Walkthrough
A day-by-day guide through a full 7-night run on Normal difficulty (the default). Nothing here is a fixed script — the school, loot, and night modifiers are all seeded randomly — but every number and rule below is real, and the priorities hold for any seed.
Day 1 — the fixed list
The list is always the same three jobs: Get the lights working, Lunch time, Round them up. A fuel can and a spare part are pre-placed near the boiler-room generator specifically so day 1 always has a guaranteed way to get power on — use them there rather than carrying them off. Pull the starter (88% chance to catch first try at the generator's starting 74% condition; if it coughs, just keep pulling — the 4th pull in a row always succeeds). Eat something for the food job, carry one toddler home for the rescue job, and search a few containers along the way for anything useful. You have a full 4 minutes (Normal) — there's no need to rush.
Night 1 — learning Bob
Bob is active from night 1 on every difficulty, at his slowest patrol/chase speeds of the run. Get to your classroom, keep the lights on, and treat any hum or torch beam as a reason to go quiet. If he spots you, running for the nearest lit room ends the chase (unless he's already adjacent). Grump only stalks at this point — he can't hurt you yet and can't even enter a lit room.
Days 2–3 — the Big Boys Club, and building a buffer
Somewhere in one of these two days (50/50 which), three big kids corner you in a hallway — a scripted cutscene you can't avoid or fail. Just let it play; it costs you nothing and actually lowers Grump's resentment by 20. See The Big Boys Club. Otherwise: keep stacking fuel and spare parts (repair before refuelling — wear adds up to 0.12/s to the burn rate), clean messes as you find them (the only reliable way to lower Grump's resentment during play, at −1.5 each), and talk to Grump at least once each day even if you don't love the cost — skipping him entirely adds +6 resentment at nightfall, more than most single answers.
Day 4 — he turns
Grump stops asking questions and starts hunting, in daylight as well as at night, no later than today — regardless of how carefully you've played. If your resentment management has been bad, this can happen earlier; it can never happen later. From this point on, avoid engaging him at all: no more answers to manage, just distance and light. Once turned, ceiling lights only slow him (not stop him) at night, and don't slow him in daylight at all.
Nights 5+ — modifiers begin
From night 5, every night rolls one twist (two from night 10) — Storm, Overtime, Echoes, the Long Night, He Is Closer, or Cold Night. Read the toast at the start of the night; it tells you exactly which modifier(s) are active and what they do. See Nights & Difficulty for the full table. Bob is meaningfully faster and better at finding hiding spots by now (up to 42% find chance investigating a noise, versus 18% on night 1), so treat every hide as a real risk, not a guaranteed save.
Night 7 — the last required night
Survive it the same way as every other night: light, distance, hiding when it's actually safer than running. The morning after, the front doors' chains come off.
Day 8 — the doors are open
Walk to the front doors and hold E for 2 seconds to leave and end the run as a win (everyone still alive shares the escape in co-op). Or keep playing past the required nights for more score — the run only continues getting harder, since Bob, Grump, loot scarcity, and modifiers all keep scaling with the night number past this point.
The loop that repeats every day
- Check Mrs. Honeywell's list (Tab) and the map (M) for today's job rooms.
- Fuel and repair the generator if it needs it.
- Search containers on your way between jobs — don't make dedicated searching trips, since search yield craters after night 8 anyway (see Loot Tables).
- Rescue toddlers as you find them, rather than saving it for later — every one still "lost" at dusk is gone. If one shows red on the map, swing by the nurse's office before your classroom, or your classroom will just refuse them.
- Clean messes on sight.
- Talk to Grump once, take the cheapest answer, move on.
- Eat before you're below 25% food, not after.
- Head for your classroom with time to spare before "IT IS GETTING DARK."
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