Five Nights at Jacob's

Evan: Spawns in the kitchen and slowly makes his way to the shed. He will appear in the left window without making noise. Close the blinds to make him leave.

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Jacob: Spawns in the garage and makes his way to the shed. He will knock on the door. Lock the door to make him go away.

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Hunter: Spawns in the laundry room and wanders around the house. He will never enter the shed, but will move to the garage and break the fuze box, cutting power to everything but the cams. To fix this hold the broken fuze box for a few seconds.

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Joe Mc Carls on the II: Comes at night 2, will always be in the shed, slowly fading in. If he completely appears he will jumpscare you. Use the light to make him disappear.

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Sirenhead Follower: Comes at night 2, spawns in the living room and slowly makes his way to the shed. He will be at the right window, however will not make a sound or be there visually. Close the blinds to make him go away.

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Rubber Duck 4: Comes at night 3, spawns somewhere in the house and creates clones that look like him. These clones can not jumpscare you and do not make noise when they move

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