Overview
Curse of Dreadbear is a DLC for Five Nights at Freddy’s VR: Help Wanted.This guide will go over the all levels of the new DLC, how to play them, how to survive them, as well as any glitches and secrets.
Introduction
Curse of Dreadbear is the Halloween DLC for Five Nights at Freddy’s VR: Help Wanted, the DLC costs 9.99$ USD (11.49$ CAD).
the Curse of Dreadbear DLC contains some reskins of modes from the original base game as well as some unique modes for the DLC.
You can find the store page here:
[link]To play the Curse of Dreadbear DLC, first make sure that the DLC is installed, then launch FNAF VR and make your way to the main area where you usually select the level you want to do. There will be a cupcake to your right with a button on it. Press the button and you’ll be put into the Curse of Dreadbear DLC.
Afraid of the Dark
In this level, your single tool is the flashlight. This level works mainly the same as the Plushbaby level in Dark Rooms. There are three plushbabies that appear in this level, wearing red, blue, and yellow dresses. The plushbabies will wear animatronic masks, however, they are randomized, so it’s best to pay attention to the color of their dress to know which ones are still lurking around.
- Plushbaby Mechanics
As previously stated, your single tool is a flashlight. In order to survive, you must point your flashlight directly at the three plushbabies as you find them. If you can’t find one of the plushbabies in time, you’ll hear a voice and will soon be jumpscared. However, there is a small window before getting jumpscared where you can still find the plushbaby. Plushbabies will pop up in random places, sometimes behind objects or atop trees, so be sure to be thorough when looking around for them.
- Plushbaby Positions
You can see pictures of their positions here[feen.us]
//Left Side\
[Position 1-5]– In the Left Tree, on a branch.
– In the Left Tree, slightly hidden behind a branch.
– In a Cart behind pumpkins.
– Under the Cart behind the wheel.
– In front of the Cart by the wheel.//Middle\
[Position 6-7]– Starting position, behind the pumpkins.
– In front of you, walking towards you.//Right Side\
[Position 8-14]– Near a haybale, surrounded by pumpkins.
– Behind a haybale with pumpkins on top.
– Atop a haybale, with pumpkins on top.
– Behind a haybale with pumpkins on the front and top bale.
– Behind the closest haybale.
– In the Right Tree, on a branch.
– In the Right Tree, atop the trunk. - How to Survive
For the best chance of survival, use your flashlight sparingly, flashing it in a strobe fashion to save as much battery as possible. Remember, if you hear one of the plushbabies speak, you will die within 5-10 seconds, so try your hardest to look for the plush as quickly as you can. Each hour will last 30 seconds, totalling to 3 minutes of playtime before you complete the level.
NOTE: You may hear loud banging, it’s believed this means a plushbaby has arrived.
Pirate Ride is a roller-coaster shooter where you’ve given a ball gun and ridden through multiple rooms with different styles. Your mission is to get the highest score as possible.
- Level Mechanics
When you begin the level, you’ll notice that you’re seated inside of a cart, not too unlike the one you ride in in the first cutscene of the base game. In your right hand, you’ll have a ball gun, which you can shoot targets with. As you move throughout the level, you’ll have to shoot moving and non-moving targets with blue, yellow, orange, and red lights afixed to them. The score you receive overall is represented by one of several ranks, those being: Bilge Rat, Scallywag, Buccaneer, First Mate, Captain, and Admiral.
- How to Survive
Survival in this mode is pretty straightforward; don’t get too little of a score. Basically, if you don’t shoot anything, once you get to the end of the ride, Foxy will jumpscare you. There is more than one way to die, but I’ll be explaining this in the next section titled “Secret”.
- Secret
While riding along, Helpy[freddy-fazbears-pizzeria-simulator.fandom.com] will appear in three areas, beginning pirate ship, underwater, and behind Foxy at the beginning. To access the secret areas, shoot Helpy until his arm is pointing towards the left. This will cause the ride to take a new path. The first hidden path will lead into an office area where Jack-O-Bonnie and Jack-O-Chica will be. There will be six doors, three to your left and three to your right. Whether one of the animatronics will appear there is random each time, so be sure to get the targets and hit the square red button to close the door before they can get to you.
In the second area, there will be more targets to your right including two red targets which are moving. In order to survive, you must shoot the two red targets; Chica will move out of the way of the track once you’ve done so. Going through the second area will loop you back to the beginning, giving you a second try at all the targets.
In the third secret area, you need to shoot the red squares in order to keep Jack-O-Bonnie from getting to you, doing so will let you keep moving and put you in the underwater area.
Corn Maze is a maze level where Foxy is constantly looking for you. Your mission is to grab a key and get out before you can get caught.
- Level Mechanics
For this level, you’ll be using both of your hands. Your left hand will be used to move you around the level, while your right hand acts as a flashlight as well as highlighting cardboard cutouts to hide in. As you search around the map, you’ll find color-coded keys; Red, Blue, Yellow, and Green. Your mission is to find one of the keys and find the gate that matches its’ color.
Foxy will be constantly moving towards you as you walk around the maze. Whether you’re walking or hiding, Foxy seems to always know where you’re located. As he gets closer to you, you have a couple of options at your disposal: Walk away without being seen, hide in a cutout, or wait till he chases you and then hide in a cutout.
- How to Survive
The best way to survive Foxy is to hide in a cutout as soon as he begins running after you. Doing so will cause him to teleport away to a different part of the map, giving you a good amount of time before he gets close again. All you need is to get one key to exit the maze, so be sure to know where the exits are located for the key you find.
Oh, and don’t spook the crows on the ground, you’ll thank me later.
- Glitches
These are the glitches in Corn Maze that I’ve found so far.
– Foxy has a possibility to get stuck in some of the cardboard cutouts.
– Poking your head through a cutout will cause static even when not leaning outside the viewable area. (This appears to have been fixed.)
– Putting your head through the cellar doors at the beginning of the level will cause you to move down stairs repeatedly while also causing your vision to sometimes become static. There seems to be no way to escape other than restarting the level.
– Walking into the cellar doors at the beginning of the level causes you to get stuck. You need to restart the level to get out.
– Foxy’s shadow will sometimes appear on the wall in front of you if you shine your flashlight on him while he’s on the other side of a wall.
– Crows sometimes freeze mid-air, this may be a despawning problem.
- Secret
By obtaining all four keys, a fifth “glitched” key will spawn somewhere on the map. Obtaining the glitched key will allow the cellar at the beginning to open[panic.feen.us], the colored icons on your flashlight will become purple[panic.feen.us]. Getting all five keys allows you to enter the cellar inside by interacting with the door at the bottom. This will bring you to a win area where you win a glitchtrap mask[panic.feen.us]. Once you put on the mask, you will win the level. This mask can also be found at the prize counter[panic.feen.us].
CREDIT: [link]
Spooky Mansion
“Hallway” is a linear level taking place in the FNAF 4 hallway leading towards the child’s bedroom. As you walk along, you’ll encounter multiple Nightmare animatronics that peer from doors, pop in front of you, or follow you from behind.
- Level Mechanics
Your only goal in the level is to move forward until you reach your bedroom door at the end of the hallway. As you walk down the hall, you’ll begin seeing animatronics opening doors on each of the sides of the hallway. If you are caught moving in their sight line, you will be jumpscared. As you make your way down the hall, Foxy may appear in front of you, and, if you move while lighting is flashing, he will jumpscare you. The final threat of the level is Freddy, who, after a certain point, will begin to slowly make his way towards you. Failure to keep moving will cause Freddy to jumpscare you. If you make it through without being jumpscared, you’ll make it to a door where you will enter the child’s room from FNAF 4.
- How to Survive
the best way to survive in this level is to follow the mechanics previously listed, those being:
– Don’t move when an animatronic peering from a door is staring at you.
– Don’t move when lightning flashes and Foxy is in front of you.
– Don’t let Freddy get you while he is following you from behind.Once you’ve entered the door at the end of the hallway, you’ve completed the level.
“Build-A-Mangle” describes itself perfectly as a reference to the “Build-A-Bear” brand. In this level, you will be required to build an animatronic by using pieces that are being moved on a conveyor belt to your left and right.
- Level Mechanics
The mechanics for this level are pretty straight-forward, create an animatronic using the correct parts that flash on screen before the time runs out. Failure to get at least 70% completion will cause Mangle to jumpscare you. In front of you will be four screens where parts will randomly pop up on the screen and switch as time passes. The time before a part switches on the screen can be quick, so be sure that the part you’re about to put in is the correct one. Putting an incorrect part into the receptacle in front of you will cause the screens to show an “X”.
- How to Survive
In order to survive this level, you need to make sure that you don’t make too many mistakes, as well as get as many correct parts as you can. Failure to do either will cause you to get jumpscared and lose the level.
In this level, you are put in front of a large door with multiple masks to your left and right. Pressing the doorbell will begin the level.
- Level Mechanics
Once you’ve pressed the doorbell, you’ll notice the animatronics inside begin to move around the house. It is your job as the player to keep track of the animatronics and see which one will come to the door. Once you hear a loud chime, an animatronic is about to open the door. Once you hear this it is very important to make your decision about which animatronic is at the front door and put on the appropriate mask that matches the animatronic that will open the door. For example, if you believe Freddy will open the door, equip the Freddy mask. Sometimes, Mangle will appear on the window and block your vision. To get rid of Mangle, equip the Mangle mask and stare at Mangle until they disappear.
- How to Survive
Surviving in this level is pretty straight forward, put on the correct mask of the animatronic that will open the door three times and you’ll win. Just make sure you don’t knock on the door with the metal ring, you’ll get jumpscared if you do that.
The Dreadbear level is a fairly large reference to the Frankenstein Monster, where it is your job to create Dreadbear’s “brain” and put it inside so that he can be… well.. alive.
- Level Mechanics
To begin, turn the crank to your left to lower Dreadbear down into position. Once you’ve done that, look to your right near the lever. Once the light below the lever begins blinking, pull it down, that will turn on the power.
You will have several tools at your disposal; the color tool, the brain sizing tool, and the neuro-analyzer.
Use the color tool to choose a color and fill in the brain with the correct colors as displayed on the left screen.
Then, shock the brain with the red or blue brain sizing tool in order to find out what size it needs to be, the correct size will be displayed in a different color. The red tool with make the brain larger, while the blue tool will make the brain smaller.
After that, plug the neuro-analyzer tool to your right into the brain and tune the brain wave to the correct brain wave displayed when pressing the crosshair button at the top left of the brain-wave monitor; the correct brainwave length will be in red.
If the power turns off, turn it back on using the lever to your right.
- How to Survive
There are only a couple of ways to lose at this level. One is running out of power. The lights above the lever to your right indicate how many times you can reboot the power; there are four lights. The second way is to incorrectly create the brain. After putting inside Dreadbear, he will jumpscare you as he begins to come to life. The final way to die is by dropping the brain on the floor, doing so will make Dreadbear jumpscare you immediately.
Danger Keep Out
In “Night 01”, you’re put into a FNAF 1-type office stylized in the halloween theme. However, you’ll notice as you look around that the mechanics are much different than FNAF 1. As you enter the level, you’ll notice that the setup is much like FNAF 1, however you will have a lever on your side, as well as two non-functioning door buttons to your left and right respectively.
- Level Mechanics
As previously stated, you’ll notice that you have a lever situated on your desk, as well as non-functioning door buttons on your left and right. Instead of doors, the planks of wooded boarding up your office are your safeguard for keeping the animatronics out of your office.
There are two animatronics that will roam the building, Jack-O-Bonnie and Jack-O-Chica. Both act the same as they would as their original counterparts in FNAF 1, with Bonnie coming to your left side and Chica coming to your right. However, as they get to your door, instead of waiting until it is open, and since you have no physical door, they will begin to break down the wooden planks until they can enter your office.
In order to keep them away, you’re given the option of flashing the animatronics on the cameras, or using the light buttons on each side below the door button, which will create a flash of light causing any animatronic that is at your door to disappear. Pressing the light button on the camera panel and side buttons will use 20% power at a time.
Power level in “Night 01” works differently than in FNAF 1. Instead of consistently losing power like in the original game, each use of the lights will cause you to lose 20% battery. In order to regain battery, you must push down the lever and wait until the power automatically comes back on, failing to do so will yield the same result once you reach 0% power. Once the power turns back on, you’ll have 100% battery.
- How to Survive
Survival in “Night 01” is not as difficult as some of the other levels. All you need to do is make sure that Bonnie and Chica don’t completely break down your door by flashing them with the lights on each side respectively. As a general rule of thumb, try to recharge the power by pushing the lever down as soon as you know that you have at least 15-20 seconds of safety. If you run out of power while either Chica or Bonnie begin to come near your office, you likely won’t have enough time to flash them with the light.
NOTE: Chica and Bonnie can easily be seen as they come by your office, so the need of flashing the light in order to see them is unnecessary.
Night 02 puts you in the same place as Night 01, inside the FNAF 1 office, however, you now have Foxy to deal with.
- Level Mechanics
The level mechanics of Night 02 work the exact same as Night 01. To give a brief summary, you don’t lose power as you usually would in FNAF 1. Instead, you lose power by flashing your light either on the camera or at your left or right door.
Flashing Jack-O-Bonnie or Jack-O-Chica on the cameras will cause them to move location, the same effect occurs when flashing them at your doors. If they get too close to your doors, they’ll begin trying to knock them down until they can get in.
Once your power runs out, you need to pull down the lever in order to restore your battery back to 100%. You can still do this even if you’re not at 100% battery.
Night 02 introduces Foxy, who will slowly exit Pirate Cove until he begins running towards your office. To stop Foxy from leaving, flash Pirate Cove before he leaves, this will cause him to reset into his beginning position.
- How to Survive
A good strategy for Night 02 is to keep your camera on Foxy the entire night while also checking your left and right door very frequently for Jack-O-Bonnie and Jack-O-Chica. Once Foxy begins leaning out of his Cove, flash him using the camera light to reset him. Once you’re certain that Foxy will not leave his Cove and that Bonnie and Chica are not near your office, it’s best to reset the power so that you have enough.
Night 03 is the final night of the “Danger Keep Out” section of levels. This level plays similar to Night 02, however, Dreadbear is also now in this level.
- Level Mechanics
The levels mechanics of Night 03 work mostly the same as Night 01 and Night 02. To give a brief summary, you don’t lose power as you usually would in FNAF 1. Instead, you lose power by flashing your light either on the camera or at your left or right door.
Flashing Jack-O-Bonnie or Jack-O-Chica on the cameras will cause them to move location, the same effect occurs when flashing them at your doors. If they get too close to your doors, they’ll begin trying to knock them down until they can get in. Flashing Foxy will reset him to his original position in his Cove. However, if you don’t flash him in time, he will begin running down the West Hall and break the door immediately.
Once your power runs out, you need to pull down the lever in order to restore your battery back to 100%. You can still do this even if you’re not at 100% battery.
Night 03 introduces Dreadbear, one of the more challenging animatronics to survive against. Unlike Jack-O-Bonnie, Jack-O-Chica, and Foxy, Dreadbear will not move when flashed. Instead, he will stop moving for a set amount of time before he will begin moving again.
- How to Survive
Night 03 is notably harder than Night 02 and Night 01, as instead of two or three animatronics to deal with, you’re now dealing with all of them at once. As stated before, Dreadbear will not move to a different location when flashed. Instead, he’ll stand still for a few moments before moving once more. Your best chance of survival is to keep an eye on Dreadbear. Once you hear his footsteps getting louder, you’ll know he’s getting nearer, so it’s best to start looking for him then.
Once you’ve found Dreadbear, make sure that you flash him everytime he begins moving. This will guarantee that he doesn’t move out of your vision and also that he doesn’t reach your office. While the time before he moves again is quite generous, it can be shorter than the time to reset your battery, so be sure you have enough battery to stop him.
You’ll know when Dreadbear is closing in to your office, as you’ll hear the sound of glass breaking along with loud footsteps. Once Dreadbear has reached your office, he will immediately break down the wood, killing you almost instantly.
Credits
This guide was written by Asteur with help from Lavinya.
Guide photo taken from Curse of Dreadbear DLC page.
Certain details in this guide were retrieved from the Five Nights at Freddy’s Fan Wiki[freddy-fazbears-pizza.fandom.com]
Cartoon level thumbnails used in this guide were retrieved from the Five Nights at Freddy’s Fan Wiki[freddy-fazbears-pizza.fandom.com]
In-Game level images taken by Lavinya and Asteur, organized by Asteur and Lavinya.
If you notice any issues with this guide or you want to give any feedback, I will be looking at the comments as often as I get them. Thanks, and have a wonderful day 🙂