.

Phantoms: They daze you, similar to Ignited Chica from The Joy of Creation; you can barely move your mouse to move your view, preventing you from winding the music box or getting the mask OR getting under the desk; to avoid them, you must type in 2023 in the keypad on the wall in front of you; the date FNaF 3 takes place. They quickly fade away if you do so. This will put Fazbears Fright on the computers for 15 seconds.

Nightmare Freddy: He forms when you have the camera up; Freddles build up over time if you have the mask up, and if you have it up for too long, he forces the camera down and picks you up, jumpscaring you. You must use the flashlight to force them back to the plush if there are 3; if 2 are there, it reforms as the plush automatically.

Nightmare Bonnie: You have to crawl up to the vents and listen closely for breathing, just as in FNaf 4, and if there is breathing, you should move back to the desk and not move. If you don't hear breathing, use a flashlight in the vent to daze NM Bonnie, then wear the Ennard mask when he climbs out.

Nightmare Fredbear: You listen for his laugh, and flash down the hall! If he is there, you must hide in the vent corresponding to the hall he is in. If he is in the middle of the room, you must type 1983 in the keypad and hide under the desk. If done successfully, he leaves the room.

Nightmare: When he appears in the room, you must crawl into the front vent, behind Nightmare: he takes a static 3.5 seconds to leave, allowing others time to move. He also makes noise attracting animatronics to the room; specifically, the noise for when Fredbear is in the closet of FNaF4. The noise stops when he leaves.

Jack o' Chica: The cupcake decoration on the desk turns into Nightmare Chicas cupcake; when you see this happen, you must find FNaF 1 chica on the cameras, and look at her for up to 5 seconds; the sound cue for the cupcake returning to normal will be the scooping sound from SL. If you fail to do so, Jack 'o Chica will attack.

Nightmare Mangle: She will crawl out through the front vent of the room. When she enters, you have 6 seconds to get into the right vent, and 4 seconds of her not moving to listen for other animatronics. When her distorted radio is gone, you can exit the vent. If you leave a second early, and her leaving ticks, that is also acceptable, to account for others entering the vents.

Nightmarionne: He is unavoidable, and no matter what, he will find his way to your office. When you do, he will replace every animatronic and be INCREDIBLY active from 5 AM to 6 AM. He will come in through every possible entrance, and you must hide, use the mask, flashlight, and the 1983 code to fend him off during the 1 hour period; the generator will only have 50% power during this time, and using the generator will only give 10% instead of 15%. If you die, your game restarts.

Nightmare Balloon Boy: He returns, coming in through the door. You have to shut off the power and listen for his audio for his moving cue; the direction you move is opposite of where he is moving; if hes in left hall, go to left hall, as he will have moved to the right. The power automatically regenerates in the background as it is not being used.

Old Man Consequences: He appears on the cameras for the Generator and oxygen; he controls them, and rapidly brings them to half their original value, before covering up the screen completely in a matter similar to Lolbit. To avoid him, you must simply shut off the generator and turn it back on.

The SL Gang: They mirror their SL mechanics; Ennard comes in through every possible entrance, Funtime Foxy has their own stage, and Ballora goes between the sides with her music; you close the door for that side. Baby walks in.

The Trash Gang: If they get in, they are distractions; blocking parts of your view.

Helpy: He can be assigned to do a job automatically when you are in danger.