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#Fazbear frights but like Phantom Manor in Disneyland Paris
ponds-of-ink · 1 year
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Okay, but what if Fazbear’s Fright opened? (And other concepts)
This version of the (in?)famous FNAF 3 attraction did float in my head sometime ago, but looking at spooky attractions on my off-time has made me want to revisit and expand it. This’ll essentially be a concept (maybe for a fan game or fan model? idk), so don’t think I’m working on anything straight away.
With all that preface, let’s kick off Spooky Season properly, shall we? Details will be below the cut, since it’s somewhat lengthy.
*It’s a couple of years after 2023. By some miracle, the attraction known as Fazbear’s Frights has successfully opened to the public and is still going. Yes, even with Springtrap as one of the leading “stars”.
*In fact, it’s been so successful that the company’s wanting to expand the building and work with newly uncovered legends. Tales of circus-themed animatronics escaping some bunker, a pigtailed ringmaster haunted by her maker’s daughter, and even things that could only be found by those looking into newspapers further back from the 80s.
*The remodel is almost complete, save for some animatronic “training” that has to be done for the newcomers. At least they’ve found an unused Baby animatronic that seems to be cooperating with the staff.
*...But I’m getting ahead of myself. I’m supposed to be giving a tour of the building, not a tour of the “lore”.
*So, let’s go back to the beginning. Or, more accurately, the hallway that greets you as you walk in. Here you will see various items hanging up on “brick” walls. Old posters, newspaper clippings, and even a few drawings left over from actual Freddy locations. A person dressed in tattered Fazbear employee attire will be in the sales booth, acting as if you were returning to the remains of the restaurant itself. You even get a few souvenir Faz-Tokens, if you want to try the arcade machines.
*After you get your safety warning spiel from a more urban-looking employee, you step inside an updated version of the original FNAF 3 office/hallway combo. The lighting is more bluish-gray than musky-green, the night guard should be looking more bored than stressed, and your nerves are to be more relaxed... Until you realize that Springtrap is nowhere to be found.
*(Side note: The reason for this is to prepare the guests for a different type of horror on top of all the jump-scares. Something a bit more.. concerning without crossing the line. Besides, Springtrap’s been weirdly antsy about one of the new finds and nobody’s been able to convince him that it’s just another rabbit robo-skeleton. So the jumps are more environmental-based than monster-based.)
*Everything else looks “normal” up until you reach the hallway in CAM 5. For whatever reason, it’s been transformed into a spinning tunnel that threatens to tear the establishment apart. Bricks whiz past, colored streaks of light swirl around, and whispers of unfamiliar voices echo as you draw nearer to the tunnel’s exit.
*But, once you’re past that tunnel, everything is different. The rooms are still dilapidated, but it’s clear you’re not in the remains of a pizzeria anymore. In fact, things are now seem a bit more disjointed. At least there are unseen voices of the past (provided by cleaned-up video recordings) giving you some context.
*One of these areas is where the newfound Baby animatronic resides. You suddenly take on the role of an technician on your first day, ready to repair the robot. However, there is a chance that your operation will “wake” her up— Especially if you give her one too many controlled shocks.
*Another is a smaller replica of Fredbear’s in its glory days... But the animatronics are nowhere to be found, along with the chattering guests you hear all around you. It should be a happy place to rest your befuddled minds, but it’s not— Especially with the ancient newspapers lining the stage floor as you are forced to climb up there. If you look closely at these papers, however, you’ll at least have a decent frame of reference for what could have made this place so empty.
*The last place I’ll mention is both the most normal and the most bizarre: A living room pulled straight from the mid-1950s. Why is this here? Well, the company’s found a unique type of horror story to tie all the other ones together: The apparent childhood of one of the Fazbear founders.
*So, in this place, there is a chance that you’ll catch something alarming: A sudden change to a (recreated) local news report on the analog TV, projected shadows on the wall showcasing a typical afternoon in this tense household, or even the cries of a small British boy as thumping comes from underneath the floorboards..
*If you happen to flee the scene during that last part, you’ll have a near-seamless transition to the last section. By this point, you’ll have returned from the “Land of Memories” to Fazbear’s Fright.. All while an equally frightened and pleading Springtrap is waiting for you behind a locked door.
*You see, the company’s decided to offer a workaround for the rabbit’s sudden skittishness. If he’s so determined to hide out of sight instead of jump-scare out in the open, then why not “lock” him back up in the ‘Safe’ Room and let him scare guests indirectly? It’s not like putting him right next to the ‘50s Afton household is going to drive him even more hysterical..
*Anyway, the tour wraps up with a robotic skeleton of a rabbit bidding guests farewell. This guy was supposed to just be Springtrap’s replacement for the first half, but it appears that his AI’s made him too smart for his own good. Not in a “oh he mimics everyone too well” sort of way, but in this... uncanny, manipulative sense. Like he’s done this before when he wasn’t a bare-bones pile of metal. The fact that he can tie a tie like a normal human does not help shake off that ‘haunted’ sentiment.
*There is a gift shop after you exit, but nothing’s been really stocked yet. Plans are to include new plushies of Springtrap, “Circuit-Baby”, and most likely some Freddy Fazbear restocks. T-shirts and other merchandise should line the walls, but that layout’s not set in stone yet.
*Of course, there’s always the chance of a last minute change. Props could be moved, not-recorded story beats could be altered, and last-minute animatronic malfunctions are possible. This is just a rough outline of what the company is planning on a “perfect” walkthrough could look like... Jumpscares aside, because where’s the fun in detailing where those could be?
*I guess if you want a synopsis of Fazbear’s Fright 2.0, it’s this: You return to the place where fun and fantasy have fled, go down a “supernatural” rabbit hole, and you somehow wander through the haunted mind of a once-arrogant Springtrap. Will you make it back without being consumed by the past of someone– or something– else?
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