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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[]

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, the player should have gotten the drift by now.

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[]

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 the player 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 the player through the night. The Original also starts being active on this night, giving the player another thing to watch out for.

Phone Call[]

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 the player must remember to open the door when hearing heavy footsteps running towards them. 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, the player gets to listen to a cutscene. As they 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.

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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Act1Night3
He doesn't like loud buzzing very much.

Night 3 is the third night of The TubbyLand Archives: Act 1. The difficulty starts steadily increasing this night, as Po and Laa-Laa become more active. Tinky Winky is properly introduced after his brief activity at the end of the previous night, making the Flashlight more of a necessity.

Phone Call[]

Night 3 Phone Call

"Good Morning. Wait, right. Midnight. Whoops, heh. So, I forgot to mention something last night. I'm sure you already noticed it, but that PURPLE one in the hallways probably started moving. Uh, he's the one with no legs. Honestly, it's amazing that he knows how to crawl, but that's besides the point. Uh, so I DID notice something about that one as well! Uh, me and the engineers were testing how the characters responded to audio frequencies earlier. Laa-Laa, the uh headless one? Uh completely ignored it. Po tried bashing in the speakers which I guess was to be expected, and as for the PURPLE one Tinky Winky he started spazzing out and even went as far as to try leaving the room. So I guess he doesn't like high pitched sounds! So anyway, that FLASHLIGHT in your cameras make a pretty loud buzzing sound when turned on. Maybe he won't like that? I don't think he'd respond to the intercom since it's a LOT softer, but the buzzing sound should definitely cause SOME kind of reaction. Uh, whether it's a good or bad one is up for debate, but I guess that's for you to find out! Uh that's pretty much all I noticed today. Tomorrow we're gonna try to get the GREEN one up and working. Uh, he's to the RIGHT of the STAGE. Y'know the one that actually HAS a head. Uh... he seems to be the most stable of the gang, so we're not really sure how he's going to respond. Oh, uh one more thing. Uh... I've been getting this weird... vibe, whenever I come in. Like, I'm not the only one either. The other employees said they hate coming in here as much as you probably do. There's just something so... unworldly. Like, about this whole place. Not sure what's wrong here but there are so many weird and specific rules, man. The animatronics aren't any better either. I'm sure YOU'D know about that more than anyone here. I'm gonna try digging around some files tonight and see if I can find some answers."

— Employee 03, Night 1

Strategy[]

TBA

Minigame[]

In this minigame, the player takes control of Laa-Laa, who must find Noo-Noo. Noo-Noo can be found pouring out bones and meat chunks into a box (or "taking out the trash") at the bottom right of the Party Room.

Trivia[]

  • TBA

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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