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Frickbears 3 Good Ending: All Masks and Happiest Day Guide

Beat four arcade high scores, deliver every gift to the Puppet, escape each Endo sequence, and clear the five-level Happiest Day Night 6.

Quick answer

Beat the arcade high score in each standard salvage location, give the gift to the Puppet after quota, collect four masks, then clear five Happiest Day levels while countering Nightmare Freddy, Bonnie, Chica, and Foxy.

Repeat this route in all four locations

  1. Find the location's arcade machine.
  2. Exceed the displayed reward score.
  3. Complete the normal salvage quota.
  4. Take the gift box to the Puppet in the office instead of selling it to Upgrade Cadet.
  5. Receive the mask and escape during the blackout.

If an Endo catches you, the run still moves to the next night. You lose $5, not the mask, and you do not need to repeat that location.

Location 1 — Chomping with Chica

The machine is directly in front of the entrance. Eat pizzas while avoiding bombs until the score exceeds the reward target.

Chomping with Chica The first arcade game rewards a gift box after its target score.

After quota, deliver the box to the Puppet in the office. During the blackout, crouch and listen to two Endos. Move only when neither is facing your path.

Giving the Puppet a gift Give the gift to the Puppet, not Upgrade Cadet, to receive the route mask.

Location 2 — Puppet Patrol

The machine is right of Upgrade Cadet in the Mangle room. Click children matching the Puppet's requested color. A sweep of light reveals colors every five seconds; hold right-click to charge a manual light. Do not fully empty its bar or it locks briefly. Normal matches give one point, while the crying child gives five. Wrong colors only waste time.

The escape has three Endos: one in a side room and two near the exit. Crouch against tables when hidden. If the first Endo sees you, sprint for the exit and dodge the last two rather than freezing.

Location 3 — Hair Pairs

Follow the route into the Glitchtrap room and use the active cabinet. Match identical character cards only when they touch horizontally, vertically, or diagonally. Prefer diagonal matches early because they expose more future horizontal and vertical pairs. Move quickly until two or three rows remain, then plan; with four cards left the final two matches are forced.

Hair Pairs arcade game Pairs must be adjacent; an empty board finishes the high-score attempt.

This location's escape normally has one Endo that often catches on the doorway. Stay crouched and route around its facing direction.

Location 4 — Pirate Plunder

The machine is upstairs in the first room to the left. Hold right-click to advance and left-click to retreat. Hold at the chest to collect treasure, but every piece slows movement. Bank the treasure at the ship to convert it to score and restore full speed. Carry about 20 per trip instead of gambling the whole attempt.

Pirate Plunder Bank modest loads repeatedly; greed makes the tentacle retreat too slow.

The Puppet waits in the FNAF 4 bedroom. One Endo patrols the entrance hallway; listen at both bedroom exits and use the side opposite its footsteps.

Night 6 — Happiest Day

The platformer has five levels. Temperature rises constantly and increases on every platforming death. Checkpoints and level completion reset it. Reaching 100% summons Nightmare and ends the attempt.

  • Level 1: no office enemy. Hold right and make the tutorial jumps.
  • Level 2 — Nightmare Freddy: flashlight every Freddle after its spawn cue. Three accumulated Freddles are lethal.
  • Level 3 — Nightmare Bonnie: flash the door indicated by his approach cue. In the elevator, spikes alternate sides, then center, ending with two moving spike-ball sets.
  • Level 4 — Nightmare Chica: wear the mask when her footsteps cross the window and she turns to look. Timed spikes require waiting until they begin to retract.
  • Level 5 — Nightmare Foxy: ticking means ten seconds remain before his room entry; have the mask on at the end of the countdown.

Happiest Day elevator Send the platform down first, clear office threats, then drop through the deadly elevator in one committed movement.

On the final moving-spring room, wait on the previous spring until the route is clear and cross in one motion. In the hardest elevator, trigger the platform downward but remain at the top; after resolving office threats, fall through the full sequence to the checkpoint. Moving springs drop the character onto their base before launching, so wait longer than the sprite's head clearance suggests.

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