Description:
Welcome to Everyone’s Pizza Slice, an abandoned pizzeria whereby you watch over the place at night. Instead of the regular animatronics you expect at a FNaF Pizzeria ripoff, you see your friends… This time they are less predictable, since they are living breathing humans sprinting across the twisted halls.
Grab a friend or more and come on down to Everyone’s Pizza Slice… except you aren’t here for the pizza nor the fun arcade games. One or two of you will have to work the night shift, and the rest are out for their blood…
Night Guards will have to survive from 12am to 6am [6minutes real-life time] by protecting themselves from the Animatronics while the Animatronics relentlessly try to get into the Night Guard’s office and ambush them.
The night guards have to make use of doors, vent seals and trapdoors to block any unwanted creatures. But do beware. These eat up your limited power supply, so managing them will be neccessary.
The Power Usage are as follow:
- Doors: 1% per 7s
- Vent Seals: 1% per 7s
- Background Usage: 1% per 12s
- Air Duct: 0% usage
- Vent Tracker: 0% usage
Apart from power, the Night Guard also has to watch out for their Oxygen levels, which decreases by 1 unit per second. If they runout of oxygen during their shift, they will be dazed and lose consciousness, hence, they will sufferfrom blindness, which hinders them from performing their jobs effectively.
Before you run out of oxygen, you can use the old oxygen pump in the office which pumps 5 units of oxygen per pump with a 2 second delay.
However, once you run out of oxygen, the hydraulics of the oxygen pump will lack oxygen to function properly, and thus, it will be rendered unusable
Along with those, the night guards also have a vent tracker which monitors the estimated locations of the Animatronics. It may be unreliable but it can be really handy, especially when it is the only device which gives you an idea of where the Animatronics may be.
These trackers highlight the position of your friends when they’re hiding in the vents allowing you to trap them and send them back to the stage, before they get into your office and ambush you.
If you happen to be on the stage, in the place of the haunted animatronics, you roam around the recently abandoned Pizzeria with an unknown motive, but you know one thing is certain, the Night Guard has to die.
The corridors, vents and air ducts are your weapons. Seize the opportunity when the night guard has their head turned to the opposite door, or when they are too focused on the vent tracker or trying their best to keep the oxygen supply running.
This maze of pipes allow for the exchange of air, but it is big enough to fit a person, well big enough to house a gang of intruders looking to kill the night guard. There is however a way to rid the vents of the pests. There are swithces on the roof of the office, with labels corresponding the the vent seals in the vents, which are marked on the vent tracker.
These block off the vent from the office, denying access to those looking to use it as a passage way to the security office. Should someone be within the entrance to a closed seal, they will be stun locked before being sent back to the stage.
There are two hallways on either side of the office, each can be accessed near the restrooms and down the corridor of the party rooms. These hallways are bent to increase travel distance should anything want to walk down the small walkway.
There are doors that can block animatronics present in the hallway from the office. Anything that attempts to run into the office only to find a closed door would be stun locked and sent back to the stage
This also allows for exchange of air, but this time across a shorter distance. This also means a shorter distance for animatronics. However this one is smaller than an air vent, which means they will have to crawl through it, it takes them exactly 7.5 seconds (150 in-game) to crawl through.
This journey can be interrupted however using a button activated trapdoor. If there is an animatronic that just-so-happens to be crawling there, it will be stun locked and sent back to the stage.
Should you fail to reach the office, you will be stun locked on an enclosed stage for a period of time before you are allowed to move around again. But no camping, that is overpowered and can ruin the game for your friends. Just wait till it’s your turn to sit in the office and see how much you like it.
- 20 second cooldown – 1 night guard
- 15 second cooldown – 2 night guards
Hope you enjoy it and have fun!
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Rules
- Play in Adventure Mode
- Don’t exit the office if you are the Night Guard
- Don’t camp the entrances to the office if you are the Animatronic
- Don’t leave when the game started (It can break the map)
- Turn off In-Game Player names
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[Detailed Guide] for More Details (Skip this part if you don’t want to spoil the experience for yourself)
This is a multiplayer minigame whereby 1 or 2 players will be the night guard while the rest will take the role of Animatronics. You can select whether there will be 1 or 2 night guards in the lobby.
The game will choose the closest person to the start button to be the night guard
The recommended pax is:
- 1 Night Guard and 1/2 Animatronic
- 2 Night Guard and 2 to 4 Animatronics
When the game starts, the night guard will be sent to the office where they can collect their vent tracker from the box on the desk. Before the night guard officially start the game, he/she will be able to prepare and get familiar with the office.
On the other hand, the Animatronics will be sent to the stage with closed curtains to wait for the night guard to officially start the shift
When the night guard is done inspecting the office, they can officially start the shift by pressing the button behind them, which will cause the vent tracker to reset and enable the night guard to control the doors, vents, air duct and oxygen pump.
When the shift starts, the Animatronics will be released to the main stage where they can plot their attacks on the night guard.
As soon as the game starts, the time will start ticking, the power and oxygen will start decreasing.
The night guard will then have to survive from 12am to 6am (360s/6min) and conserve the limited power they have and keep their oxygen levels up.
The Oxygen will decrease by 1 unit every second, if the night guard runs out of oxygen, they will be blinded due to their gradually decreasing consciousness. This would hinder their ability to defend from door attacks and air duct attacks as it would be harder to see the Animatronic
Before oxygen runs out, oxygen can be pumped with the old oxygen pump in the office which pumps 5 units of oxygen per pump (button click) with a 2 second delay.
However, once you run out of oxygen, the hydraulics of the oxygen pump will lack oxygen to function properly, and thus, it will be rendered unusable
The Power Usage are as follow:
- Doors: 1% per 7s
- Vent Seals: 1% per 7s
- Background Usage: 1% per 12s
- Air Duct: 0% usage
- Vent Tracker: 0% usage
One way in which the Animatronics can attack the night guard are the vents, but, the Animatronics can be tracked by the guards in there via the vent tracker and the Animatronics are slower in the vents but they can sprint jump
The locations of the vent exits and entrances are as follows:
- Left of the Main Room [From the Main Stage]
- Arcade Room [Left from the Main Stage]
- Kitchen [Right From the Main Stage]
- Hallway to the Toilets [Far Left From the Main Stage]
- All Party Rooms [Far Left From the Main Stage]
The night guard can defend themselves using the vent tracker and shutting the appropriate vent seal.
On the vent tracker, the Animatronics are displayed as orange squares and red on a vent seal indicates that the vent seal is inactive/open while green indicates that the vent seal is active/closed.
In the example above, the Animatronic (indicated by the Orange square) is at Vent Seal 3, almost going to the office. And therefore, I activated Vent Seal 3 to shut the seal and send the Animatronic back to the Stage for a cooldown (15s if there is 2 guards, 20s if there is 1 guard).
When the vent seal is active, if the Animatronic is within a 2 block range behind the seal, they will get sent back to the stage for a cooldown. Because of the limited range, the night guard has to time the closing of the seal and the players playing as an Animatronic is discouraged to camp 3 blocks before the seal as it is unfair for the guard.
However, there is an exception in Vent Seal 1, the diagram of Vent Seal 1 is as shown below.
In Vent Seal 1, instead of the Animatronic being sent back if they are 2 blocks behind the Vent Seal, they will also be sent back if they are 4 blocks in front of the seal. This is done to ensure fairness. The Safe Area will be indicated by a sign as shown in the diagram. This change was made in order to discourage Animatronics camping on the ladder and make it more fair to the guard by creating a broader window of time for them to react.
The 2nd way at which the Animatronics can attack the guard is through the 2 doors which are connected by hallways which are located at the following areas:
- Hallway of Party Rooms [Left on the Screenshot] [Shorter Hallway]
- Hallway of the Toilets [Right on the Screenshot] [Longer Hallway]
The hallways may be long and tedious for the Animatronics but the guards won’t be able to track Animatronics in the hallway and they have to actually check the door hallways to check for any Animatronics.
Once the Animatronics have made it through the long hallways, they will see the doors of the office and they will need to make the final sprint into the guard’s office to win.
For the night guards to defend against door attacks, they will have to occassionally check for Animatronics in the doorway. If there is an Animatronic there, they will have to flick the lever to close the door.
Once the door is closed, any Animatronics that can be seen in the doorway will be sent back to the stage for a cooldown. For a better game experience, the players playing as Animatronics shouldn’t camp at the side of the doorway to prevent getting caught.
The last way in which the Animatronic can attack the guard is through the Air Duct which is in the Parts & Services room which is accessible backstage. Though the Air Duct is the quickest way to attack the guard, Animatronics can be easily spotted there and sent back as the Air Duct requires no power to be shut and it is right at the desk of the guard office.
To crawl through the Air Duct and attack the night guard, the Animatronic will have to click the button at the Air Duct. The Animatronics will then crawl 1 block in the air duct per 1.5 seconds and it will take them a total of 7.5 seconds to crawl into the guard office and win.
The guard will have to periodically check the Air Duct for any Animatronics and click the button on top to shut the Air Duct which will send back any Animatronics that is crawling in the Air Duct back to the stage for a cooldown.
That is all for the gameplay mechanics.
For the night guard to win, the night guard have to fend off against all Animatronic attacks from 12AM to 6AM
On the other hand, for the Animatronics to win, they have to enter the office and step on the emerald blocks as shown in the picture above. As for the Air Duct, the Animatronics just has to crawl all the way through to win.
You have come to the end of the guide, enjoy the game and have fun!
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Installation
You can download a .mcworld or .zip version of the world. We personally recommend using .mcworld as it is much simpler to import.
For .mcworld, you can just download it and import into Minecraft or Open with Minecraft.
For .zip, you will have to unzip the world into the minecraftWorlds folder. If you don't know how to do this, you can search it up for your respective platforms