Five Nights At The Krusty Krab Wiki
Advertisement
Night 1   Night 2   Night 3   Night 4   Night 5   Night 6   Custom
Night

Night 1 is the first playable night in Five Nights at the Krusty Krab. It serves as a form of tutorial, and is the easiest of the nights. SpongeBob SquarePants and Patrick Star are the only antagonists active on this night, though Sandy Cheeks can rarely become active on this night.

Phone Call[]

Uh, hello? Uh, hello, hello? Oh, hey. Welcome to your new job at the brand new Krusty Krab restaurant. Uh, so, I’m the manager of this store and I’ve been given a list of instructions to help you get settled into your new and exciting career with us. We’re very glad to have you on board here. So, uh, first off, welcome to the new Krusty Krab! Uh, you may be familiar with some of the older restaurants in the chain, notably the original store as well as the Krusty Krab 2, uh, but this is a brand new store, and, as you can tell, in a brand new location. Uh, as you already know, I am the manager here, uh, appointed by Mr. Krabs himself, to be honest. Uh, and I’ve selected you as the nightwatchman here. That means it’s your job to watch over the place, as well as the other employees for me. Uh, oh yeah, I should probably let you know, uh, instead of hiring a brand new crew, uh, Mr. Krabs simply staffed the kitchen here with animatronic replicas of his old employees and neighbors. Krabs isn’t known to be the most trusting person, especially with his money and secret recipe, so I guess it does make a bit of sense. Anyway, speaking of valuables, they are located in a safe behind you, so it’s your job to lock down the office incase you see any intruders. You can do this by closing the blast doors on either side of the room. Just bear in mind that at night, we switch over to a backup generator with a limited supply of power. Closing those blast doors, as well as using any other electrical equipment will increase the strain on that generator. If you use too much, the restaurant will go dark and you’ll be completely vulnerable. One last thing: If you notice any electrical equipment acting up, like, uh, lights flickering or something, uh, the most likely cause is the animatronics. Uh, they’ve been designed to draw power from an outside source to save on their own energy costs. So, if you notice the office lights flashing, then it probably just means they wandered up under the landing out in front of you. I-I wouldn’t worry too much about it. Anyway, that’s enough from me. I’ll talk to you tomorrow. Good luck, and have a good night!

Night 1 is the first playable night in Five Nights at the Chum Bucket. It serves as a training night, where the animatronics have little AI, and come to the door rarely. SpongeBob SquarePants, and Patrick Star come on this night.

Phone Call[]

Phone Guy: Hello?! Hello?! Oh my god! I’ve been trying to contact you for days! Where are you?! I-I saw the flames across town! The restaurant! They, they burned it down! The animatronics!

???: Well, that’s enough of that, then. Why, hello there. You must be the ol’ security guard. (Small chuckle) I’ve been told so much about you from my... superior. Allow me to introduce myself, for all intents and purposes. I am the second-in-command here at the Chum Bucket, and my boss has put me in charge of you. You and your buddy on the phone there have caused us quite a lot of trouble by escaping that fire. We can’t have anyone finding out what happened at the old restaurant. That’s where you come in. No doubt your friend out there is gonna come and find you. So, we’re keeping you alive until that happens. Essentially, you’re gonna be acting as bait. Don’t get any hope from that, though. You’re still on our hit list. Though, unlike my superior, I prefer a much more... indirect method of killing my prey. (Quiet chuckle) Let me explain: You’re not alone in this restaurant. Inside is a group of animatronics, just like your old job. This time, though, their sole function is to kill you. From the hours of 12 until 6 in the morning, those doors on the sides of your office are gonna be open. And you’ll be a very easy target. However, as I’m a good sport, I’ve given you access to the restaurant’s surveillance systems through the monitor on your desk. Using it, you’ll be able to track their movements, and if they get too close, you can close one of the doors on either side of the room. Simple enough, right? We don’t even have power restrictions here. Nothing to worry about. There’s a catch, though. The doors have a... malfunctioning heat sync, and thus will overheat and short out if they’re kept closed for too long. On top of this, the generator can only supply two pieces of equipment with power at any one time. And that includes both doors, the camera, and the flashlight on your desk, so be sure to use them strategically. That’s all for tonight, though. There’s more to tell, but... it’s not quite relevant yet. I’ll let you know when the time comes. Anyway, good luck. You’re really gonna need it. (Snickers quietly)

Night 1 is the first playable night in Five Nights at the Krusty Krab Chapter 3. It serves as a "tutorial" night where the player should get used to the mechanics. Hammer Head and The Amalgam are active on this night.

Tips[]

  • The animatronics will not become active until 2 AM, so the player should use this time to learn the mechanics.
  • The player should keep the reactor cooling off unless it's actually needed, such as when the reactor starts damaging itself.
    • Should the reactor shut off by this Sandy Cheeks will kill the player.
  • Hammer Head will always go to the left hallway on his first run.
    • After this, he has a higher chance of going to the other hall he didn't go to.
  • The Amalgam may not visit due to his slow AI and general randomness of his movements.
    • Though the player should still keep an eye on the hallways should he decide to come by.


Trivia[]

  • This is the only night in which the player will need to use a spare fuse to turn on the locations power, every night after this always starts with it on.

Advertisement