brayden
UCN 50/50 XOR With Nightmare Chica Out All Night (5/5 FPPFs And 1% Power)
updated
OK NOW 37 WTFFFFFFFFFFFFFFFFFFFFFFFFFF BRO I OVER TRIPLED THE LAST WR???? In my 11x in a row video I said that I could push this record so much higher, and well, I guess I was right. I also said I had 0 motivation to push it higher, and that's still true, because this run was a COMPLETE accident. I've been attempting a different challenge lately that requires 50/20 consistency, so I hopped into 50/20 to warm up a little, expecting to die to something dumb after 3 or 4 wins because I wasn't really trying that hard... Then I got to 5 wins... then 10 wins... then I was tied with my WR of 11... then 15 wins... then 20 wins... and you get the point, I just didn't die. All the way to 37, which I got foxyed on the 38th, expected because he's pretty much the only character that can kill you if you are good enough. I don't think I will ever beat this, this is now an EXTREMELY solid wr, and nerves would be a real problem. In this run I had no nerves for some reason, I swear my heartrate never got over like 110, probably because I wasn't really going for this, it just kinda happened. Having friends in call talking to me probably also helped a ton.
I had 3 51+ XORs, so 8% of the runs, a 51 or later XOR is a 6.25% chance, My average XOR was 20.729, Average is about 20.5, so I didnt get particularly lucky with XOR here, about average all around.
0:04 Win 1, 21 XOR
4:36 Win 2, 11 XOR
9:08 Win 3, 11 XOR
13:40 Win 4, 11 XOR
18:11 Win 5, 41 XOR
22:42 Win 6, 21 XOR
27:13 Win 7, 51 XOR
31:45 Win 8, 11 XOR
36:16 Win 9, 31 XOR
40:47 Win 10, 21 XOR
45:19 Win 11, 11 XOR
49:50 Win 12, 11 XOR
54:21 Win 13, 11 XOR
58:52 Win 14, 21 XOR
1:03:24 Win 15, 11 XOR
1:07:55 Win 16, 1:01 XOR
1:12:27 Win 17, 31 XOR
1:16:57 Win 18, 11 XOR
1:21:29 Win 19, 11 XOR
1:26:00 Win 20, 11 XOR
1:30:32 Win 21, 21 XOR
1:35:03 Win 22, 21 XOR
1:39:33 Win 23, 21 XOR
1:44:05 Win 24, 11 XOR
1:48:36 Win 25, 31 XOR
1:53:07 Win 26, 21 XOR
1:57:39 Win 27, 11 XOR
2:02:19 Win 28, 21 XOR
2:06:51 Win 29, 21 XOR
2:11:23 Win 30, 11 XOR
2:15:54 Win 31, 11 XOR
2:20:26 Win 32, 11 XOR
2:24:58 Win 33, 21 XOR
2:29:30 Win 34, 31 XOR
2:34:02 Win 35, 41 XOR
2:38:33 Win 36, 21 XOR
2:43:05 Win 37, 21 XOR
2:47:37 Run 38 (Death), 21 XOR
Ok, so in night 7 you start with 3000 power value, every frame that the flashlight is on 1 is subtracted from this. Only flashing with the control key takes power, being on the camera and using the vent lights do not. That means this run only uses 1/3000th of the power available, or 0.033% repeating, which is 99.96% repeating left over. This strategy takes advantage of one major flaw in how foxy works, foxy cant actually randomly kill you, there are 2 triggers that allow him to kill you, and both are completely predictable and controllable. Foxy stands in the hall until he has gotten you, this gotten you state will be referred to as his kill state. Foxy goes into his kill state if you have failed to keep him satisfied in the hall, but this doesn't mean you are dead yet, once in his kill state he cant actually jumpscare you until one of 2 triggers are activated. The first trigger is simply if you flash the hall, easy enough to avoid, and it works well because we are trying to save power. The second trigger is if you cross a 10 second interval without a blackout occurring. Shooter25s strategy already has us doing this, so you simply follow the cycles as normal, dropping the camera after X5.0 and letting the blackout cover the 10 second interval. Now both of these triggers are avoided, so what happens to foxy? Nothing! He chills in his kill state the whole night just waiting for one of those triggers to be activated. But this is where the rng comes in. Out of my 248 attempts 245 of them were foxy deaths, but this isn't direct foxy rng, the problem is if you drop you cameras and don't get a blackout, then you cant cover the 10 second interval, so the 2nd trigger will be activated, and you die. You have to hope that the blackout characters are aggressive enough to constantly have you in a blackout when you drop the cams, Toy Bonnies blackout can occasionally save you if you don't get a normal blackout. That takes care of 99% of the night, but the first 20 seconds are a bit different, and a bit unfortunate. The reason why the perfect greenrun is 2999 instead of 3000 is because it is simply impossible to survive foxy at 20 seconds without flashing. You could play on the perfect rng mod, and you will still die at 20 seconds, and the blackout characters cannot move to the office fast enough to give you a blackout before 20, so you cant cover the 10 second interval. You are forced to do a flash for a single frame somewhere between 16 and 20 in order to survive, which puts us at 2999. Unless someone somehow finds a way to survive foxy at 20 seconds without flashing, 3000 will never be done, and that's why this is unbeatable.
The old wr for 10/20 was 2916 remaining, or 97.2%, but that was done with normal shooter strat while flashing foxy after every blackout. In theory, you could get a maximum of 2960 without keeping foxy in his kill state. Subtract maybe 10 from that for no blackout scenarios. So this strat saves 40 frames or 1.33% over the normal theoretical max, and 50 frames or 1.66% for the normal realistic max.
I did do this on a mod that shows the real power, this was honestly only because its kind of hard to know what's happening with the power if it isn't shown, and it would be very confusing for people who don't know how this works. I promise it wasn't so I could make sure I hit the 1 frame flash, in my entire 5 hour stream I messed up the flash 2 times, which is a 99.2% success rate, it would have been pretty much identical with the normal battery icon. If people really care that much ill gladly rebeat it without the real power shown.
if only bulon were here to see this.
Its been just under 6 months since bulon got 68%, ive really wanted this record back, but right as bulon got his run i was starting my tear of the other games, this category in particular has a very special place in my heart, 3 years ago i pretty much singlehandedly revived this category when i got my first WR of 52%. That record sparked a period of time when this category was by far the most contested that its ever been, and through it all i managed to stay on top for a large portion of it, and about month ago i finally got back around to ucn, this run was the main thing i was looking for.
Time to talk about the run. This took about 7 hours total, which does not sound like a lot compared to 50/70 and 84%, which both took me in the 30-40 hour range. The difference is that 50/70 and 84% are mostly rng, you can learn the strat in a few hours, then proceed to spend 10x that getting bent over by luck. Here its the exact opposite, i usually do all my WRs on the vanilla game rather than mods, but i made an exception this one time because i really wanted to see that stats screen on a run like this. To everyone who knows the innerworkings of greenrunning puppet out you are probably shocked to see that there was a 12% chance of survival. That is extremely generous compared to what i (and probably many others) had thought. The main culprit is nedd and orville, we had all assumed that we were just getting lucky with multiple 50% chances that occur during long puppet outs, but now i would be willing to bet that a majority of the high % runs had 0 nedd and orville chances, they were likely runs where both decided to never come to the opening, which may sound really rare, but after some testing i found that its actually not all that uncommon. So yeah, the rng in these runs, contrary to everything we know about ftf dc greenruns, is really not all that bad. Where it makes up for that is the skill required to do such a long puppet out while still greenrunning to the max. Ever since i starting playing ucn ive been doing flips the exact same way, the issue is, the way i was flipping is AWFUL for puppet out music man management. So I learned a new flipping method for this run, if you look closely you can see that i do now do all 3 actions at the exact same time, i use 3 fingers on 3 different keys at the same time, its very awkward, and makes it much easier to fat finger a key you didnt mean to press, but it makes music man management SO much easier. If i flipped like i used to, then music man would be extremely angry by 3:15 ish, basically forcing me to use the AC to cool the office. If you space of each flip as much as possible you will only have 7 seconds to manage door characters, distractions, and temperature, all while still being as power efficient as possible. So yeah, i still think 50/70 and 84% are harder than this, but only because of rng, this destroys those two when it comes to raw skill.
There are 2 new strategy's that i implemented that i didnt do in my 66%, first is known by tons of people which is the manual wind optimization that i found very soon after my 66%, basically, winding a little after plushtrap saves 1% because you dont need to use 3 seconds extra of gmb. Secondly is something that ive known about for a few months now but havent told anyone about. You see, for 3 years now ive been telling people to 0 frame flip 2 seconds apart, but im actually a dirty misinformation spreader because i didnt bother fully looking at the figurine code. The animation of the monitor pauses this 2 second timer, meaning if you 0ff 2 seconds apart (like everyone has been doing for the past 3 years) theres a very good chance that the figurine hadnt had the chance to switch yet, you should really be doing it about 3 seconds apart to make up for this (you can see this being used in all the runs in my last video). This can also be abused, like at 2:09 in game time, i wanted foxy to stay on the desk so i could check him at 2:15, so i spammed the monitor up and down, meaning that the 2 second timer was paused the whole time the monitor was shown on screen, because of this, the figurine only had 1 chance to change, when it normally would have had 3.
But yeah, i once again have all 3 major WRs. NDC is by far the easiest to beat, so i may try to improve that one a bit, but excluding that I had 4 goals when i came back to ucn, and with this run 3 of those are complete. Theres a good chance ill be livestreaming the final thing left for me to do in ucn, and yes i mean final, i have pretty much done everything there is to do in ucn. I have all the WRs, and ive done every major self imposed challenge (except the final goal), of course im not quitting, but as far as major achievements im missing, there will be literally nothing left. If you know your high level ucn then you probably realize what the thing i havent done is, its a pretty massive one that i just have 0 videos on so yeah.
HAHAHA 69 FUNNY HAHAHA
Win 1 - 0:00
Win 2 - 4:40
Win 3 - 9:18
Win 4 - 13:54
Win 5 - 18:30
Win 6 - 23:07
Win 7 - 27:43
Win 8 - 32:20
Win 9 - 36:56
Win 10 - 41:33
Win 11 - 46:10
Run 12 (Death) - 50:46
0:00 Toy Freddy DC
5:00 Puppet DC
10:02 Foxy/Bonnie DC
15:11 Funtime Foxy DC
20:15 NDC (taken from my original NDC completion)
25:14 DCBBNU
30:09 Lefty DC
35:10 Rockstar Bonnie DC
Sadly not much in fnaf 3 is really high in the skill department, its mostly just knowing what to do and when to do it, and occasionally making quick decisions and judgements. The strat for this is to get foxy out of the way before 1 am, getting rid of 1/6 phantoms, while also giving you a ventilation error.
Seal Cam 10 vent and wait on the cams until 1 am, then click cam 4 as soon as 1 am hits, you now have 2/6 phantoms, and all errors. Now if springtrap is in cam 6 or greater, get freddy if he spawned, if you cant get him, repeat this step on the following hours until you do. For most of the night you will want cam 7 vent sealed, and you want to be waiting on cam 9 vent, if you ever hear him enter a vent, you can judge his position by the static, quickly switch to cam 10 vent, and seal whichever you saw static in, if there is no static he's in cam 7 vent. If there is light danger ambience that isn't freddy, seal cam 5 vent, if there's heavy danger ambience, seal cam 2 vent. Once he enters a vent that isnt cam 2 or 5 vents, trigger the puppets jumpscare. Repeat this again, except you want to double up chica and bb, as getting both while hes in a vent will cancel out on of his teleports. Then just continue the vent sealing strat from earlier until you hopefully win. The rng in this is bad, but not as bad as you may think, a lot of people in my streams said this had to be worse than NAO no cams but I absolutely disagree, this is nowhere near the hell that is no cams. If i had to guess, i would say the chance of winning this challenge it roughly 1/500, where as no cams is roughly 1/25000. I had exactly 6x the hours on no cams, but the problem with this challenge is you actually have to actively play the game the whole time, which means it is MUCH more mentally and physically draining.
So FNaF 3 is now the third game that is completely finished on my list of things to do, 3/7. Fnaf 1 is next on the chopping block, ill probably end up streaming the things i need to get done in that game very soon, so look out for that.
This basically uses 2 tricks that combined allow for no oxygen to ever be lost, the first is minireenas, you may think that they need to actually be spawned in to be able to be shocked, but thats not the case. Shocking the camera even when they aren't there resets their 10 second spawn timer, easy enough. The second trick has to do with yenndo, normally its completely impossible to avoid yenndo draining your oxygen past a few flips, so the solution is just to never be in the office so that its impossible for him to take oxygen. The problem with that is being in the camera all night uses a tonnnnnnn of power, which is where reverse 0 frame flipping comes into play, allowing you to briefly remove the camera power drainage while never technically being fully in the office. If you want a more technical breakdown of how this stat works, I go slightly more in detail in my original video using this strat. Combining both of these things is pretty hard, but if done properly, you will never lose a single % of oxygen.
And now with power greenruns, and the perfect oxygen run complete, sister location is officially the 2nd game to be finished on my checklist of stuff to do. In my free time i may try this strat on v1.12 for the 2nd channel because i think its just barely possible. But as far as actually important stuff, sl is finished. 2 games done, 5 to go, videos might slow down significantly from here because college just started back up but trust me ill be grinding whenever i can. My takeover will not stop until theres nowhere left for it to go.
Glad to finally have these done, this is the only game where ive never held a top level power completion (until now) unless you count my 21% wr on v1.121 way back in the day, which even that was the equivalent of 2% behind shooters 7% pre patch wr of the time. But this time the 23% run is the current most power efficient run ever preformed, which is very cool to have.
anyways this is pretty cool, iirc multiple challenge youtubers have tried ffps no sound so i figured i should do it but on hardest saturday, and only took an hour and 15 minutes. If you dont know what hardest saturday means its basically saturday will all animatronics, all ads, no speed upgrades, and no silent ventilation audio lure or motion detection.
heres the strat:
Start with middle tasks, then bottom, then top, longer tasks first because they are harder to survive.
Start night by doing a middle task, then look to whatever side you prefer, you are gonna look at one side for 2 movement opportunity's, so watch a side for 2 2 second intervals, then switch and repeat While the task is going you are going to run the fan for half of the length of the task, so for middle tasks run the fan till 8 seconds, bottom 6 seconds, top 4 seconds. Once the task finishes turn the pc off, and do the 4 second interval trick. Turn everything back on start a task and repeat till you win. I highly recommend using a 2nd timer to track the length of the tasks so you can turn the pc off asap. Top tasks last 8.33 seconds, middle lasts 16.66, and bottom last 12.5.
So yeah, this isn't as rng as you would think, its actually quite consistent, i basically beat it twice in 75 minutes.
You may have noticed I'm doing this slightly differently than chickeninja, the main difference being that i let phantom freddy jumpscare me so i can do a cool little trick with the maintenance panel at the end of the night, which practically guarantees a win if springtrap stays back until 4:30~. Other than that, the strat is exactly the same. Believe it or not, having a ventilation error doesn't effect springtraps movement excluding some very specific scenarios. This strat effectively cut out an in-game hour of pure rng vs how chickeninja did it, however i think the phantom jumpscares teleportation cancels out some of that effect by killing some runs earlier than they normally would have died. I think i got pretty unlucky with this, i would average a 5 AM attempt every 6k attempts, with this strat and some decent luck, i think you could get this in under 20k attempts.
Ok now to address a few things: first off I'm using a mod i made to play this, it does 3 things: 1st it automatically resizes all the windows so i don't have to manually do it. 2nd it automatically starts every game when i press nightmare on one game. 3rd it cuts out some of the loading times to make the process quicker. This is ALL it does, there are 0 changes to the actual gameplay or anything that would effect the night in general. Secondly, playing 35 instances of a game causes some FPS lag, however in this specific case FPS does not effect anything important. Springtraps movement is tied to clickteams internal timer, FPS does not effect his movement at all. By the time that FPS lag would effect the night (when you are afking near the very end) the other games are already dead, meaning the FPS is back to a clean 60.
I made a stat sheet to track my attempts and hours:
docs.google.com/spreadsheets/d/1rJB9UocqLfoqq6cRyrIxflu_0RlXfCzHrUp2zLAjw_8/edit?usp=sharing
On day 4 i went from using 12 games to 35 games, which is why the attempt count to time ratio jumps so drastically.
With a little math you can see that i spent an average of 5.5 hours per day on this over the past 11 days. Most of this time was spent catching up on anime, because each run basically has you afking doing nothing for 3 mins its a very chill experience. I cant say i recommend trying this, however if you have like multiple seasons of a show you need to watch and you want to do a fnaf challenge at the same time, hit me up on discord and ill send you the mod lmao.
here you can see every single power interval, and the power intervals where i lost power at. As you can see aside from a single .1% every bit was lost from the doors. One day i might come back for 28%, idk depends on how rng it is.
docs.google.com/spreadsheets/d/1K0YV9us_o2QVaWpUkGTyrewMOrfLEYMjV7QIHQ63qaQ/edit?usp=sharing
Alright time to reveal what I've been up to, I'm going back through every game and doing everything that i haven't done excluding super rng garbage stuff like 28% in this, fnaf 3 no cameras, and other stuff like that. I have a list of all the challenges i need to do, I've basically already done everything there is to do in fnaf 2 and 4 (if you can think of anything for any of the games that is reasonable, isn't super rng, isn't mindlessly easy, and that i haven't already done let me know), and now with TOS with power and 27% NE, I've done basically everything there is to do in fnaf 1. FNaF 3, SL, FFPS, and UCN all have multiple challenges each, due to RNG reasons i may drop two of the FFPS challenges. After this main list of stuff is complete ill most likely attempt some of the super rng stuff that i rejected from the main list, but no promises there. So yeah, now you know what to look forward to.
By then end of this long grind i will have made sure there is absolutely 0 doubt in anyone's mind that im the best main series player to ever do it.
For some reason this challenge has like 14 different names, no stalling, no exploits, markiplier way, and intended route. Basically no stalling and markiplier way are the same thing, you don't stall any characters. No exploits adds the restriction of not using bugs such as 0 frame flips, the 1 frame static bug on the vent and duct system, etc. Intended route adds another layer which is basically you have to play in the way that was likely intended by scott, aka manual winding, no coin farming, etc. This run is all 4 of them, i just put no stalling in the title and thumbnail because that's the phrase that would have the most meaning to a casual viewer that doesn't know all about the try hard community (aint nobody know what intended route means). I also really dislike the term intended route, there's no way to know what scott actually intended for us to do, in my opinion stuff like heater cheesing the ducts, never checking lefty, never checking rockstar chica, using rockstar bonnie intervals, and never checking freddy all seems like stuff that is not intentional, why else would there be cameras for these characters if there was no intention of us looking at them? Its kinda unfortunate that the term is baked into the community and there's really no way to reverse it but whatever, as long as people know that 50/20 will never be beaten in the truly intentional way i don't really care about the semantics.
Alright difficulty and rng time: In terms of skill needed its not too bad, you can be fairly slow with your actions as long as you don't majorly mess up. I know my opinion on this is extremely unreliable because of the many many many hours i had on UCN:Deluxe, but at the very least i can confidently say this is no where near as hard as deluxe ndc skill wise. The hardest part of the run is 38 to 1:05, a lot of characters timers align really awkwardly there, which can cause some issues, even still i made it past 1:05 roughly 33% of runs, and I found that if i got past 1:05, there was a VERY high chance that i made it to late 3 am. In terms of the rng its not as bad as i initially thought it was, if you were a perfect player, id estimate you could get up to a 15% win rate, i had some sessions where i would get 3-4 am runs every other attempt, sometimes multiple in a row. The real rng issues here are mangle, withered chica, nedd bear and orville. If nedd and orville decide to show up at a really bad time then you wont be able to use much heater, and there's a good chance they just wont leave, if they show up too frequently, or too close together then your freddy is gonna get majorly desynced, leading to very easy deaths by him. Mangle and WChica can reach the vent snares really close together, if this happens at a bad time, such as very close to a rockstar bonnie interval, or near a showtime when you don't really have time to waste then there really isn't much you can do about it. You can see this happen at 2:55 in game time, luckily i was in a really good position there and no character needed immediate attention, so i waited an extra few seconds to switch to mangle, however if withered chica had decided to park her ass outside the vent and not get snared it would have been an almost guaranteed death to toy freddy. The last time i had closed mr hugs off was at 2:45, meaning he would have game overed at 3:05, if withered chica didn't move in time for me to do toy freddy before the showtime there's no way i would have gotten back to him in time, luckily this didn't happen.
I know the mml is a horrible metric of difficulty but people always ask so:
ML: 11-18, no way its harder than TN AC, and sm is like free or something idk
UL: 25, its fine where it is, ul is fucked so its impossible to rank stuff on it
Thanks to @Plastino2 for the thumbnail.
Thanks to @firefuel1022 for giving me the strategy for this.
So lets talk about the rng, the meebird has a 22.5% chance to spawn every minute, only the first 3 spawns will work for 84%, so its a 53.5% chance to get a good meebird to spawn, then surviving that meebird is another 32.2% chance, bringing the total down to a 17.2% chance to get a winnable meebird. An 82% run has a roughly 1.5% chance to be winnable, leaving us with a 0.258405% chance/roughly 1/400 runs are winnable... This chance is not including if you get owned by coin rng at the start (which is more common than you might think), or if foxy decides to stay on your desk for a long time, which lowers it even further. In terms of skill needed to pull this off its roughly the equivalent of a 82.5% run. The strategy for this is literally just spondoses 83% strategy, except well, the meebird, the average player might think that +1% power is the obvious choice, but that's not actually true, soundproof saves roughly 1.5% if you use it right. If you get your music man super angry then click soundproof you can leave the power gen on and music man will calm down at the same time, then when soundproof is over, your music man will be at like 20% anger, which in total allows you to use like 50 seconds of power gen straight.
Exactly 3 years and 11 months ago shooter25 beat 50/20 mode with 38% power, and from that point on, not a single person other than him and spondos held the overall 50/20 wr, but that changed today. Not only do i now hold the overall 50/20 WR but i also hold all 3 major power WRs for 50/20, those being puppet dc, funtime foxy dc, and no dc, a clean sweep.
Alright now: can this be beaten? Yes, maybe. There are 2 ways you can go about it, the first of which is 85 with just 1 meebird, which i don't even know if that's possible, if it is, then its even tighter than getting 83 with no meebird. Spondos will have to try that out to see if its possible because im not quite green enough for that. The second way is to, well, click more meebirds. It took us nearly 4 years to get a single meebird usage in a WR run, so im gonna go ahead and confidently say that 2 meebirds will either never happen, or it will be a very very very very very long time before it does. So if 85 is not possible with 1 meebird then there is a good chance that this run is just a permanent WR until some new strats are found, if 85 is possible, then i wouldn't be surprised to see a spondos stream pop up sometime soon, although he has said that he wont return to ucn, so maybe not.
In total this took me probably just over 30 hours of playing over the last 2 weeks, i had 5 runs make it past 4 am with a meebird, 3 died to failing the fpi, 1 died to foxy, and the other is the run in this video. During all this i managed to rack up 7 extra 82% wins, these were all runs there were pace for 84 (some of them were really bad runs so maybe not actually), but the meebird just decided not to spawn: youtu.be/bRWGYTa9EtU
Lastly, ive redone and updated two of my ucn documents, its pretty cool to see the history of this game, and its good to give attention to those great players that don't quite meet WR status, if anything is missing or incorrect in these docs just let me know on discord or in the comments.
The first one is a top 10 greenrun leaderboard for all 3 major dc routes: docs.google.com/spreadsheets/d/11v_B_ehXYR76mSHyOGA4Nj7QD1fk8tdEjw_mURwM7F0/edit?usp=sharing
The other is a timeline of major achievements in ucns history: docs.google.com/document/d/1-oOlsc7VehSMU6mZzrDSyIETX7cebLPWh2qNaItVp0M/edit?usp=sharing
Alright now its time to talk about the mode its self. There's a lot to say so lets start with what makes this so much harder skill wise than 50/50, 50/60, and 50/65. There are 2 main differences, the first being power, some of you may know that i used to greenrun 50/50 mode, and my record on that was 21%, even with all that experience i still had 2 power out deaths during my 50/70 attempts (the one before the completion and another one off recording). The second being golden freddy, you may have noticed that i don't put the mask on for golden freddy, but instead i do a 0 frame flip to get rid of him. This is because golden freddy kills you so fast on 70 ai that you actually don't even have time to put the mask on. This creates all sorts of problems because every muscle in a UCN players body will tell them to put the mask on to get rid of golden freddy, so you have to completely relearn your flipping technique. It also doesn't help that you only have a 7 frame window to do the 0 frame flip, then you realize that the timing is completely blind because of phantom BBs jumpscare. Now lets talk about the most glaring difference of this: the RNG. Generally in 50/50 mode a good player would get past the death coin every other attempt or about every minute or so, however with this mode, it takes an average of 15 minutes to get a run past the DC. Then stack on top of that the normal 50/50 mode rng and... yeah.
As i said at the end of the video this will likely be the last time i ever touch high AI ucn stuff. Its had a good run but its lived on far past what it should have. Many of you know that 50/77 is the hard limit, and i just don't think its worth it to go any higher than this. Someday someone may beat something higher than this, i highly doubt it, but hats off to them if they do, I've fought for far too long trying to stand alone at the peak of high ai ucn, and i feel I've done so for a long time now, but its finally time i stop.
If you want to get in contact with me for any reason I'm pretty active here feel free to ping me: discord.gg/muttarmy
If you want to download this mod here's the link: mediafire.com/file/4jkldllgonr9bwa/Ultimate_Custom_Night_Unlocked_v114.exe/file
Thank you to @Plastino2 for making the thumbnail of this video.
Thank you to @Shooter25YT and @leftory684 for being the entire reason why high AI ucn exists.
Thank you to @Nephryte for making this mod that extends the AIs past 50, and fixes the bugs that come along with that.
Thank you to @KamrynSS for being the reason why these higher AI modes are possible, as well as giving me the idea to stream my attempts.
Thank you to everyone who watched the streams.
0:00 Far Deaths
3:10 Winning Run
7:57 Score
11:06 Afterthoughts
Ok so puppet out at 2:15 would normally be so bad with foxy rng, so in order to counteract this i gave foxy a quick check at 2:15, this is slightly less optimal but it helps SO much due to how foxys progression works. I do think you could get 67% with 2:15 puppet out if you didnt do the foxy check but at that point it would just be more worth to go for 1:45 puppet out and still do the foxy check at 2:15. The problem with 1:45 puppet out is that you dont have enough time to let music man calm down from the start of the night, so you would have to turn the PG off during an earlier cycle to let him cool down, which would lose some power. Every GMB cycle you cut off gains you roughly 3.5% power, and i think that 3.5% would start to slightly fall off when do you puppet out at 1:45 or earlier because of music man needing to chill out. I dont know exactly how this would play out, however i do think that FTFs theoretical limit is no longer 77ish%, but more like 74ish%.
also that foxy rng first piece in at 4:09 ????????????????
The hardest part by far getting the muscle memory to do the bb attacks, its really easy to mess up and press a button too soon, because well, you cant see the game. I had this problem a lot when i would try to switch the cameras, i would press down and right to go from cam 7 to 4 to 10, but the camera wouldnt be fully raised yet, so the first click did nothing which caused me to completely lose where i am.
Thanks to @TheBones5 for the thumbnail :D
V1.121 (Current Patch) 0:00
V1.12 (Mid Patch) 7:35
V1.11 (Pre Patch) 15:11
Sadly no higher AIs are possible with this, you could do individual character ais for higher points but again omc and afton just break so you could set them to infinite AI to get infinite points and it would be the exact same as this, so theres really no point. 50/50 is a good bit easier in this compared to the normal mods, but id say 50/50 NDC in this is slightly harder than normal 50/50, just because you need to know most of the stuff you need to know for normal 50/50, you need to be really power efficient, you need to know how NDC works, and you need to get good showtimes and all that so yeah.
Alright now lets talk about the actual run, i cannot believe how lucky i got, 1-4 showtimes are a 1/9 chance, i hit 6 toy freddy intervals in total which is a 53% chance to survive, i got the white rabbit easter egg on my desk which is a 1/10000 chance every flip, i survived at least a few frames with foxys head on the table, it felt like a really good flip so ill say 4 frames which is a 65% chance to survive, and i was in the cams long enough for 4 nedd bear and orville movements each which is a 3% chance to survive, on top of all that foxy didnt enter the office until the very last flip. Putting rng aside the actual strat is just normal NDC, however you have to make some crazy optimizations to get enough coins for the plushie that costs 35 coins, strategically using the heater to get rid of rockstar freddy without obliterating your power and temperature, and closing vents and doors on everyone possible to just barely squeak out enough coins by the time you get to 3 am, doing all that kills your power so you need to play really well all around so yeah.
Normal 50/50 0:00
50/50 No Death Coin 4:58
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Every link to things i mentioned in the video in order:
Livesplit: livesplit.org/downloads
Mobile FNaF 2 Timer: youtu.be/IWkCMSa1n9Y
FNaF 2 Bot Mod: gamejolt.com/games/Shooter25Mods/826595 (download the one that says "FNaF 2 Practice Mod")
TheBones5 Discord: discord.gg/muttarmy
Shooter25 Discord: discord.gg/HtrgQ3B8
And I want to give a massive thank you to @Shooter25YT and @TheBones5. Shooter single handedly made the bot that was shown off in the later half of the video, and he also made MASSIVE contributions to the strategy, finding things such as the right vent light toy bonnie stall. And to TheBones for making the thumbnail for this video, as well as inspiring me with his videos to try and make a proper video explanation of the strategy, rather than just posting a completion and explaining it in the description.
also heres me beating 10/20 12 times in a row with an unoptimized version of the strat: youtu.be/TICauLDJ5BU?si=SLNPNMWelr6Iq-jR
0:00 Intro
0:31 Strategy Guide
7:05 My Completion
14:46 FNaF 2 Bot
16:07 Outro
The strat for this was to just play fnaf 2 normally with shooters strat, at the start of the night close both doors in fnaf 1, at the 35 second blackout in fnaf 2 do the foxy bug in fnaf 1, then at the 1:05 blackout in fnaf 2 reset the ventilation in fnaf 3 (after p freddy jumpscare which could take a bit longer bcs its random how long it takes him to jumpscare you after he drops down), at the 1:15 blackout in fnaf 2 get in position and flip the camera for FGP strat. Then you just play fnaf 2 like normal, but every time you get a blackout do a flip in fnaf 3. The only real difficulty in this is being really good at fnaf 2, then getting lucky with phantom freddy spawning at 1 am then just keeping your nerves in check. This took me about 2 hours in total, most of that time going to phantom freddy screwing me over, and i only had 3 runs past phantom freddy.
If you are confused about whats going on in fnaf 1 or 3 i recommend watching these videos:
FNaF 1: youtube.com/shorts/ILK2kwDweZY
FNaF 3 (read description for explanation): youtu.be/ZbQMPfIejEA?si=TB2U78gRMpZ8rWq2
And lastly i did have to play on custom copies of the games so that way i could change the resolutions to have them all up on my screen at once, but that was the ONLY changes to the games, all gameplay elements were completely untouched. (this is why the golden freddy text in fnaf 2 is off center)
ive been getting really good at -7 recently, ive beaten it 6 times now. i just need more stuff to do with it, if u have ideas please do tell
also worlds first -7 with a flashlight bar left lmao eat shit kam
I was first attempting this with the normal 4/20 strat, and it was SUPER rng based, if foxy gets in at all the run is dead, and bonnie/chica can kill you easily when you need to double back to a door for foxy. Once i found the new strat I 2nd tried this only because of a nightmare death.
The new strat makes this seem not different at all, but if you go back and watch the first video with this strat, you will see the freddles are MUCH less active. Pretty much every tme i run back to the bed here there are 3 freddles. You also need to abuse freddys 4 second intervals, which is why you see me flashing the bed over extra 4 second intervals.
The strat: this makes the 12-4 segments of 4/20 REALLY easy, you no longer need to listen for breathing and you can beat those hours without ever closing a door.
How it works: to do this strategy you need a timer, once you load in flash the bed until 0:08 on your timer, once it hits 0:10 run to the left side and flash the hall, run back then flash the bed until 0:18, at 0:20 run to the right, flash, go back to the bed, and repeat this process until 4am. Sometimes foxy will run to a hall at a 10 second interval, if he does this just go to the side he is on, flash, then go back to the bed until X:X8, flash the opposites hall, and continue the pattern. Because of how quick you get rid of bonnie/chica, you have 0 risk of death if you need to double back to a side for foxy.
Why it works: because of the checkerboard nature of the fnaf 4 map, bonnie/chica can NEVER be at the door at X:X0-X:X5 unless you force them to fail movements by being at the door. Because of this you can always flash the halls if you arrive at the door during X:X0-X:X5.
also i got a funny 3% chance of nightmare not real laughing at all during this run, and the 28% chance that he never fake laughs, really quiet nightmare segment lmao. I found this while attempting true 4/20 mode, which ive now beaten with this strat, video tomorrow.
A few months ago some gd players joined the max mode list server and were asking how some of our top modes compared to some of gds extreme demons, I had 0 frame of reference since i had only ever beaten stereo madness and back on track. That was when i started to get really interested in doing an extreme. A few months later I hopped on gd to see just what i was getting myself into. I had to ask one of my friends how to copy a level since i had never done that before, and I did around 10k attempts until i realized i was fully locked in and there was no going back, i then bought megahack, and started what would become by far the worst experience I have ever had while playing any video game. From August 31st to September 20th I learned the whole level pretty smoothly (and actually really enjoyed it), and started attempts from 0 on the 21st. But starting from 0 made this whole thing flip on its head, over 12 days i died 114 times at the 42 ship, specifically the 2nd clubstep monster in that part (top left of the screen is attempts past ship:attempts to ship only counting deaths to the 2nd monster). This thing was a major choke point which was already making this experience horrible, but it got so much worse once i died 7 times to the final wave. Those 7 deaths alone caused both of the mental breakdowns mentioned before. I could do that wave with like 80% consistency in practice, but in a run the nerves just killed me and i got so unlucky with it. Heres all my deaths after that 2nd clubstep monster:
42x8
43x3
44x12
46x10
47x1
48x8
49x1
52x1
53x1
58x4
59x6
65x2
66x4
67x1
68x3
71x8
74x4
75x1
81x3
82x3
But now i finally have my answer to how the difficulty stacks up, and some people wont like this, but pm ac is wayyyyyyyyyyyyyyyyy easier than this, and it is not even close. But again keep in mind this is a judgement from a jump from back on track, obviously something like pm ac would be harder if you already had gd experience, but if you are starting fresh on both games this is MUCH MUCH MUCH MUCH harder. So in conclusion fnaf as it currently stands does not reach extreme demon level of difficulty.
And a big thanks to
aubrey for teaching me what a buffer click
ttazi for teaching me what a double click is (even tho i didn't end up using it in the end), and telling me a ton of megahack stuff
shooter for telling me how to copy levels and some megahack stuff
kam and amine for being really encouraging through the whole thing (i probably would have dropped it if it weren't for this)
and everyone else who kept up do date with my progress along the way
and thats it. I no longer have to bash my head against a wall playing a stupid cube game... unless...
50/70 probably isn't possible due to power, and how perfect you need to be (golden freddy becomes really garbage) i may go for 66+ but that literally only changes golden freddys reaction time so idk this already useless in the first place.
3/4 fppfs and 1% power
also a day later i rebeat this in about 15 mins with 3/4 and 3%


