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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). 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. 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. 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.
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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. 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. This 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). However, the player can protect themselves with a taser, which will reset the animatronic to its Neutral state. 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. The animatronic begins in the Neutral state, but may change its state when the checklist is raised. There are three states: Neutral, Attentive, and Hostile. When the player puts down the salvage report, regardless of answers or audio prompts, there is a chance the animatronic may have moved. However, the tape will only continue once the player has brought up and put down the form after each audio prompt.) (In truth, the animatronics will only react to the player looking away, never to the prompt itself. 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. If the player decides to salvage the animatronic, the Salvage section begins immediately. 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. 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. If the player decides to throw an animatronic away, the entire phase will be skipped. After he explains what options are open to the player, they can either proceed with the salvage or throw it back into the alley. As Henry says during each salvage, each animatronic was found in the Back Alley.
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The salvageable animatronics are Molten Freddy, William Afton, Scrap Baby, and Lefty, in that order. It is an optional section that occurs on each of four nights starting on Monday after the management phase. Salvaging is a major method first used in Freddy Fazbear's Pizzeria Simulator. A salvaging checklist from Freddy Fazbear's Pizzeria Simulator.