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A salvaging checklist from Freddy Fazbear's Pizzeria Simulator.

Salvaging Checklist is an object used in Freddy Fazbear's Pizzeria Simulator. It is a part of an optional section that occurs on each of four nights starting on Monday after the management phase.

Gameplay[]

The salvageable animatronics are Molten Freddy, William Afton, Scrap Baby, and Lefty, in that order. As Henry says during each salvage, each animatronic was found in the Back Alley. After he explains what options are open to the player, they can either proceed with the salvage or throw it back into the alley.

If the player decides to throw an animatronic away, the entire phase will be skipped. This means the animatronic in question will not appear as a threat during the management portion, but the player will miss out on the salvage income. Additionally, throwing out even a single animatronic will lead to the termination of the player at the end of the game (considered the "bad ending"), as they are reprimanded for failing one of their most important duties.

If the player decides to salvage the animatronic, the Salvage section begins immediately. This process is simple; Henry will play one out of five audio prompts through the tape, and the player must check one of the responses on the form itself based on whether or not the animatronic responded to the stimuli. (In truth, the animatronics will only react to the player looking away, never to the prompt itself. However, the tape will only continue once the player has brought up and put down the form after each audio prompt.)

When the player puts down the salvage report, regardless of answers or audio prompts, there is a chance the animatronic may have moved. There are three states: Neutral, Attentive, and Hostile. The animatronic begins in the Neutral state, but may change its state when the checklist is raised. If an animatronic is in its Hostile state, it has a chance to jumpscare the player at any given moment, immediately ending the salvage in failure. However, the player can protect themselves with a taser, which will reset the animatronic to its Neutral state. Additionally, an animatronic can attack without being in it's hostile state when a specific audio queue that's unique for each animatronic is playing, when this unique sound queue plays, the animatronic can attack at any time, regardless of their state and needs to be tased to get the audio queue to stop, and to keep them from jumpscaring. tasing can be safely done a maximum of three times, but more will damage the animatronic and reduce the salvage income (but has no penalties otherwise). The Salvage is considered successful if the form is completed and all five prompts are played, after which the player will have the salvage reward added to their income for the next day. If the player is jumpscared by a Hostile animatronic, the salvage fails, no income is gained, and a screen will appear saying, "You lost the salvage. And something is loose in your pizzeria..." Whether the salvage ends in failure or success, the animatronic will now show up in the management section of gameplay as an additional threat.

Should the player opt to salvage all of the animatronics (or have allowed them all in through other means), the game will continue to the true ending at the cost of a higher difficulty during the management phase due to the ever-increasing number of hostiles roaming the vents. Failing a salvage does not matter, only that, through one means or another, all four animatronics are active in the management phase by the game's final night.

There is a chance during the catalog segment of gameplay that certain items may be marked down with a quality of "Poor" or "Terrible." In addition to having higher-than-normal liability, buying any of these items has a chance (based on condition; worse condition raises the risk) that the item will contain one of the unsalvaged animatronics (whether their night has not yet come, or if the player threw them out). If this happens, the animatronic immediately becomes active as a threat during the management segment. Additionally, during the animatronic's Salvage segment, the animatronic will be replaced with a crude cutout of a winking smiley and a sign reading "There's No One Here (I'm Already Inside)", with the only option being to throw it out. No salvage income can be earned in this case. The items that may contain the animatronics are the Discount Ball Pit (Molten Freddy), Nedd Bear and Pigpatch (William Afton), and the stage (Scrap Baby). Lefty can be purchased for $5 in the "Rare Finds Auction" catalog, but will cause the player to miss out on the opportunity for $5000 that can be gained for salvaging him.

Data[]

During salvaging, the animatronic's behavior is determined by a hidden "aggressiveness" value which starts at either 0 or 100 (chosen at random) and increases over time as follows, with N being the current night number:

  • Every 10 seconds, aggressiveness has a 50% chance to increase by 150 + 50 × N.
  • While looking at the form, aggressiveness increases by 10 + 10 × N every second.
  • When Audio Prompt 4 is played, aggressiveness has a 50% chance to increase to 750 if it was below that value.

The animatronic will jumpscare the player if aggressiveness reaches 1200 or if the player brings the form up and down while aggressiveness is above 1000, ending the salvage with no income.

The animatronic will move into its Attentive state if the form is lowered while aggressiveness is above 250, or Hostile state if the form is lowered while aggressiveness is above 500. Additionally, each animatronic plays a unique sound at low volume in its Attentive state, and slightly higher volume in Hostile state.

Tasing the animatronic sets its aggressiveness to 0, 100, 200, or 300, chosen at random. Tasing can be done three times without reducing its value; tasing a fourth time reduces the salvage income by half, while five times or more will reduce its value to $100.[1]

Night 1 Tutorial[]

Congratulations on completing your first day. However, your job isn’t over just yet. There is another aspect to your end of day routine, and that is inspecting and salvaging any animatronics found in the alley outside the backdoor. Things are found here quite often, and while we aren’t sure why, what we do know, is that they can be used for parts, which can mean a much-needed revenue boost before starting your next day. Of course, as with everything else in this line of work, those benefits come with risk. The safest thing to do is to throw it back outside, but then, you get no money for the salvage. Choose to keep it, and you run the risk of certain negative consequences, namely death, should the item in question not be as docile as it first appeared. If you do decide to try to salvage it, then you must complete the Maintenance Checklist. During this testing phase, check on the animatronic frequently. If you feel that it is becoming unstable, use the taser provided to you. You can use it three times without damaging the hardware. Every use over three however will decrease the item’s salvage value.

Standard Salvage Message[]

Before you is an animatronic we found in the back alley. We are unsure of its origins. It is your job to complete the maintenance checklist before claiming it as salvage. Or, if you choose to, you can throw it back into the alley where you found it, and forfeit payment. Please make your choice now.

If the player chooses to throw it back into the alley, the message will end. If the player chooses to proceed with salvage operations, the message will continue as shown below.

You have chosen to proceed with the Maintenance Checklist. Remember, use your company issued taser to return the animatronic to a neutral state if you feel it is becoming unstable or aggressive. You can only use it three times before it begins to damage the animatronic, and decrease its value.

Begin audio prompt in three, two, one. (Audio Prompt 1 plays strange noises.) Document results.

Begin audio prompt in three, two, one. (Audio Prompt 2 plays strange noises.) Document results.

Begin audio prompt in three, two, one. (Audio Prompt 3 plays strange noises.) Document results.

Begin audio prompt in three, two, one. (Audio Prompt 4 plays strange noises.) Document results.

Begin audio prompt in three, two, one. (Audio Prompt 5 plays strange noises.) Document results.

You have completed the maintenance checklist and may proceed with the salvage. Well done. End Tape.

Gallery[]

Trivia[]

  • The animatronics' attack phases are similar to those of Foxy from the first game, Nightmare Foxy from the fourth game, and Funtime Foxy from the fifth game, when in their curtain/closet.
  • If the player chooses to throw the animatronic back in the alley, then the Tutorial Unit will say: "Don't forget Saturday. You want them all to be in one place."
    • This is a reference to the completion ending, as the player is charged with the task of salvaging the animatronics in order to bring them all to the pizzeria by Henry.
  • Salvaging returns in Five Nights at Freddy's AR: Special Delivery but has different functions. This command is used to collect resources, such as parts, Remnant, Mods, and rarely an animatronics Plush Suit. The player can deploy any animatronic to salvage for parts for up to 4 hours at a time, in which the animatronic will then return and present the player with the salvaged reward.
    • When animatronics are called back from salvaging they will appear in a damaged and rusted state.

References[]

  1. ItzTaken (July 10, 2023). How Pizzeria Simulator Works: Full Game Breakdown (Youtube).
Core Five Nights at Freddy's Series Objects
Monitors
Breaker Control Box InterfaceCamera MonitorVent MonitorDuct MonitorMaintenance PanelTerminal
Switches
Air Vent LightsPower GeneratorsHall LightsControlled ShockerPush-Buttons
Off-Screen Objects
Air ConditionerClockMusic BoxNoise MeterPower Indicator
Non-Item Objects
Exotic ButtersFlashlightFreddy Fazbear HeadFlash BeaconLawsuitsSalvaging Checklist
Other Objects
Charging StationsDistraction ObjectsE-MailDoorsHiding SpotsMapM.X.E.S.Save StationsSecurity Nodes
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