Pizzeria Simulator’s AI has always been shrouded
in mystery, likely in part because half the game is trying to figure out where they even are! Where's the homies? Oh, I didn't know what side he was! But past that, of all the games in the series, I
don’t think I’ve seen quite as much misinformation as there is about FFPS, even
the official Freddy Files and Ultimate Guide have blatantly wrong
information. And for that reason, this video will be comprehensive in exploring every section of the
game, including the Office, Salvage, and Simulator sections, as well as ending requirements. Feel
free to pause or rewind particularly dense parts of the video, closed captions are provided,
and without further ado, let’s get on with it. In case you haven’t played before, or have
forgotten in the nearly 6 years since it came out, in Freddy Fazbear’s Pizzeria Simulator, the
main gameplay has you in a cramped room with oddly large ventilation shafts on your left and
right, that you can shine your flashlight in. You also have a couple tools to monitor the
vents and room temperature, but before I go over anything else, I need
to explain what we need to do tasks No, not those ones, pizzeria tasks. Before you can end your shift, you’ve got
3 different categories of tasks we need to complete every day. There are 5 supply tasks
that take 8.4 seconds each, 3 advertising tasks that take 16.7 seconds each, and 3 maintenance
tasks that take 12.5 seconds each. You can use the money gained in the pizzeria simulator portion
of the game to purchase upgrades that decrease how much time it takes for each of these tasks, by a
decent amount, 20%. In addition, the x2 printer upgrade replaces the old dot matrix printing
sound with a less jarring laser printer sound, and the hi-speed uplink upgrade just
removes the dialup sounds altogether. Alright, great, sounds like
this “won't be a problem” “if there is nothing in the vents!” oh no. Yep, of
course. Animatronics can get into your pizzeria’s vents, and to put it lightly, don’t like it when
you are also there. The animatronics start in a random room on the top, and have the ability to
move at a certain interval, what we call movement opportunities. Thankfully the odds are pretty
simple in this game, it’s just a third chance to move at each opportunity, and those odds
don’t change. What does change is how often they get these movement opportunities. On Night
1, they only have an opportunity every 8 seconds, and only if the tutorial isn’t playing, which
means you are at a little higher risk if you mute it but, you can do that if you think “it’s
a pissoff.” They get a lot quicker though, getting movement opportunities every 5 seconds
on Night 2, every 4 seconds on Night 3, every 3 seconds on Night 4, every 2.5 seconds
on Night 5, and every 2 seconds on Night 6. There is also a special monotony mechanic that
becomes active on Nights 3 and onwards. It counts how many seconds it’s been since you last
turned. If it’s been 30 seconds, the characters will start having movement opportunities every
2 seconds, regardless of what night it is. And if it’s been 45 seconds, the characters will
start having movement opportunities every second. You just need to turn to reset this, and you
have to have been doing nothing for a whole 30 or 45 seconds, but you do see some people
encounter it when they get really scared, and this mechanic definitely
doesn’t help them with that. Alright, so we know when they might move, but
where. It gets a little complicated when you just look at the map. There are no set paths here, they
just go wherever they want. Looking at the chances to move into rooms, it’s pretty difficult to
predict where an animatronic will go at any point, but the general idea is similar to Springtrap
in FNaF3, in that they can move backwards, but they’re more likely to
move down and towards you. It’s also just barely not symmetrical, so
use that information for what you will. There are some utilities you
can use to deter or track them, but the most key information you will
get in this game are the vent noises. Vent noises are panned to your left and
right, depending on which side the vent noise is coming from. However, if you’re
looking at a vent, and it’s in front of you, you will hear it in both ears. If it’s behind
you, you will hear it on the opposite ear, on the right if you’re looking to the left and
vice versa. There’s a unique set of quiet vent noises for when an animatronic enters or leaves
the rooms beside you, like this, and there’s a separate set of loud vent noises for when an
animatronic enters or leaves the vent beside you, and also a third chance every 3 seconds
that an animatronic is still in the vent. It will also play when they’ve got you, which
can’t be too helpful, considering you die if you turn or at 5-second intervals. But if
it’s any consolation, you can’t get ads. There are also voice lines you can hear if one of
the animatronics is in one of the adjacent rooms after 1 minute into the night. They can each only do it
once on each side in a night, though you can’t tell which side they’re on
from the voice line itself, it isn’t panned. Now there’s one final regular movement method for
the animatronics, and maybe the FNaF3 Springtrap analogy was a bit on the nose, because these
animatronics can also vent. They’re already in the vents but they can teleport once a night. By
10 seconds into the night, when Molten Freddy is in the top middle room for the first time, he will
instantly teleport to your adjoining left room. By 20 seconds into the night, when Scraptrap
or Scrap Baby are in the top middle room, they will instantly teleport
to your adjoining right room. Lefty does not do this, not because of
his conscience stopping him or anything, but due to an off-by-one error on the IDs
of the animatronics. The IDs go up to 5, but the vent teleportation mechanic covers IDs
1 to 4, but no animatronic fills the first ID. There is though one hint in the code as to
what the first ID could’ve meant. The game stores whether you have an animatronic in your
pizzeria with m IDs, and the first one is only set to 1 if you accept all of the sponsorships,
but unfortunately, no “ad monster” or anything exists, and all other code for it was removed by
release, so this is the only real remnant left. Now moving on to the thing that determines if
you’re gonna die, sound. Not vent noises, but the sound the player is making while progressing
in the night. You don’t want the animatronics to hear you, of course, but in order to win, you have
to be vulnerable. You always have a 10% chance of being heard, but while turning on the fan or
computer, they each increase that chance by 20%, and by 40% once they finish turning on. That
darned printing noise while doing an advertising task increases that risk by 20%, and having
an ad blaring also increases that risk by 20%. So why does it matter if they hear you? It’s
specifically for if a character is in one of your adjacent vents, and moves. If they happen to hear
you, and you’re not shining a light in that vent, you’re gonna die. If they can hear you, but
you have the light on them, they’ll retreat to the corner room, and if they can’t hear
you, they move back up, no light required. Your flashlight is also more useful if you are
making no noise at all. If you have everything off, then you can clear animatronics in both
the vent and room beside you when shining your flashlight into the vents, forcing them all the
way to the top corners at 4-second intervals. And we’re finally now at our utilities.
We’ve got three, the Motion Detector, the Audio Lure, and Silent Ventilation.
You can only use one utility at a time, and turning off the computer, or getting an ad
will turn off the Motion Detector or Audio Lure. Silent Ventilation, however, will persist.
The Motion Detector is pretty simple, it just shows whenever an animatronic
moves, and also plays a sound, useful to get your bearings and plan out your next moves.
The Audio Lure is oddly similar, in that it shows any animatronic movements within the audio range.
As well, if your audio is overlapping a character, and it tries to move, it has a 50% chance to
just move directly to the audio signal, playing this sound block4. If it doesn’t get fooled by the
audio signal, it will play a different sound away. Finally, we have Silent Ventilation which is
a secondary ventilation system, in addition to your normal fan, particularly useful because it
doesn’t turn off when the other utilities would. Every second that Silent Ventilation is on,
there’s a 50% chance to decrease the temperature, if it’s above 70. This perfectly matches how
often the temperature will go up if you have everything turned off. Specifically, if the
fan is off, the temperature has a 50% chance to go up every second if the computer is off, and
every half second if the computer is on. However, if the fan is on, the temperature has a 50% chance
to go down every 0.4s if the computer is off, and every 0.5s if the computer is on.
The temperature mechanic is a decent addition to put the pressure on when you’re
in danger, as you die at 120 degrees. Because it keeps going up without the fan, it almost
forces you to use silent ventilation before turning off the computer, if you want to
consistently survive on the harder nights. The final bit I must mention are ads. During
the Pizzeria Simulator portion of the game, you can accept sponsorships in exchange
for a generous sum of money, but during the office sections, each ad has a 25% chance
to be queued at 20-second intervals. Then, whenever you’re next looking at
the screen, an ad will… advertise. Once a specific ad is played, you won’t see it
again that night. Though, if multiple get queued, one will override the others, and you
just won’t see some during the night. All right, so maybe the night isn’t that
simple, but at least all the characters act mostly the same, and I promise you, the
other sections do not contain teleportation. After each night, you have the opportunity to
salvage an animatronic. It just happens that the animatronic will also get into your pizzeria
and become an enemy in the future office sections, but who cares about that when you can get
some of that cold, hard cash, up to $5,000! This is only the case though, if
the animatronic hasn’t already gotten into your pizzeria
by any... other... means... Your goal during the “Interrogation”
as it’s called in the files, is to play five audio prompts to test the
animatronic’s reactions, and also not die. You cannot progress to the next audio prompt
unless you’ve looked at the page in the last 10 seconds. You don’t have to cross out anything,
the page is just to facilitate jumpscares. You do have a taser with you, to “reset the
animatronics to a neutral state,” though after 4 tases, you only get half the salvage money,
and anything 5 and above gets you a measly $100. The salvages use an aggression meter, which when
starting the interrogation, starts randomly at either 0 or 100. For every 10 seconds that the
tape plays, there is a 50% chance for aggression to increase by 150 plus 50 times the night number.
For every second that you look at your page, the aggression increases by 10 plus 10 times
the night number. There is also a 50% chance that when starting the fourth prompt, it will
bring up aggression to 750 (but won’t decrease aggression if it’s already above that).
The animatronic will attack once it reaches 1200 aggression, or when you flip
down the page at or above 1000 aggression. There are a couple ways to gauge how aggressive
the animatronic is, primarily if it has moved. The salvages swap to the next visual stage when their aggression has reached
250, and the next at 500, though they will only move when you are looking
at the page for at least a frame. I generally just look out for the last stage and consistently
flip the page to make sure it updates. For Molten Freddy, I just look for a
hole in the shadow. For Scrap Trap, I check if he’s bearing teeth. Scrap Baby’s eye is only
visible on her last stage, and Lefty’s star being fully
in shadow, is his tell. There is also a very subtle audio cue, with unique sounds for each animatronic.
Molten Freddy has some popping and clicks, Scrap Trap has a droning heartbeat, Scrap Baby has metallic rattling, and Lefty has some wind-up whirring. Keep in mind though, that these sounds are
incredibly quiet, only at 3 volume after 750 aggression, and 5 volume after 900, during
an audio prompt this is what it sounds like: so the best way to utilize this is to either
pause the prompt if you suspect something, or listen for sounds after a prompt
ends, but before bringing up the page. Using the taser is your only
way to reduce this aggression, and it resets it to a random
hundred from 0 to 300 aggression. And that’s it. [ explosion ] Sorry I just needed to get that off my chest,
you get it. Anyways, what were we doing? Oh, yeah! A simulator game! With the money you
earn you can buy animatronics, attractions, accessories, and more to upgrade your
pizzeria and earn even more money. You start with only the Dumpster Diving Weekly
catalog unlocked, and unlock Stan’s Budget Tech after spending $100, you unlock Smiles and
Servos, Inc. after spending a total of $1000, and unlock the Rare Finds
Auction after spending $3000. You might have noticed some items are unavailable,
oftentimes the animatronics. If you don’t have the appropriate stage for them, you can’t even
purchase them. But there are a few other items with specific requirements. The Confetti
Tile Floor is not purchasable if your floorplan is not fully upgraded, and the same for the
Star Curtain Stage, though you also need to purchase the Deluxe Concert Stage beforehand.
And Pickles, though purportedly requiring you to purchase every single item in the game?
only requires the Posh Pizzeria achievement. There are four achievements, including
Trash and the Gang, Mediocre Melodies, Rockstars Assemble, and the aforementioned
Posh Pizzeria. They’re each obtained by placing a full set of animatronics on the
stage, and reward a decent amount of money. Posh Pizzeria though, despite being incredibly
expensive, is the only one that doesn’t reward any money, though an unused image reveals that
it may have once been intended to reward $30,000. Something you can use to alleviate those costs
are mark-downs. Every day after the first one, 5 discounts get distributed to random items
in the catalog. Items that are not marked down have a “Very Good” condition, but items
that have one of these discounts, have worse conditions. Every day there is a discount for
only “Good” condition, for “Poor” condition, “Very Poor” condition, and two for “Terrible”
condition. Unfortunately, these discounts might be on items that aren’t accessible to you yet,
or that you have already bought or depreciated, and the same item can have multiple discounts,
which just ends up using the largest mark-down. Good quality mark-downs are only half the price,
poor are a third, very poor are a quarter, and terrible quality items are only a fifth
of the price. As well, the worse the quality, the more liability you gain from the item, if
it’s a placeable attraction or animatronic, or is a speaker set, which are the only
non-placeable items that can have liability, for whatever reason. If it’s not one of those,
buying the marked-down item just saves you money, there’s no hidden liability, or chance that
an animatronic will get into your pizzeria. Before I get into how you generally get
money, I need to introduce a small little bonus you can do before the game even
starts! Found by channel mainstay Folmic, if you design an onions, mushroom, olives, and
peppers pizza, after completing the tutorial, you will start with an extra $100. Unfortunately,
you can’t do this from a New Game, that skips the 8-bit minigame stuff. The only way you can get to
that is if it’s the first time you open the game, or after your save is deleted from bankruptcy,
or after you deleted the save by holding dash. But the main way you get money is by
play testing your attractions. You get 10 play tokens every day, and can spend
them on playing any of the attractions you’ve placed down (except for Egg
Baby, truly a missed opportunity). Uh, yeah. Anyways, You increase your faz-rating by however much
score you gain in the mini-game. For every 1,000 total faz-rating, you get $100! I won’t
explain the scoring systems for most of the games, it shows it in the top corner, but, some of the
games are RNG-based, or have secret scoring: For example, the ducks in the Duck Pond are worth
100 score 81% of the time, worth 500 score 18% of the time, and worth 900 score 1% of the time. Balloon Cart balloons are worth a random
number from 1 to 5, multiplied by 1000, so from 1000 to 5000 rating.
And Candy Cadet’s candies are worth a random number from 1 to 8, multiplied by
250, so from 250 to 2000 rating, and each one of his three stories have a 1% chance of being
chosen, which give an additional 5000 rating. And the Puppet mini-game gives no rating, except
for the fourth attempt, which gives 25,000. Finally, the two infamous lottery minigames,
the Ballpit Tower and Prize King are must-buys if you want to even have a chance of being
able to assemble the Posh Pizzeria set, though not because of the money, but because
you can directly get two of the animatronics. They’re guaranteed on the 10th play, and don’t
worry, it doesn’t have to be all on the same day. The only other ways to gain
faz-rating outside of play testing, are buying one of the attraction
upgrades, which only gives 50 each, or placing down an attraction or animatronic
for the first time. Attractions give 25 times the number they have here.
And animatronics give 100 times the number they have here.
It’s not a ton, but anything helps. And before I get to lawsuits, and ending
requirements, I need to talk about your stats. You gain money at the end of the night
based on what attractions, animatronics and accessories you have in your restaurant. The
exact random calculations will be shown on screen, but all you need to pay attention to is the
average. Your Atmosphere and Entertainment determine how many visitors you attract, though
there is a limit based on your floorplan, 50 by default, 100 with an upgrade, and 500 if
maxed. If you attract more visitors than the room can provide for, then they get turned
away, and you lose out on all that money. Then, based on how many visitors you
get, you earn food and bonus revenue. Health & Safety and RISK aren’t factored into
these revenue calculations, but they do determine whether you get sued or have animatronics sneak
into the pizzeria. You start with 3 default RISK, and Health & Safety decreases your total risk.
Every time you start a night for the first time, each of the four animatronics has a total risk
out of 50 chance of getting into the restaurant, even on Night 1. The game doesn’t tell you if
an animatronic or two gets in your pizzeria, you’re just gonna have to find out, but
it will tell you about the lawsuits. Each night, you can get up to 3 new lawsuits.
Like with the animatronics, each of those three possible lawsuits has a total risk out of 50
chance of occurring. But it’s actually slightly different, it happens to be a RISK - 1 out of
50 chance, which I think is mistake because it means you can’t get lawsuits on 1 RISK. But of the
lawsuits you do receive, they each get a random severity from 1 to 10, each severity having their
own unique lawsuit text. You have two options, settling, and fighting the lawsuit. Settling costs
100 times the severity, while fighting it only costs half as much + $25. You don’t have to deal
with settled lawsuits again, but fighting lawsuits only has a 20% chance of working, and only if
you didn’t get any new lawsuits the next day. Though, due to an error, you only have the 20%
chance of winning if it’s the first page. The mistake doesn’t allow you to win two lawsuits in
a row, and it checks for wins even on settled and already-won lawsuits, so you only truly have a 16%
chance to win a lawsuit if it’s not the first one. And as we reach the end of this
video, we now cover the endings. This game has 6 certificates and 6 endings.
You get the bad ending if you did not have all of the animatronics in your pizzeria
by Night 6, and had more than 0 faz-rating. If you didn’t have any faz-rating though,
which you can do by never placing down any animatronics or attractions, you get
the mediocrity ending and certificate! You can also end your game by going bankrupt,
which is possible if you run out of money while dealing with lawsuits, giving you
the bankruptcy ending and certificate, and also deleting your save because
of your financial incompetence. Of course, it’d be crazy to forget insanity,
which is only accessible if you’ve bought the Egg Baby (Data Archive) attraction, though not
necessarily placed it down. When in the office, you’ll notice that the computer button is blue,
and if you turn off the computer, hold left-click on that button, and turn the computer back on, you
will see some things you were not meant to see, giving you both the insanity certificate
and a free trip to the insane asylum. Now Blacklisted has been the topic of much
confusion as to how you access it. It’s not related to getting a certain number of lawsuits,
or purchasing specific marked-down items or any other special condition, you just need to
finish Night 6 with 50 or more total RISK. Now, getting lawsuits or purchasing marked-down items
will probably happen during the run, but they’re just a byproduct, you only need the 50 RISK at the
end to get the blacklisted ending and certificate. And the Completion ending and certificate
just requires that all animatronics are in your pizzeria, whether by salvaging, by
chance from risk, or placing down Lefty. (You also need less than 50 risk, of course).
Finally, the Lorekeeper certificate is a little special, in that you don’t need to end the game
at all, you just need to experience all three play test mini-game secrets. One in Fruity Maze if
you beat it twice, and play it a third time. One in Midnight Motorist, after going through a hole
in the bottom of the road, and completing that section. And one in the Security Puppet minigame,
if you play it four times. This certificate also allows you to see the infamous graves on a hill,
after the credits of the completion ending. And that’s everything I could reasonably
explain in this video. There are a few spreadsheets in the description or info card
here with statistics and maps if you want to reference them while playing the game, or want
to optimise your simulator experience. Again, I'd like to thank everyone for the support on
the previous videos. It's been super cool to be able to showcase how the games work to a
nearly uncountable number of people. I’ve got a couple more videos down the road that I’m
really liking so far, not a game breakdown, but moreso oddities and such, so subscribe
if this genre, if you can call it that, is your type of thing. And I’ll end it off with a
request from Folmic, play Ladder Tower, it’s not a great game, has bad stats, and isn’t good for
score, but no one plays it and it’s lonely. Oh, and that’s the video ending