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Night 3 a

Night 3 is the third night of Five Nights at Tubbyland. Here, the animatronics become more active and the Music Box winds down faster. Dipsy also becomes active for the first time on this night, and the Fume mechanic appears in Dining Room 1 and starts becoming a necessity.

Phone Call

Night3Call redone
Hey, you would not believe this. We got Dipsy working! Yup! Well, It's, it's not entirely a good thing though. He's not exactly being cooperative, to say the least. Listen, they probably tried to tell you otherwise, but just hear me out on this. You WANT to keep away. He isn't like the others. He has some weird building control. I haven't seen him in action, but, just do as I say. Go to the Dining Room 1 camera. There's a stop Dipsy button on the bottom left. It releases some fumes that only he can detect, and this stops him in place, confusion, but it's only temporary. It's quite limited, so use it well. I wish you good luck.


Employee #3, Night 3

Strategy

Dipsy is now active, which means the fumes machine must be used often to stop him. Use it about every 30 seconds so he won't be able to come to the office in time. As for the rest, you should have gotten the drift.

Trivia

  • Dipsy activated on the third night and drained power, similar to the Original, which was meant to be a Dipsy animatronic as well, and activates on the third night as well as having its mechanic as draining power, and Tinky Winky from the second game, who also activates on the third night and took away power.

Night 3 b

Night 3 is the third night of Five Nights at Tubbyland 2. The animatronics get more aggressive than before, and Tinky Winky starts to become active, giving the player another task to keep up in the cameras.

Phone Call

Phonecall night3-0
O-okay, okay, you're here. Uh, well, tonight things get a bit more complicated, uh, the animatronics are fairly active by this point, so you'll have to start putting more effort into your job. Uh, oh, also, if you haven't found out already, you need to know that Tinky Winky has control of the full power of the building, and has been found out to turn off the power on past nightguards. Uh-eh, don't worry though, it will automatically turn back on over time. Also, last week, we added a music box to your office to keep you calm, if that were to happen, uh, so don't worry if you hear it. Well, I'm gonna let you continue working, see you tomorrow.


— Phone Guy 2, Night 3

Strategy

Tinky Winky is now active, which means he must be watched very frequently to prevent him from cutting the power, which is extremely dangerous due to leaving you helpless against other tubbybots for a large amount of time. Laa-Laa is also extremely active from this night on, so be prepared to use the smoke machine.

Trivia

  • Tinky Winky had something to do with taking power and activated on the third night, similar to Dipsy from the first game who activates on the third night and drained power and the Original who also activates on the third night and drained power.

Night 3 c

Night 3 is the third night of Five Nights at Tubbyland 3 : The End Game. This night is usually where the difficulty ramps up heavily, and a strategy is usually needed to pull yourself through the night. The Original also starts being active on this night, giving you another thing to watch out for.

Phone Call

Phonecall3 night3
Hello? Oh, um, nice to see you're here tonight. Uh, the last guy didn't stay this long. Oh, well, I mean, this is usually the quitting point, uh, the only guy I can remember staying longer than this was, uh, some Evan guy, or something. Eh, yeah, well anyways, uh, I should inform you about the character we refer to as the Original. Um, I'll explain who he is, and what to do to deal with him, uh, but first, do you remember that guy with the multiple heads I mentioned yesterday? Well, that's the Original, and he should be waking up this night. Um, he will come from the door, but the twist is, you need to simply let him in. It may sound strange, but you need to trust me. If you keep him out he will pound on the door, which will drain a lot of power. He won't do anything bad if you let him in, and will simply leave after a while. Um, in summary, if you see him out of his camera view, be ready to let him in. Um, I have to get going, uh, I'll be here to instruct you tomorrow.


— Phone Guy 2, Night 3

Strategy

The Original is now active, which means that you must remember to open the door when hearing heavy footsteps running towards you. Most tubbybots are very active, appearing very often and attacking quicker. As doors drain a lot of power, try to keep as little doors open as much as possible, as well as keeping all threats out (other than Original).

Cutscene

After every night, you get to listen to a cutscene. As you listen, short phrases like 'Are you still there?', 'You did this', and 'Leave now' pop up on the screen for split seconds. The two voices are the phone guy from the first game and an unknown CEO character. The CEO is voiced by Critolious.

Cutscene phoneguy 12-0

Employee #3.

Cutscene ceo 11-0

CEO.

Cutscene phoneguy 13-0

Employee #3.

Cutscene ceo 12-0

CEO.

Cutscene phoneguy 14-0

Employee #3.

E#3:"Well, I finished that call... what should I do now?"

CEO:"Actually, for now I just need you to watch over the Noo-Noo."

E#3:"Wait, you found... him?"

CEO:"He seems to have been hidden in a boarded up shed in a warehouse, though, the reason for that is unknown."

E#3:"Well, anyways, i-i-it's about time for me to leave. Bye, sir."


— Conversation between Employee #3 and the CEO

Trivia

  • The Original was meant to be a Dipsy animatronic, and activates on the third night as well as having its mechanic as draining power, similar to Dipsy from the first game who also activates on the third night and drained power and Tinky Winky from the second game who activates on the third night too and took away power.

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