Five Nights in TF2

Five Nights in TF2 is a crossover fangame between Team Fortress 2 and Five Nights at Freddy's.

Story
The RED team has been unusually quiet recently.

There hasn't been a single payload push, intelligence theft, or hat trade since two weeks ago.

You, the BLU Scout, have been sent to see what is going on. Sneak in to the RED Base and hope you survive.

But, can you make it out alive?

Heavy
The Heavy will walk through the base and eventually arrive at your door. If this happens, close it before he gets in, or shoot him with the Scattergun.

The Heavy activates on Night One.

Demoman
The Demoman will act similar to Heavy, but he will use the Hole in the Wall to enter.

If the Engineer has set up the Teleporter, he will also use that.

If he comes in, the player can either hide in the Ammo Closet or use the Scattergun.

The Demoman activates on Night One.

Soldier
TBD

Scout
The RED Scout is pinned down by a BLU sentry in CAM07. If the turret runs out of battery, he will sprint at the player and smash their head in with the Sandman. To repair the turret, hold the button on CAM07.

If he charges, the only way to repel him is to use the Scattergun. If he is successfully repelled with the Scattergun, the turret will go back to 1/4 Power.

The Scout becomes active on Night Two.

Medic
The Medic walks around aimlessly, trying to find Heavy.

If he ends up in the same room as the Heavy, he will Übercharge Heavy, and the two will charge straight at your door.

If the door is closed when the duo reaches it, Heavy will break it down, disabling it for the rest of the night. If the door is open, the player has a split second to repel them by firing the Scattergun.

It's a lot easier to just keep him away from Heavy using the Medic Call.

The Medic becomes active on Night Four.

Spy
The Spy walks around disguised as another Medic, attempting to reach CAM07. If he does, he will decloak and place a Sapper on the sentry, allowing the Scout to escape.

The player can still recharge the turret afterwards.

Keep him out of CAM07 using the Medic Call.

The Spy activates on Night Four.

Sniper
The Sniper keeps a jar of uri-I mean, Jarate, just inside the room, next to the Hole in the Wall. It will fill up over time.

When the Jar is full, Sniper will peek around the corner and shoot the player instantly if they don't hide in the Ammo Closet.

If he is successfully repelled, he will throw the jar across the room and temporarily break the Spy's disguise on the Cameras.

The Sniper activates on Night Three.

Engineer
The Engineer tries to get in through the door. If the player stares at him for too long on a camera, he will throw his wrench at the camera and turn it into an audio-only camera for the rest of the night and disabling the Medic Call from that camera.

If he gets in, he will place a Teleporter Exit inside the room, then keep walking around and throwing stuff at your cameras.

The Engineer activates on Night Three.

Pyro
TBD

Door
The Door can be closed using the lever next to it to repel some characters,

Hole In The Wall
There is a Hole in one of the Walls that some characters use as an entrance.

Ammo Closet
The player can hide in the Ammo Closet to trick some characters into believing that they aren't there.

Scattergun
The Scattergun can be used to repel all characters except Sniper and Engineer. However, you can only use it five times per night.

Cameras
Classic, FNaF-Style Cameras. There is a button in the lower-left corner of each camera that allows you to play a recording of Heavy yelling, "MEDIIIC!" This will attract the Medic or the Spy (whichever one is closer) to the camera. This is called the Medic Call. The player can also recharge the Turret 's Battery from CAM07 to prevent Scout from rushing the player.