One of the decommissioning questlines involves heavily damaging an animatronic, then taking their hands so that you could 'upgrade' another animatronic using the parts.
Sort of? There is an ending where Vanessa is freed from Glitchtrap's control, discards her Vanny identity, and celebrates by eating ice cream with Gregory and Freddy's severed-but-still-animate head. It's not fully clear how Gregory and Freddy feel about Vanessa after this ending, but many fans interpret them as forming a family unit of sorts. This is the hardest ending to get in the game, as it requires completing three different minigames.
The Retro CDs detail one character's traumatic childhood where she was pitted against their mother by their abusive father in a custody court case. However, it is ambiguous whether she is telling the truth in context.
The main antagonist is a brainwashing/possession victim who may or may not have a pre-existing history of childhood trauma. She becomes a copycat killer specifically targeting children, with the player character being a would-be victim.
The main antagonist is a brainwashing/possession victim, and it's implied she may be a victim of psychological abuse. No mentions of gaslighting specifically, but there is an element of coercion.
The premise of the game involves a child trapped inside an indoor theme park with dangerous animatronics and a child killer. There are also mentions of 'missing' children. Additionally, the Retro CDs detail a character's traumatic childhood in which they were coerced into testifying against their mother in a custody case by their abusive father. However, it is ambiguous in context whether it actually happened. While not in the traditional sense, there's an implication in the Retro CDs and SB-related material that Patient 46 is a child victim of brainwashing/possession by an adult, which may be triggering in a similar vein.
If it counts, a rabbit animatronic gets 'decommissioned' in the backstory, with the implication that an alligator animatronic attacked him to gain his spot as the bassist. A third animatronic has two different voice lines briefly expressing grief. The main villain is a woman wearing a rabbit costume, and while it's mostly used for leporiphobia horror imagery she can die in two separate endings. Similarly, the final boss in the true ending also uses rabbit imagery for horror, and you defeat them by setting them on fire. When the game ends they are dragged upwards by the neck by a metallic tentacle, their fate being uncertain.
No actual spiders, but there are two animatronic threats that resemble them in a cartoony way. The first is a recurring small robot in the vents, which is foreshadowed right before its first appearance by a note ("Stolen Property"). The second is a boss fight against a giant robot. The area this happens in has a neon spider-like motif with web patterns and holes.
Monty is an anthropomorphic alligator. He stands on two legs and speaks like a human for most of the game. Once he gets hurt as part of the game's plot he starts crawling, which may be disturbing.
There is a vague implication of it. You can find advertisements for 'energizing' and 'sleepy-time' candy around the Pizzaplex. Since the mascots used for these candies are the two different forms of the Daycare Attendant, one of which has a creepy obsession with punishing 'naughty' children for being up past their bedtime, this can be interpreted as the candy containing some kind of substance that could be used to subdue a child.
There is an interrogation scene where one of the antagonists removes an animatronic's head using a robotic device, then leaves them immobile in that state as they plead. Thankfully, this is brief and they are rescued shortly after.
Early into the game, Freddy detects you are 'broken' and takes you to a first aid station. Looking through the data files reveals that Gregory would have cut himself open while crawling through the vents, and the line was originally Freddy realizing Gregory was bleeding. Gregory is also shown with bandages on his character model, but it's unclear if it's related. Worth mentioning is that Vanny is shown with a knife in promotional material but is never seen with it in-game.
Not in the game proper, but the initial teaser trailer had Vanny's voice trying to lure Gregory (the protagonist) out of hiding, with the heavy implication that she wants to do harm. During this you can hear a child, presumably Gregory, crying and breathing heavily as if in fear.
Yes, but it's not gory, as it mostly happens to animatronic characters. We do see beheaded S.T.A.F.F. bots, including one that's involved as a solution in an area. There are two instances of another character being beheaded, which may be more distressing in context due to the character in question being lovable. The first is an unavoidable interrogation sequence initially seen from a distance, but the player gets close to rescue them shortly after. The second is the three-star ending, which reveals this character survived an animatronic attack earlier in the route, albeit existing as a head rather than a full body. A different ending has the implication that a human character is dismembered offscreen, which may include a beheading.
not to their death, but an enemy is pretty graphically crushed by the player character, and they will be visible crushed and unable to speak for the rest of the game
The true ending has you defeating the final boss by burning them. While this doesn't kill them for good, the place is still on fire. Said final boss has evidence of having been burned before in their design.
We see sentient robots get significantly damaged if that counts. What definitely does, though, is the true ending's final boss fight. It's hard to describe without outright spoiling, but the boss in question has a gruesome zombie-like design that may be unnerving. It's nothing that hasn't been on-screen in the series before, but it is more detailed design-wise than past installments.
Kind of, but it happens to robot characters which may make it better. It's also implied that a human character is gruesomely dismembered offscreen in one ending, but it isn't graphic. There is also a mention of a human character being found dead as if 'mangled by machinery' in the CDs, but it is never shown or described further.
the end of glamrock chica's "boss battle" involves you crushing her beneath a trash compactor. she tries to reach for the player and you get a close shot of her head being pressed against the trash compactor. she's an animation though so there is no gore
Not in the traditional sense, but there is a visual in the True Ending's final cutscene that may be evocative of it. Basically, the final boss gets dragged upwards by metallic tentacles by the neck, with it being ambiguous what happens afterward. We do briefly see them struggle, however.
No, unless you count the 'I got my Fazballs stuck' meme. There are other forms of animatronic bodily trauma in the actual game, though, so be cautious.
If it counts, the opening scene has Freddy, an animatronic, glitch out and collapse during a performance, and rebooting sometime later, with the implication of lost time. There's another implication that the player character falls unconscious and is taken to a locked room by one of the antagonists. We see the screen fade to black after a scripted jumpscare, and the next scene shows Gregory picking himself off the floor and asking where he is. It's also implied that the 'sleepy-time candy' seen advertised around the Pizzaplex contains a sedative substance, which isn't helped by the mascot being the Moon form of the Daycare Attendant who 'punishes' children for being up past their bedtime.
Kind of. One questline has you remove an animatronic's mouth and voicebox parts to put inside another robot. The first animatronic is still active, but the damage is obvious.
One questline ends with a damaged animatronic's claws/hands being removed and placed onto another robot. We see the first animatronic after, and while they're still significantly damaged in other ways you can see their endoskeleton hands.
It actually depends on your reading of the lore, and thus is open to interpretation. One character who appears in this game is established to be a victim of brainwashing/possession in previous installments, and there's a possible read that she was threatened and psychologically tormented by the character responsible in order to make her follow orders. While not in Security Breach proper, Special Delivery also shows that she has a habit of looking up torture methods on her work computer, whether as a direct result of having her mind tampered with or as implicit death threats.
There is also a scene where an animatronic has their head severed from their body and is interrogated by one of the antagonists, before being left immobilized in that state, with their voicing distress. Thankfully, this is a quick scene, and said robot gets saved a moment later.
One questline has you defeat an animatronic by causing them to fall off a catwalk using a giant bucket of golf balls. While they are still active afterward, they are heavily damaged. A possible ending also shows one (animatronic) character sacrificing themselves by pushing themselves and a (human) antagonist off a building, killing them both on impact.
One questline ends with an animatronic's eyes being removed and placed inside another robot. The first animatronic's eyes are missing for the rest of the game, rendering them blind.
Not shown, but alluded to in promotional material. There are official images and merch of Vanny brandishing a knife. However, she is not seen with it in the game proper, and one figurine replaces the knife with a pizza cutter. There is also a series of minigames where you attack enemies with a sword, but this is portrayed in a tame, bloodless way.
No gore or blood apart from the humanoid skull jaw that can be seen in burntraps design, it’s also implied he has a rotting corpse in side of him which you can see fleshy bits on him if you look closely
It's implied the Daycare Attendant's Moon form is 'punishing' (kidnapping and/or killing) its wards when they're up past their bedtime. Typically the children in daycare would be around toddler age.
Child death and endangerment is a recurring theme throughout the FNAF franchise. In this particular installment you play as a child trapped after hours with malfunctioning animatronics and a possessed child killer. It's heavily implied other children have gone 'missing' on the premises. There are multiple game overs, and it can be presumed that the protagonist dies in them. Most of them are vague in what happens to Gregory, though a few can be inferred based on the jumpscare or surrounding details. There is also an ending that implies a child's death, but nothing graphic is shown.
In one possible ending an animatronic saves someone from getting killed by pushing themselves and the (human) assailant off a building, killing them both.
Yes, the animatronic characters can and do get harmed, some of which is done by the player character. One specific animatronic can die onscreen in two endings. It's also implied that one animatronic 'decommissioned' another in the backstory, with a third showing brief signs of grief in the present.
Potentially. One child character may or may not be homeless, with no indication of what happened to their parents. It's also vaguely suggested in the Retro CDs that a character's mother did 'something' that was bleeped out, which may have been a suicide based on context cues. However, it is unclear if the character in question is telling the truth.
Not the exact same, but a bunch of plushies being sold at the Pizzaplex are set on fire in one ending, with a post-credits shot of a newspaper saying the toys have been recalled due to being highly flammable (which would likely disappoint a lot of kids in-universe). The animatronic characters themselves, being lovable children's mascots in-universe, do also experience harm over the course of the game. The opening cutscene in particular features Freddy collapsing on stage. A note that can be found early into gameplay has a parent complain about the incident, mentioning that he was supposed to perform for their daughter's birthday and give her cake, which may play into a similar theme.
Children go 'missing', with the implication that they were kidnapped and murdered. The player character is a child trapped after hours with the only human adult around being untrustworthy.
FNAF is a mixture of paranormal and sci-fi horror, and as early as the first game there have been ghosts. One of this game's antagonists is essentially brainwashed/possessed by the main franchise villain's computer virus ghost, which happened in an earlier game. It's also implied the same ghost may be responsible for the animatronics' malfunctioning. One ending features what is likely a human character's ghost looking at their own freshly deceased body with a shocked expression. It is unclear if there are any more.
As per FNAF tradition, the game over screens are jumpscares. It's also possible to experience non-lethal jumpscares through the S.T.A.F.F. bots. There is also a running gag of you being jumpscared by one of the S.T.A.F.F. bots who simply wants to offer you a map.
One animatronic has two separate forms, both of which have vintage jester-like designs. The animatronic also notably hits the uncanny valley in other respects, such as it being tall and lean. bearing a permanently fixed grin, and having no sense of personal space. At least one kid in-universe was terrified of this thing. A few of the past clown animatronics (such as the Funtimes) also appear in in-game artwork.
The main villain of this game is established to be a victim of 'digital consciousness transference' in previous installments, which in effect makes her brainwashed/possessed. This makes her essentially a copycat killer in this game. There's also an implication in the Retro CDs and the Tales from the Pizzaplex stories (specifically "GGY") that a child may or may not have been similarly affected at some point before the game's opening. However, that remains in a theory stage rather than actual text. The animatronics' malfunctioning is also implied to be related to what essentially amounts to a computer virus ghost, which becomes more explicit in the true ending where we see this happen on-screen.
Not specifically mannequins, but the franchise as a whole plays heavily into automatonophobia and uncanny valley imagery. The most egregious offenders in this game may be the Daycare Attendant (in both forms) and the various S.T.A.F.F. bots, both of which are closer to humanoid, but the other animatronics have elements of it too. Even Freddy, a heroic animatronic who serves as the game's deuteragonist and a game mechanic, has his creepy aspects despite otherwise being portrayed as an endearing character.
It's only mentioned, but a note you can find in the Daycare ("Night Terrors") has a parent complain that ever since visiting the Daycare, their child refuses to sleep with the lights off, and wets the bed even when the lights are on. This foreshadows the main threat in that area.
Minor, but the security guard antagonist at one point locks you inside Lost and Found, and yells at you that you'll be in there 'until your parents or the police arrive!' The police never show up and you can easily escape. Although it's a security guard and not an actual cop, might still be triggering.
No hospital scene, but there is a bit early on where Freddy insists on taking you to a first aid station to treat an injury. It's more of a booth than a room or building.
As revealed in the Retro CDs, Vanessa canonically has anxiety and probable depression as a result of trauma alongside being possessed. Some of the animatronics behave in ways that may be evocative of mental illness, such as Roxanne's self-esteem issues and the Sun Daycare Attendant being clingy and overbearing.
While supernatural forces are in play, the main antagonist has a possible history of trauma on top of it, with a series of CDs detailing her therapy sessions. Additionally, the animatronics behave in ways that could be evocative of mental illness in humans when they aren't hunting you.
There are two characters that have a 'Jekyll and Hyde' element to them, but neither of them are actual DID portrayals in context. The first is an animatronic with two modes, one of which is a recurring threat, the other a one-time obstacle. The other is a human character who is a victim of brainwashing/possession who is sometimes mistaken for a DID portrayal, mostly by people who are unfamiliar with Help Wanted and Special Delivery's lore; there are a few hints that could maybe mean a split personality scenario, but nothing that suggests that the character in question's dissociative traits existed before her possession (she was, however, potentially a trauma survivor beforehand). There is a potential third character, also a human victim of brainwashing/possession, but it currently remains ambiguous.
I'd say 'yes and no'. There are no characters who are explicitly or implicitly autistic in this game, but there is a potential trigger. The Retro CDs focus on therapy sessions between Patients 71 and 46. 71 is an adult woman that we meet in the game, while 46 never speaks, leaving their age unknown. While the therapists talk to 71 as an adult, they talk down to 46 as if they are speaking to a child. Some context cues and outside-of-game material suggest that 46 is an *actual* child, but it can still be upsetting if you miss those cues (or have different theories/reads) and see 46 as an adult due to potential infantilization in a medical context.
Mild, but there are some interface changes that occur when certain enemies are on the prowl. Vanny will cause a red 'glitching' effect that intensifies as she gets closer, with a droning noise playing on the soundtrack. Similarly, after the Daycare segment, the Attendant will have segments hunting you, with the visuals gaining a blue sparkly effect to alert you to its presence. While there are themes of possession and brainwashing, it's not presented in a particularly 'unreality' way.
There are scenes where Chica eats trash, although they're relatively brief. Many noises such as footsteps, alarm stingers, and banging on doors are all repeated often and can become grating to listen to. The audio settings contain options to raise/lower master volume, SFX, voice, music, and jumpscare sounds.
The Retro CDs show that a patient in therapy has a history of anxiety, with her getting somewhat panicked in CD 11 about an abuser. While not in the game proper, the teaser trailer has the sound of a child crying and breathing heavily in fear.
Not specifically dysmorphia, but one of the animatronics has self-esteem issues. While outwardly arrogant and meanspirited, she is introduced complimenting herself in the mirror in her room that could be interpreted as self-reassurance, including an emphasis on her good looks. There's a brief scene where you come across her in her room again, crying in the mirror, although it's over her not being able to catch the protagonist. Later, after getting significantly damaged, she has voice lines that imply she is unsuccessfully trying to calm herself down by telling herself that she is still beautiful and loved ("Everyone still loves me, right?"). It's also implied that some of her crueler voice lines are her lashing out and projecting her insecurities onto others.
There are segments where the player has to crawl through vents, during which you can be attacked by tiny toy spiders (the first time this happens is foreshadowed by a note, 'Stolen Property', just before). A major gameplay mechanic is hiding inside Freddy's stomach hatch in order to avoid threats. While we see from Freddy's perspective when this mechanic is used, Gregory does mention the concern of him being twisted 'like a meat pretzel' (this never happens). You can hide in various areas to avoid enemies, including lockers and large strollers. The enemies can check your hiding spots and jumpscare you if they find you. There is also a tense sequence involving navigating a dark daycare play structure while an animatronic is trying to catch you. One brief cutscene has Gregory watch as a malfunctioning Freddy gets dragged off by another animatronic, unable to help because he's hiding inside one of the recharge booths.
One of the animatronics behaves in a way that could be evocative of it. They have a food obsession to the point where they're shown eating out of the trash, the animation of which can look vaguely like vomiting at some points. Worth mentioning is that said animatronic is the headliner of an area themed around essentially exercising so you can eat more junk food, furthering ED themes that may be a trigger.
It's vaguely implied that a character's mother died by suicide in the Retro CDs. However, because the line in question is bleeped out, this is open to interpretation. One ending also has a character sacrifice themselves to save another.
As per FNAF tradition, the game over animations are jumpscares, which are accompanied by loud screaming/screeching noises. There are a few non-lethal jumpscares throughout this game, including scripted ones as part of a running gag.
A gameplay mechanic has you use the Fazwatch to access the security cameras, which will allow you to plan out a path in advance. We see other security booths and cameras throughout the game. It's also mentioned in one of the Retro CDs that the company can view an employee's personal messages, as well as someone having access to personal information about said employee. The same CDs, specifically Retro CD 11, have the employee, Vanessa, break down at the idea of an abuser, implicitly the entity possessing her, threatening her by saying he was 'always watching' and could be anywhere.
There is an adorable cutout of a baby Monty hatching out of an egg in Gator Golf. It's mild but still worth mentioning. The Daycare is an important area that you visit, but since it's after hours we see no actual children in it.
Maybe? One of the animatronics is referred to using it/its pronouns despite having a mostly masculine design, but it's uncertain if those are the pronouns said animatronic would use for itself or because of it being disliked in-universe. The Retro CDs also have the therapists address Patient 46 in a way you'd talk to a young woman in various official translated subtitles. Later out-of-game material implies 46 is actually a male child. This is less malicious and more problems in translating dialogue into different languages.
There is an 'El Chip' restaurant in the Pizzaplex. When the character first debuted in Pizzeria Simulator he was depicted as a cartoony Mexican stereotype (sombrero, playing a mandolin, busting open a Freddy pinata, lots of Spanish, etc.). The area uses a similar visual motif, with a statue of the character himself.
Montgomery "Monty" Gator is sometimes interpreted as black-coded by the fanbase, due to his Cajun accent and Gator Golf having a 'deep South bayou' motif. 'Decommissioning' the enemy Glamrocks so you can take their parts is a plot point, but which order you do it in is up to the player's choice.
No romantic relationships happen in this game other than a vague 'ship bait' moment in the CDs involving two characters of close age, so you should be fine. However, there is/was a popular ship in the fandom that pairs/ed a young woman (established to be in her 20s) with a much older man who canonically acts abusive towards her and others. There's little-to-no hint of the characters being romantically involved in canon, but it's worth taking extra consideration if you decide to look at fanworks.
It's not explicitly confirmed, but in the bad ending of the game, the main character is shown living in a box in an alleyway, which can imply that he is homeless.
There is a scene where, if you take Freddy to a certain area in Parts and Services, he muses that it must have been where he was 'born.' He begins to have what amounts to an existential crisis about his nature as an animatronic, such as whether he was always Freddy, the potential of 'other Freddies', and whether he still counts as 'art' if he's mass-produced. Gregory stops Freddy from going down this path saying it isn't good for his programming, and it's never really brought up again.
One decommissioning questline has an animatronic get hit with a go-kart after being tricked into going on the track. The scene is repeated three times and with slow motion for emphasis. The animatronic is heavily damaged afterward, and you take their eyes to put into another animatronic. There is also an ending where one of the S.T.A.F.F. bots gets hit by a van and is swiped off with a windshield wiper. This is played for laughs, and there is no evidence the bot was damaged by this.
The closest it gets is that there's a laser tag area and you can play against robots. Beating the laser tag minigame gives you a prize in the form of a light gun that can be used to stun enemies. It very obviously isn't a real gun, so it probably doesn't count.
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