Five Nights at Freddy's 4 (Withersoul 235's Version)

Five Nights at Freddy's 4 is the final/penultimate game in the FNaF series.

Gameplay
The game takes place in a factory, manufactured by Purple Guy's espirit (NOTE: The "e" is not a spelling error, espirit is a snyonymous for spook), to make killer animatronics to attack humanity. You infiltrate to stop him, but you get stuck there. Gameplay is basically FNaF 2 mixed with FNaF 4, as you can peek out of the doorways. Just like FNaF 4, there is no Phone Guy, and boxes of text explain the mechanics. The player can also turn around entirely.

Rooms

 * The Office
 * Air Vent
 * Hallway
 * Left Corridor
 * Right Corridor
 * Machine Room I
 * Machine Room II
 * Storage Room I
 * Storage Room II
 * Cellar
 * Bodega
 * Device Den
 * Roof

Plushtrap
Plushtrap (possessed by Purple Guy) is the main antagonist of the game. He starts in the Hallway on a chair, at the end of the manufactory. Every now and then, his cam must be checked and shined with the Flashlight to keep him on his chair; if not, he will jump off. Shining him when he's off will either make him flee to his chair, or in one of the four doorways. There's an X at the end of the hall (the beginning of the hall from the player's point of the view); if Plushtrap reaches the X, the flashlight and doors are disabled. No animatronics can attack then; Plushtrap then comes for the player via an unknown path until appearing in the Air Vent in front of the player, to then jump out and kill the player. He will kill the player, and once he reaches the X, nothing will stop him from killing the player, much like FNaF 2's Puppet.

Path: Hallway > unknown locations > Air Vent > The Office

Nightmare Freddy
Nightmare Freddy starts with his little Freddies behind the player; every now and then, they must be shined with the light or Nightmare Freddy will attack as soon as the player turns back to the front of the Office.

Path: The Office

Nightmare Bonnie
Nightmare Bonnie starts in Storage Room II, and, unlike the first, second and fourth games, comes exclusively via the player's right side. The door must be closed to keep him out; he also has the ability to shut down the Monitor, Flashlight and Rebooting Systems.

He can attack in two ways: Path: Storage Room II > Machine Room I > Device Den > Right Corridor > The Office
 * 1) When peeking out of the doorway, if the light is shined, he'll attack.
 * 2) Pulling up the Monitor when he snekt in will result in a jumpscare within 5 seconds.

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