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- GOROGOA ACHIEVEMENT WALKTHROUGH HOW TO
- GOROGOA ACHIEVEMENT WALKTHROUGH SERIES
- GOROGOA ACHIEVEMENT WALKTHROUGH SIMULATOR
GOROGOA ACHIEVEMENT WALKTHROUGH SIMULATOR
The “Mediocre” ending in Freddy Fazbear’s Pizzeria Simulator is also called the “lazy ending”, as it involves not doing anything for your pizzeria.
GOROGOA ACHIEVEMENT WALKTHROUGH SERIES
If you have the Lorekeeper certificate, you will get an extra scene at the end of the good ending that depicts a series of gravestones.
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Cassette Guy intervenes, revealing a plot to destroy Fazbear Entertainment by burning it to the ground.
Upon doing so, at the end of the week Baby will thank you for gathering all of the animatronics into one place. To get the good ending in FNAF 6, players must salvage all of the animatronics.
GOROGOA ACHIEVEMENT WALKTHROUGH HOW TO
To learn how to get every ending in FNAF 6, continue reading below. There are at least six possible endings to unlock in Freddy Fazbear’s Pizzeria Simulator, or Five Nights at Freddy’s 6. We will list the criteria for obtaining every ending in FNAF 6, along with brief details on what happens in each, so consider this your spoiler warning. If you are currently playing through Freddy Fazbear’s Pizzeria Simulator, we recommend reaching at least one of the endings on your own before trying to unlock the other possible endings. Freddy Fazbear’s Pizzeria Simulator / FNAF 6 - All Endings Guide (Good, Bad, Mediocre, Bankruptcy, Blacklisted) This guide will explain how to get all endings in Freddy Fazbear’s Pizzeria Simulator, including the good, bad, mediocre, bankruptcy, and blacklisted endings. In both you’re interacting to progress, letting the worlds unfurl in unexpected and wonderful directions, but where Chuchel is warmly comedic, Gorogoa is austere and elegant.Freddy Fazbear’s Pizzeria Simulator (FNAF 6) has multiple endings for players to unlock, some of which are secret endings. In terms of its space in gaming, I’d put it as a counterpoint to something like Amanita’s upcoming surreal puzzle toybox, Chuchel. Gorogoa rewards your persistence with delightful elegant mechanisms. I know that Roberts felt a degree of challenge in finding hidden patterns in Gorogoa was important in creating the sense that they were indeed hidden patterns, but I get the sense that that wouldn’t have extended to outright frustration. The game is structured around seeing these connections in the world and frustration linked in an interesting way to moments I remember from undergraduate maths classes where you’d catch a glimpse of a universal connection within the abstracted fabric and then lose the thread. I was actually wondering whether frustration could form an interesting part of Gorogoa in a way that differs from the normal point and click/puzzle game frustration. None of them lasted long, but being able to flow through those segments of the story instead of butting my head against them is adding to the appeal of that second playthrough. I had moments where I simply couldn’t see a connection, or where I’d missed a vital way to change one tile and started to feel that rising tide of irritation.