Threat index
Every animatronic, matched to a counter
Name, warning cue and the specific tool that stops it. Organised so you can search by the sound you just heard, not by the lore you have not read.
Verified against v2.0.2
There are 87 threats in the 2.0 roster, up from roughly 47 in the base game. This index documents 38 with verified mechanics, sorted by family. Entries marked 2.0 arrived with Four Layers Down.
The fastest way to use it: search for the sound, then read the counter. If the index does not have your killer yet, the audio cue table covers the core six.
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Category filters follow animatronic families rather than salvage locations, because families share counters.
Showing 38 of 38 indexed threats
Freddy Frickbear
Door pressure · either side
- Threat
- Approaches from the left or the right with no silhouette in the doorway, so a quick glance at the office tells you nothing.
- Counter
- Track him on the cameras, then close the correct door on the laugh that precedes his move. Closing both doors works but burns power you will want at 4 AM.
- Tell
- A laugh each time he changes camera. The laugh is the map.
On later nights he can bait a door close and immediately swap sides.
Bonnie
Left door · starter threat
- Threat
- Walks the left hallway and waits at the door until you shut it. Fast on Lunatic, patient on Easy.
- Counter
- Close the left door the moment the droning hum starts and hold it until the hum stops.
- Tell
- A low mechanical hum at the door, not a footstep.
Chica
Right door · starter threat
- Threat
- Mirrors Bonnie on the right side. On some nights she moves first, which is the usual cause of a Night 1 death.
- Counter
- Close the right door on the hum. Do not wait to see her.
- Tell
- The same drone as Bonnie, panned to the right.
Foxy
Hallway sprint · camera gated
- Threat
- Builds up behind the curtain in Pirate Cove, then sprints the hall. He is the only core animatronic whose timer you can actively reset.
- Counter
- Keep a camera on Pirate Cove to stall him, or look directly at him: since 2.0 a direct look freezes his timer for 3-5 seconds. Close the left door on the sprint.
- Tell
- The curtain stages are a countdown. The run itself is audible from the office.
2.0 nerfed passive camera stall from 50% to 25% but added the direct-look freeze.
Balloon Boy
Vent intruder · mask check
- Threat
- Crawls the vents and takes your flashlight batteries when he reaches the office. On Lunatic, and when no flashlight threat is on your roster, he kills instead.
- Counter
- Put the Freddy mask on as soon as the vent audio starts, and keep it on until he leaves.
- Tell
- Vent crawling, then a laugh. The laugh means he is already in the room.
He activates on Night 2 below Lunatic, and Night 1 on Lunatic.
The Marionette
Music box · hard timer
- Threat
- Ignores doors and mask entirely. If the music box empties, the night ends instantly, no matter what else you were doing.
- Counter
- Wind the box with a single click; since this game does not require a hold, the check costs one second instead of five.
- Tell
- The box visibly unwinds and the melody slows before it stops.
The single most common cause of a lost Lunatic run.
Withered Freddy
Front hall patrol
- Threat
- Instead of hiding on a camera he walks the front hallway between both doors, so he keeps re-testing whichever side you are not watching.
- Counter
- Watch the hall, close the door he is actually at, and reopen immediately. He leaves fast.
- Tell
- Heavy footsteps that cross the room rather than approach it.
Withered Bonnie
Left door · aggression
- Threat
- Presses the left door harder and more often than classic Bonnie and recovers faster.
- Counter
- Prioritise him over Bonnie when both are at the door. The withered version will not wait.
- Tell
- A denser, lower drone than classic Bonnie.
Withered Chica
Right door · aggression
- Threat
- The right-side counterpart to Withered Bonnie, with the same shortened patience.
- Counter
- Close early instead of closing on reaction. Her window is narrower than it sounds.
- Tell
- Right-side drone with a heavier rattle underneath.
Withered Foxy
Hallway sprint
- Threat
- Runs the hall like classic Foxy but arrives with less warning and does not tolerate a half-open door.
- Counter
- Close on the audio cue, not on the visual. He is already inside by the time you see him.
- Tell
- Running steps that get louder faster than classic Foxy's.
Golden Freddy
Office apparition · mask only
- Threat
- Appears in the office after you lower the monitor. Pulling the monitor back up does nothing; only the mask clears him.
- Counter
- Mask immediately on sight, every time. His kill timer is generous, so do not panic-flail.
- Tell
- No audio cue. He is simply sitting there when the monitor comes down.
Endoskeleton
Window watcher · flashlight trap
- Threat
- Stands at the window and is harmless until you shine the flashlight at it. Lighting it up triggers an instant jumpscare.
- Counter
- Do not use the flashlight while it is at the window. If you need the light for another threat, wait for the endo to move.
- Tell
- A silhouette at the window, not a camera movement.
It synergises against you with every other flashlight-based animatronic.
Springtrap
Flashlight check · safe room
- Threat
- Stalks from the sealed safe room and closes in whenever the light is not on him. One of the few salvage threats that kills on its own.
- Counter
- Flash him at each stage of his approach, then stop. Holding the light wastes battery without slowing him further.
- Tell
- A metallic drag between camera positions.
Shadow Bonnie
Flashlight pressure
- Threat
- Forces flashlight use in a room where the endoskeleton also punishes flashlight use.
- Counter
- Clear it in a short burst, then kill the light. Never leave the beam on while you check cameras.
- Tell
- A dark shape that only resolves when the beam touches it.
Do not salvage it in the same run as the endoskeleton unless you enjoy losing.
Plushtrap
Flashlight timing
- Threat
- Punishes a slow or early beam the same way the endoskeleton does, but from the floor.
- Counter
- Treat Plushtrap and the endoskeleton as one shared flashlight budget and sequence your checks.
- Tell
- Small movement at floor level.
Nightmare
Plush boss
- Threat
- A giant plush with button eyes that closes the distance during any long interaction, including the music box.
- Counter
- Shorten every interaction. Wind, check, close the monitor; never stand still to think.
- Tell
- Cotton-stuffing rustle, then breathing.
Nightmare Fredbear
Plush boss · two doors
- Threat
- Alternates sides like Freddy but hits the office faster and gives a shorter window.
- Counter
- Keep one camera parked on the hallway and accept the extra power cost.
- Tell
- A deeper version of the Freddy laugh.
Nightmare Bonnie
Left door · plush
- Threat
- Left-side pressure that stacks badly with Bonnie and Withered Bonnie on the same night.
- Counter
- If you are running three left-door threats, drop one at the next salvage instead of upgrading.
- Tell
- Ragged breathing at the left doorway.
Nightmare Chica
Right door · plush
- Threat
- Right-side pressure with a longer stall than classic Chica.
- Counter
- Hold the door a beat longer than feels necessary before reopening.
- Tell
- A wet clicking sound at the right door.
Nightmarionne
Gaze trap
- Threat
- Appears at one side of the office and kills if you look at it for more than about a second.
- Counter
- Look away immediately. Dreadbear will never demand candy from the side Nightmarionne occupies, so the safe side is readable.
- Tell
- A dark organic shape at the edge of the frame.
Deliberately designed so the two candy checks never become unwinnable.
Dreadbear
Candy demand · side check
- Threat
- Appears at the window and demands one of two candy types; the wrong bowl is a death.
- Counter
- Read the demand, grab from the matching bowl on the opposite side, and ignore the other bowl.
- Tell
- A specific candy name, spoken once.
Circus Baby
Rental boss
- Threat
- The anchor of the Circus Baby's rental line and the reason the Money route is expensive. High token payout, high nightly cost.
- Counter
- Bring her in only when you have already solved your door and music-box loadout for that night.
- Tell
- Varies by stage; listen for the rental-line audio bed changing.
Salvaging the rentals is mandatory for the Money ending.
Ballora
Rental boss · audio
- Threat
- Audio-driven pressure that punishes players who mute the game or play on speakers at low volume.
- Counter
- Headphones. This is not a difficulty preference, it is the mechanic.
- Tell
- Ballet cue that gets faster as she closes.
Funtime Freddy
Door trap
- Threat
- Withholds his attack until at least one door is open, so double-door turtling does not save you.
- Counter
- Open one door deliberately, watch which side reacts, then close it. Do not idle with both doors shut.
- Tell
- A cheerful line of dialogue before the move.
The one animatronic that specifically defeats the close-both-doors shortcut.
Funtime Foxy
Rental boss
- Threat
- Fast lateral movement that punishes camera dwell time.
- Counter
- Cap every camera check at a second and a half. Move, do not browse.
- Tell
- Curtain rustle off-camera.
Funtime Chica
Rental boss
- Threat
- High-value salvage with a mechanic that overlaps whichever rental you already brought in.
- Counter
- Sequence rentals rather than stacking them; the payout per token of risk drops fast.
- Tell
- Party-horn cue.
Scrap Baby
Power drain
- Threat
- Waits in Parts and Service, draining power and making noise. At Fazbear's Fright she is the only animatronic who can kill you directly.
- Counter
- Clear Parts and Service early in the night, before the drain compounds into a blackout.
- Tell
- A loud scrapyard rattle from the service room.
Molten Freddy
Support disruption
- Threat
- Cannot kill on his own; instead he masks the audio cues you need for the threats that can.
- Counter
- Identify his audio signature and mentally subtract it. Do not close doors on his cue.
- Tell
- A tangled, overlapping voice line.
Lefty
Support disruption
- Threat
- Adds visual noise to the camera feed so you misread which door is occupied.
- Counter
- Verify door threats by audio, not by camera silhouette.
- Tell
- Feed static on the camera you are watching.
Lolbit
Economy attack
- Threat
- Does not chase you at all. Raises shop prices, which quietly breaks a planned purchase night.
- Counter
- Buy before Lolbit's inflation bites, or simply do not salvage it on a shopping night.
- Tell
- Shop prices change mid-run.
The only threat in the game that attacks your token budget instead of your health.
Vanny
Route handler
- Threat
- Hands you the salvage list that unlocks the Evil route, then becomes one of the actors in the Night 6 finale.
- Counter
- Follow the list exactly. Partial compliance is what produces an ending you did not plan.
- Tell
- Her request appears in the route dialogue, not in the office.
Mr. Hippo
Harmless monologue
- Threat
- Long, rambling stories. Genuinely safe, genuinely long.
- Counter
- Let him finish, or use the Death Coin and enjoy being scolded for interrupting.
- Tell
- He starts talking and does not stop.
Happy Frog
Harmless
- Threat
- One of the few animatronics that is not out for blood.
- Counter
- Nothing. Free salvage.
- Tell
- —
Rockstar Foxy
2.0Shopkeeper · 2.0
- Threat
- Does not attack. Offers a luck-based transaction instead, which is either the best or worst deal of the night.
- Counter
- Decide before you approach whether you can afford the variance; do not gamble your route budget.
- Tell
- Shop dialogue changes to his voice line.
Added as a shopkeeper in Four Layers Down.
Bonnet
2.02.0 addition
- Threat
- Part of the Four Layers Down door pressure rotation.
- Counter
- Treat it as a slot-based door threat: it cannot act at the same time as another reaction threat, so wait your turn instead of double-closing.
- Tell
- Distinct audio cue; see the 2.0 slot-system note.
Mechanic notes are being verified against 2.0.2.
Daycare Attendant
2.02.0 addition
- Threat
- Switches between passive and aggressive states instead of using a fixed approach pattern.
- Counter
- Read the state before spending power; closing on the passive state is wasted battery.
- Tell
- Lighting in the room changes with the state.
Mechanic notes are being verified against 2.0.2.
Yenndo
2.02.0 addition
- Threat
- Appears inside the Circus Baby's rental line in the expansion roster.
- Counter
- Budget it as a rental-line threat: high payout, high nightly cost.
- Tell
- Endoskeleton audio inside the rental rooms.
Mechanic notes are being verified against 2.0.2.
Deedee
2.02.0 addition · roster modifier
- Threat
- Changes which animatronics are active rather than attacking you directly.
- Counter
- Re-check your roster after she appears; the night you planned is not the night you are playing.
- Tell
- A short jingle and a roster change.
Mechanic notes are being verified against 2.0.2.
Looking for the guard pages?
Jeremy, Mike, Vanessa and Fritz are difficulty tiers, not characters in the office. The guard comparison covers quotas, speed and which route suits each one.
Looking for salvage advice?
Which animatronic to take is a token decision, not a combat one. The salvage guide breaks down the four locations and what each roster costs you per night.