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Custom night a
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The Custom Night menu icons.

The Custom Night is a bonus night in Five Nights at Tubbyland that can be unlocked by beating the fifth night. The player can change the AI levels of the animatronics to a minimum of 0 and a maximum of 10, with the exception of Noo-Noo. This night has no phone call.

Prior to version 2.0 of the revamp, this night is unlocked by beating the sixth night, and only Tinky Winky, Dipsy and Laa-Laa's AI levels could be changed as Po would only move until the music box had depleted. For each tubbybot, there is a button to set their AI levels to 20, a button to set it to 0, and a button to randomize it.

The music that plays in the custom night menu prior to version 2.0 of the revamp.

The sound when changing the AI in the custom night menu.

Pink Slip[]

Fnatl pink slip

The pink slip.

The pink slip is an ending that appears when beating the custom night. It says: "Notice of Termination" at the top, and below it, "(you're fired)". The reason is "tampering with the animatronic characters", the employment says "Tubbyland Entertainment", and the memo says "Get out." The text at the top reads "Good job, sport! Now go home" and the text at the bottom reads "THE END". The background is what seems to be a different view of the Party Hall with a white tint around the screen edges.

The music plays while the pink slip is shown.

The music plays while the pink slip is shown, prior to 2.0 of the revamp.

3/20 Mode (Prior to the update)[]

This is the highest available difficulty in the game, with all animatronics' AI set to 20.

In order to beat this night, the player must wind up the music box at every open moment, as it winds down very quickly. Tinky Winky has a high chance of moving from the Repair Room instantly, forcing the player to switch to his current location often to keep him at bay. For Dipsy, the fumes should be released around the time where he would move, this will stop Dipsy long enough to avoid him for the entire night. As for Laa-Laa, check the Left Door camera and the Repair Hall everytime something moves. If she is in either of those locations, quickly close the door.

Minigame[]

Once the player beats the night with all AI levels set to 10, the pink slip will appear like usual, with PTLD-93 rapidly flashing on the screen. A minigame will play shortly afterwards of which the player plays as PTLD-93, and the task is to follow Noo-Noo to the tubby-bots (although it says to find Noo-Noo), who are around the Custard Machine presumably in the second dining room.

Once the player follows Noo-Noo to a dark area, he will fade into the darkness and PTLD-93 will walk into the room with the tubby-bots. PTLD-93 will then prime the Custard Machine to make it explode, which the screen goes dark afterwards. Shortly it shows PTLD-93, now in a damaged state, limping out of the darkness, before stopping halfway across the screen and turning towards the player. In completion of the minigame, the player is sent back to the main menu and awarded a second ribbon.

Prior to the update[]

Once the player beats the night with all AI levels set to 20, the pink slip will appear like usual, then a secret minigame plays, of which a video can be found here. The player plays as Po, walking around the restaurant, going to prepare the custard machine for the gang in the morning. Later, it shows that Po caused the Custard Machine Explosion Incident. In completion of the minigame, the player is then jumpscared by PTLD-93.

If the player enters the Kitchen in the minigame, Noo-Noo will quickly fade away. The reason for this is unknown. If the player walks to the right wall, then a secret screen will show of Noo-Noo, with Employee #3's silhouette being shown on his backside when brightened, as well as the text "GREEN EYES" to the right.

Gallery[]

Prior to the update[]

Prior to the revamp[]

Audio[]

The sound that plays when in the Dining Room 2.

The sound that plays right after walking up to the custard machine.

Heater warning
Warning: This sound file is loud!

PTLD-93's scream after completing the minigame.

The sound that plays while the secret screen shows.

Trivia[]

  • Prior to version 2.0:
    • If the player clicks on Tinky Winky's white pupil in the Custom Night menu, the Dream Night will activate.
    • If the player sets all the tubby-bots to six, PTLD-93 will instantly jumpscare you and forcibly close the game.

Custom night b
Custom night

The custom night menu.

The Custom Night is a bonus night in Five Nights at Tubbyland 2 where the player can change the AI levels of the animatronics. It is unlocked by beating the sixth night. On the top left is a button to set all of their AI levels to the Max, which is 20, and on the top right is a green button to start the night. This night has no phone call.

The sound when changing the AI in the custom night menu.

Pink Slip[]

Fnatl2pinkslip

The pink slip.

The pink slip is an ending that appears when beating the custom night. It says "Notice of Termination" and under it, "(you're fired)". The rest of the slip says "After disregarding basic rules including:Animatronic Tampering, Exiting unprofessionally, Possible low psychiatry, A bad smelling work space. Employee E. Jameson will be fired and restrained from returning within for the next eight months." The text at the top reads "GOOD JOB, SPORT!" and the text at the bottom reads "NOW GO HOME". The background appears to be a faded view of Dipsy's Arcade.

The music plays while the pink slip is shown.

6/20 Strategy[]

This is the highest available difficulty in the game, with all animatronics' AI set to 20.

One strategy that is usable to beat this mode effectively, it is required to keep the toggle transmissions at 30 as much as possible, as it is just enough to deactivate Noo-Noo and it also gives enough time to run out when the smoke machine is needed to defend against another tubbybot. It is also required to check the Room of Stories very often, as Tinky Winky will move quickly and shut off the power, making the player vulnerable to one of the tubbybots if they do not check it often, especially Noo-Noo.

The pattern is as follows :

  • Go to Noo-Noo's Kitchen and drain the transmissions until it hits 30.
  • Look at the Room of Stories after the first step then quickly go back to the first step.
  • If Noo-Noo activates, use the 30 transmissions to deactivate him then wait for it to go back to 30, then repeat the first two steps.
  • If a tubbybot appears in the office, use the smoke machine as early as possible. The transmissions will run out quick enough to allow the player to use it.

Another strategy is to keep the camera on the Room of Stories as much as possible, flip it up and down repeatedly, and stay still when Po appears, use toggle transmissions when Noo-Noo activates, and use the smoke whenever a tubbybot is heard to have entered. This strategy is recommended for after the Thanksgiving update due to Dipsy appearing much more often, making it so having the camera down before he appears makes it a lot easier to survive his attack, as well as Noo-Noo being very inactive, only activating twice maximum in the night even at max AI level, and giving a lot of time to be deactivated.

Cutscene[]

If the player beats the night with all six AI levels at 20, the pink slip appears like usual, then a secret cutscene plays, again showing the Custard Machine Explosion Incident but instead from Po's point of view. It shows her with all the other tubbybots including Noo-Noo in their regular state, and Po deploying an explosive device. The completion of this cutscene also results in a Noo-Noo jumpscare, but after that, the words 'Are you still there' appears, followed by 'I have been for years'.

In the thanksgiving update, the fixed animatronics are replaced with newer versions of the fixed tubbybots, as well as the mask of Po that the player sees through. There is a poster and a camera at the corner, and more detail overall. Noo-Noo is also simply a silhouette along with PTLD-93 who now appears to the left. Noo-Noo still jumpscares the player, and the text is the same, however the jumpscare is now more in the style of the first game Noo-Noo's jumpscare.

Gallery[]

Audio[]

The musicbox that plays during the cutscene.

Ambience that plays from time to time during the cutscene.

The sound that plays while looking around in the cutscene.

The sound that plays when clicking the "DEPLOY EXPLOSIVE DEVICE" button in the cutscene.

The sound of walking up to the custard machine in the cutscene.

The sound that plays when pressing space to launch action in the cutscene.

The alarm that sounds when pressing space to launch action in the cutscene.

The sound that plays along with Noo-Noo's scream when he jumpscares the player after the cutscene and when pressing start after setting all AI levels to six.

The alarm that sounds after "launching action", from the old version.

Trivia[]

  • As hinted at by the pink slip saying that Evan Jameson will be restrained for eight months, he returns in the third game as a cameo.
  • On this night only:
  • As of the Thanksigivng update, if the player sets all of the tubby-bots to six and hover their mouse over the start button, Noo-Noo in his third game appearance will jumpscare you and forcibly close the game. The image is similar to that of his cutscene jumpscare.

Custom night c
Custom menu

The custom night menu.

Tubbyland balloon office

The Custom Night is a bonus night in Five Nights at Tubbyland 3: The End Game where the player can change the AI levels of the animatronics. It is unlocked by beating the sixth night. On the top left are different colored buttons to customize their AI levels. The blue Reset button is to reset their AI back to 0, the purple Random button randomizes their AI, the red Max All is to maximize their AI level to 20, and the green Start Night is to obviously start the night. This night has no phone call. In this night the player gets a Po plush and a Tubbyland balloon on the desk in their office.

The music that plays in the custom night menu.

The sound when changing the AI in the custom night menu.

Newspaper[]

Missing newspaper

The missing report on the newspaper.

Instead of a pink slip like usual, a newspaper is shown as an ending for the custom night when beating it on any other setting than all AI levels on 20. The headline reads "Guard Missing!" and the content reads "Security guard of local Tubbyland Warehouse goes missing after taking in his last pay. Investigators suspect he left as he was being highly suspected of crimes against the facility in its past. Being known for possibly hacking into the animatronic systems on many occasions the guard likely left the facility and is still out there somewhere planning for a future of crime." There is then a blurred picture of a grey silhouette of a head and shoulders, with text beside it saying "Have you seen this man? If so call your local police." All other sections around it are blurred out and just repeat the word blah over and over again.

The music that plays while the newspaper is shown.

8/20 Strategy[]

This is the highest difficulty available in the game. It consists of all of the animatronics' AI level at 20.

In order to beat this mode effectively, the player must be very attentive to audio cues, and be able to manage doors and power properly. Doors must be open as much as possible to keep the power level high, and Prototype Laa-Laa may be watched to delay her runs. Prototype Po may be viewed instead if she is at the Main Hallway, to check if it is okay to open the middle door again.

  • Noo-Noo is the easiest to detect and avoid due to making a perpetual sound whenever he is at the door. When the sound begins, close the appropriate door, and open the door once the sound ends.
  • Po, Decimated, and Prototype Dipsy should be detected by listening to any footsteps and by listening for stinger sounds when checking the doorways. Close the door once they are spotted until it has been a while.
  • Prototype Laa-Laa may be viewed in the monitor, though this will only likely delay her runs, as she is extremely active and could start running while being distracted by other tubbybots. If the player hears light running, close the middle door as quick as possible, then open it back up after hearing the knocking.
  • Prototype Po can be easily detected by listening for her laugh while in the office, as the only sound cue that is heard in the office when she moves is the one for when she is at the door. Close the door, and check the Main Hallway instead of the Supply Closet for her, as opening the door for just a bit can let her in. Once the player is completely sure that she is gone (other tubbybots may appear to take her place, but she might still be there), open the door.
  • Prototype Tinky Winky can easily be avoided if the player makes sure to wait until the vent sound cue finishes THEN they can use the main heater to fend the tubbybot off. Remember to turn off the heater as soon as possible to prevent him from appearing.
  • The Original is easy to avoid, however he can be a bit difficult to detect. His running footsteps are slightly heavier and harder than Prototype Laa-Laa's, so when the player hears that, open the door for just a bit if it is closed off already to let him in.

Beating 8/20 mode gives the player access to a secret cutscene.

Cutscene[]

If the player beats the night with all eight AI levels at 20, the 5 AM animation does not switch to 6 AM, and a secret cutscene plays, showing the player going past the right doorway of the office, trying to get to a door that presumably leads to the Wreckage Hall. Po appears at the office doorway, saying hello, and the player quickly opens the door, but Noo-Noo is behind it. The player slowly backs up before getting caught by Po, who presumably kills the player.

Final cutscene

After that, a second cutscene plays, with the background full of static. Employee #3 explains that the Noo-Noo has teeth to trap whoever is inside, and that the one inside the Noo-Noo must catch someone else to take their place so that person can escape. Eventually, the player will have a choice between "Free Yourself" or "Accept your Fate".

The ambience that plays during employee #3's talk.

You are here. You are finally here. Ugh, it's about time that you were put down. Okay, okay I'll contain my joy. Do you know why I am so joyful? You, are now the Noo-Noo. I was sold for any old scrap to the owner of this prison. But I never could. When I saw your face sitting there in that office chair, I was overjoyed. Do you know how long I've been in here? Decades. Decades. Now in theory you're here to take my spot now. I was forced to take this spot of those before me, and now it's your turn to take over. So I get to leave. Remember what I mentioned to the others before me? Let me just refresh your memory on the purpose of the Noo-Noo. I learned from the dead before me, that this isn't just your everyday amusement machine. No, it's far more than that. This day you see it and now, in it's original form. Many rows of teeth, and a vacuum design, to hold in the corpses of the victims, until they were disposed of. Though, I don't think the disposing part has happened since before Tubbyland's creation. Huh. Kind of silly how they would make it so no one noticed me in here. I'm not sure what will become of you though. You have done terrible things to this company in the past, and I suspect that the worst is now in store for you. As for the player watching and guiding, I have a question. Are you still there?


— Employee #3, Final cutscene

Bad end

The ending picture when the player chooses to "Free Yourself".

If the player frees themselves, Employee #3 will be left in the Noo-Noo. A picture of the Noo-Noo alone with one red eye shows.
Wha-what, wait-wait, why isn't this working?!? Uh, c-come on, we can't both leave, someone has to stay. How are you.. w-wait-wait, someone needs to take over, or-or we are stuck here. No, no no no, n-no c-come back, uh, are-are you still there?


— Employee #3, Final cutscene

Good end

The ending picture when the player chooses to "Accept your Fate".

If the player accepts their fate, Employee #3 will actually stay with them, presumably in the Po animatronic, that is shown lying down beside the Noo-Noo, which now has two green eyes, in the image that shows. There is also an overturned office chair in the background for an unknown reason.

Employee #3 after the player accepts their fate.

W-wait, really? Uh, that easily you will give up? I'm actually kind of... proud. I mean, you are taking responsibility for your actions. U-uh, I didn't think you had it in you. Uh, how about I make it easier for you. Um, we can both stay here and, maybe it won't be so bad. Uh, I think it's about... time we start... sticking together again... little brother.


— Employee #3, Final cutscene

Trivia[]

  • Employee #6, the guard the player plays as in-game, is shown to be the cause of the Custard Machine Explosion Incident as said by Employee #3.
    • This is enforced by what Employee #3 said about him in Night 6 and PTLD-93 and the secret minigame.
  • When the player is accepting their fate, Employee #3 calls Employee #6 'little brother'. This may mean that they play as the phone guy's little brother.
  • Employee #3 seems to break the fourth wall by directly addressing the player, "watching and guiding", and asking "Are you still there?"
  • Intrestingly enough, depending on which ending the player picks, instead of a text appearing telling the player, Noo-Noo's eyes will either glow red or green, red obviously for bad and green for good.

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The Custom Night (labeled as Custom Custard) is a bonus night in The TubbyLand Archives: Act 1. It is unlocked by beating the sixth night. Unlike the first three original games, this Custom Night mode is more unique, as some of the characters' AI only go up to 10, with the exception of Dipsy, which only maximizes into 4. The Breaker Failure Rate is also able to be customized, reaching up to 10 AI. On the left are buttons to set their AI levels to Max, 0, and to randomize the AI. This night has no phone call. Beating this night rewards the player with a golden pinwheel on the main menu.

All Max[]

Strategy[]

This is the highest available difficulty in the game, with Po, Laa-Laa, Tinky Winky, and the Breaker Failure Rate being set to 10, and Dipsy being set to 4.

Keep in mind that early on in the night at 1AM, the power will cut out, leaving the office completely dark, like in Night 6. While this has little effect on gameplay, it can make Dipsy harder to track in the office. Avoid being thrown off by this event.

To reduce the amount of time spent searching for Po, it is recommended to keep playing the audio lure whenever possible in the Kitchen. This will entirely prevent her from attacking since she will be lured to the Kitchen from both entry points of the office, negating the need to keep track of her location. This is especially useful since she is generally not visible without the use of the flashlight, saving a lot of time to be used for other threats. As long as the audio is not left off for too long, she should not be able to attack. The Repair Room is another good place to keep playing the audio lure, as she will not attempt to enter through the Party Room from there, meaning she will always be lured away if the lure is constantly being played there, in addition to being able to keep track of Tinky Winky at the same time when he is there, though this adds another camera to keep track of.

To keep Tinky Winky from sneaking in, it is recommended to not repel him all the way to the Main Hall, so his path will stay completely predictable. Ideally, he should be kept within the Repair Room, since all other rooms that he goes through on the lower path are rooms that should be watched for other threats. When Laa-Laa and Dipsy are not immediately threatening you, and the audio lure is not playing or on cooldown, use that time to push Tinky Winky back to the Repair Room. It is unlikely that the flashlight battery will be a major issue assuming you are not using it to find Po, so there is no need to worry about running out.

Laa-Laa is the one that the player needs to prioritize the most. Keep an eye on the Party Room and Storage for her. If she is in one of those two rooms, keep an eye on her position, and make sure not to forget checking her for long. If she leaves, check the Kitchen immediately and hide if you do not see her in there, and be sure to leave the hiding spot as soon as possible after she enters. If she enters the Kitchen, be prepared to check where she goes once she leaves there. Do not worry about Tinky Winky or Po if Laa-Laa is about to attack, as Laa-Laa attacks much quicker than the others, and Po cannot move while Laa-Laa is attacking, and instead make sure to check up on the others after dealing with Laa-Laa.

While he is much less of a threat than the others, Dipsy is still a hazard you must keep track of. Remember to pull down the monitor between taking care of the other threats to check on his current state. Due to the power outage, his state may be difficult to track, so make sure you know what he looks like when about to attack. If you spot him about to attack, you may want to make sure the audio lure is playing if it is not on cooldown, then hide until you hear his laugh. Make sure not to forget him, as though he is not nearly as fast as the others, he can catch you off guard.

Taking care of the breaker is very important, as Laa-Laa could enter within the time taken to reboot cameras. Since Storage, the Kitchen, and the Party Room will be viewed often in order to track Laa-Laa, it is recommended to check each of those cameras even if nothing is in them to ensure that they are not disabled by the time you need to check them. It may also be helpful to reboot other cameras during downtime between attacks to lower the chance of important cameras going down, though this is not entirely necessary.

Ideally, you will be watching out for Laa-Laa and playing the audio lure in the Kitchen or the Repair Room whenever you can, and repelling Tinky Winky and checking Dipsy occasionally. Right after Laa-Laa attacks is generally the best time to check on other threats, if any have been left alone for a while. As long as you do not panic and lose track of immediate threats and avoid wasting precious time as much as possible, this challenge should be beaten relatively smoothly.

Cutscene[]

Beating the All Max mode in this one rewards the player with one last cutscene, which shows flashes of the main four tubbybots as a phone call from an unnamed therapist plays in the background. At the end of the therapist's phone call, an alternate variant of Po appears from the shadows before the screen cuts to black and reveals the logo for the next game. After that, an alarm clock beeps before the end credits plays. Once the credits are finished rolling, the player is sent back to the main menu.

"Alright... Hi, Parker! I'm calling in regards to the little 'problem' you've been having lately, y'know the nightmares you mentioned? Look, I've tried everything in my power to try and get this sorted, but I keep coming back to the same result... I think you may need to see a psychiatrist, medication would most likely be the best bet to have to deal with the problems that you've been having... I have contact with multiple WONDERFUL people who would just be more than willing to help. But at the end of the day, that's your call. Just... please consider this, I'm REALLY starting to worry about you. Whatever happened at your old job must've been crazy. If you're willing to discuss it please don't hesitate to bring it up in one of our future sessions. Thank you, and PLEASE stay safe. I'll talk to you later, man... Alright, bye."


— Therapist, Final cutscene

Trivia[]

  • The music heard during the final cutscene is the original Tubbyland Return menu theme, just slowed down, foreshadowing the sequel of this game.

Five Nights at Tubbyland
FNaTL 1 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightDream NightNight PTLD
FNaTL 2 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightNightmare Night
FNaTL 3 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightNight X
The TubbyLand Archives
Act 1 Night 1Night 2Night 3Night 4Night 5Night 6Custom NightNight X
Act 2 TBA
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