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TROF5 Fazbear Inc. System & Torture Animatronic Mechanics

Fazbear Incorporated

Fazbear Incorporated was a animatronic manufacturing facility located in North America that owned all Fazbear establishments and created animatronics of their own throughout the country. Fazbear Inc. existed since 1962. This is the factory where everything began, responsible for diner after diner, pizzeria after pizzeria, and every animatronic existant in them. Fazbear Inc. mass produced lineages of animatronics. The factory ceased operating after rumors began spreading about it, and was shut down by its owner. No further elaboration is known as regards to what exactly led to this action.

 

Not much of the history of Fazbear Inc. is known, though it was recognized as one of the single and only largest animatronic producing industry and aswell as a fast food-processing factory in America. However, following repeated disappearances and rumors of murder cases inside the factory, many began to be suspicious of the company and often avoided its services. The employees in Fazbear Inc. that suspected what was going on behind the walls of the factory asked for resignation. Fazbear Inc. gained a infamous reputation of "Who gets a work in Fazbear Inc. never returns", and several rumors and suspections began rising about it. Eventually, it became a urban legend that was traditionally told by the local residents, relating claims about something hidding inside the abandoned factory, and allegations that. Fazbear Inc. was extremely stigmatized and had a sprawling sense of notoriety on the city.

 

The veterans who used to work at Fazbear Inc. refuses to cooperate with the authorities or reveal any legitimate information about the factory. Many of them claims to not remember it, fake a disease such as alzheimer, or provide unreliable answers of questionable credibility. Most of the other veterans have commited suicide at an old age, or disappeared to never be seen again.

 

The past employeers who refuse to reveal legitimate informations are most likely going through PTSD. One of the symptoms of PTSD is the refusal to answer anything about a stresful and impactful event.

 

Fazbear Incorporated has hid many secrets and horrors, never revealing its confidential data to the public or what happens inside the factory. It oddly stays very private and secretive, adopting covert and restrictive measures regarding its informations. Many have said that Fazbear Inc. haves a puzzling enigma that no one in the factory haves the guts to tell, a cipher that has been long hidden for many and many years and hasn't been broke ever since the animatronic plant was abruptly shut down and dubbed forgotten in the past. Many researchers have carried out furtive and strenuous analysis and examinations regarding the historic of the factory and what led to it's sudden abandonment, but all of the researchs ultimately led to dead-ends, which resulted in no plausible answers in the end. Since nothing came out of the thousands of researches, nearly every information about Fazbear Inc. was erased from investigation documents, deemed unaccountable. However, a single investigator on the decade of 2030 was hired by the American government with the duty to look into the cold case and explore the derelict industrial complex of Fazbear Inc. on a extensive investigative operation, to collect every possible data and search every possible information they can get by exploring the location. Are you already for the heinous horrors that lingers in this terrible place?

 

Trivia: Fazbear Inc. used to look completely different several decades ago when it still operated, but after it was abandoned and isolated it began rotting and succumbed into precarious conditions, a factory that turned so old and abandoned with time that years later it began looking like a different place and morbidly dilapidated, turning unrecognizable as a factory, to the point it began looking comparable to an "abandoned castle" or an Oubliette as stated by one of the ex-workers. The walls and floors got gradually old and dirty with age, cables loosened from the ceilling causing them to hang out, pipes damaged from hydrostatic pressure and caused water leakage forming puddles, pieces of the wall and the ceilling began falling out and spread what seemed to look like a rubble of pebbles or rocks across the floors, lights began to malfunction and flicker and insects began inhabiting the place. The mechanical rats that were made by Alison began traipsing around the walls and floors, some ate the decomposing corpses of the past employeers and the torture animatronics broke out, roaming freely inside the grounds of the factory.

Alison's intention while making Fazbear Inc. was to bring a technologically feasible yet innovative design. The third floor was where media could be stored and a location for reading productive books during the free time, fourth floor was used as hotel rooms for the employeers who worked during the nightshift

Fazbear Inc. created books with tales and stories for children to read. For this, Fazbear Inc. had writers, workers who wrote the books as extracurricular jobs to put in Floor 3, getting paid a higher amount.

Some bookshelves were put around Fazbear Inc. to remind workers about a information when they are in a floor, so the workers could pick a book off the bookshelf and remember it.

Fazbear Inc. has been manufacturing animatronics and automatons since 1958.

At the time Fazbear Inc. was built the infrastructure of Fazbear Inc. was made from brick walls, sandstone and cobblestone for a resistant infrastructure and to avoid time and costs for different materials that were more expensive at the age. Some floors in Fazbear Inc. were underground so the walls were made from stone materials for infrastructure in under the building.

The old animatronics were made by Fazbear Inc. by hollowing out the parts of the animatronic suit for the endoskeleton to fit in and sculpting out the shapes.

The animatronics in Fazbear Inc. were made through a variety of different manufacturing methods from handwork and manpower on the factory. The machine produced the pre-made base parts of the animatronic and rolled it through the conveyor belt, where the workers would sheath the parts with chenile fabric and hard clay through a ceramics-like proccess to shape the parts. The rest of the work would be made by mechatronic machines where the animatronic would be completed and ready for shipment. The base of the endoskeleton would be manufactured in separate parts by the machine and ready to be completed by the workers.

 

Fazbear Inc. haves predominantly victorian machinery along with vintage pre-modern 50's-70's technology. Alison started out with victorian machinery to make up for the more advanced machines that would require higher prices, so there was victorian machines that could do some of the work enough and were simpler in their functions. Alison designed an ideal and practical factory for various things. The bedrooms in Floor 4 as hotels for the workers during nightshifts, and the library of Floor 3 as a media documentation location. Floor 3, 4 and 5 were originaly empty locations in the factory, so Alison used them for different purposes. Fazbear Inc. haves many sinister decorations in it's secret floors that are apart of Alison's ideology and symbolic of the cult-like fascination of the factory. Statues were put inside the factory for unknown reasons other than to conform to the strange aesthetic appeal of Alison and his twisted motives.

 

Trivia: Fazbear Inc. logo is Freddy's Tophat with a wrench and a gear and it's namesake.

 

Outside

The outside is where you're at before Carson enters Fazbear Inc. Your car is parked at the side of the road, the front gates are locked and barricated, there is no way to enter. There is a wall that you need to jump through to the other side. You can backtrack the front of the building and look around it from behind.

 

The entrance is the external part of the edifice. A frontier separates the factory from the streets. Illuminators, spotlight reflectors, headlights, beacons, crates and a field of overgrown grass is over the area. The building takes a space of about 50,000 square feet. There are retaining walls made out of brick and barbed wire top fencing. At the back of the building, there are several crates and destroyed animatronic parts for no use, you can backtrack the front side of the building to search there. There are crickets chirping, mosquitos, wind whistling sounds, and distant noises far away. Transmission towers, factory chimneys, cell sites, utility poles and trees are visible from outside the barrier at a distance. Carson jumps over the wall across the streets and makes it to the front gates.

 

After Fazbear Inc. was abandoned, it was taken over by decline and gradual deterioration over decades, leaving behind only remains in the ruins of a crumbling factory. The metallic scent of blood, rot and decay. People who've soiled themselves in terror. 

 

Upon entering Fazbear Incorporated, there is a entrance and a hallway with some pipes, and a barricated door is at the end of the hallway. A manhole is somewhere around the location, leading down to the sewers.

 

Trivia: If you are wearing headphones and set your volume to 100%, you can occasionaly hear a ghastly voice whispering "Do not enter", "Do not go" and "You'll die in there" at the Entrance of Fazbear Inc. The whisperings gets louder when you approach the door.

When the player first starts Story Mode, there is a chance the Outside could be raining or not.

 

Elevator

The elevator is the automatic transport device used to travel through the various floors of Fazbear Incorporated. It haves no numerical options, only a up and down system. It is very old, with metal clad cables hanging from everywhere and two dark green wet windows at both sides. The player can looking behind by pressing S. Several elevators resides all through the factory. The player would have travelled through the elevator shafts located in the various floors of Fazbear Inc. Lynda may make apparitions in the elevator. It may have technical interruptions and malfunctions during the travels.

 

Trivia: A interesting detail is that when the elevator is turned on, the posters and cables are animated as if they're moving along with the force of the movement as the elevator goes up/down.

 

Floor A (Sewers)

Floor A is the sewage system of the factory. The dispense of used products, residues and etc is channeled to here. The ambientation of Floor A is unhealthy and uncared, some kind of gas is leaking out and running through the entire location. It is divided in catwalks and pathways, with walk sections and infrared illuminators as lamp beacons lighting up the place. White rails, some vertical, some horizontal, with some vertical rails having wheels on them. The floor has two pathways, one that Carson starts and the other that is an exit from this floor. There's also water flowing between the two pathways. It has light poles with a row of 3 green lamps. Wire entanglements and insulated water pipes/tubes lies around the area, alongside stacks of crates, locked doors, and piping valves.

 

There is no elevator in Floor A. Instead, the player will need to find the key for a door around somewhere and find a room with corridors leading to another lid with an ladder which will lead to Floor 1. There is a hose item in the sewers.

 

Torture Suits: None (The only enemy present in Floor A is currently Lynda.)

 

Floor B (Tunnels/ Invert Level)

Floor B is another underground floor which is said to be below Floor A. It is a crawlspace and tunnel. The tunnel sections are flooded with ankle level sewer water.

 

Torture Suits: Torture Vigo.

 

Floor C (Sub-Basement)

Floor C is a underground floor where the Torture Device is kept. The floor is only acessed through a specific cryptographic code pattern on the wall. The player needs to make the morse code have the number 2036. Upon acessing it, the player will need to go through a long set of stairs full of dried blood, descending into the location. The walls in Floor C are tiled and there are several drainpipes and crates. Unlike the other floors, Floor C is completely silent. This Floor could be acessed in a false wall behind the altar in Floor 5. When the player reaches Floor C, they've hit rock bottom and have no where else left to run, with only an empty animatronic suit slumped over the ground that is the idol seen in all the images and sculptures they've seen left through the factory. You have found it, the idol, in the deepest room of the factory, you make the choices to your ultimate fate now.

 

The passcode is 206348.

 

Torture Suits: Torture Device.

 

Floor 1 (Factory Basement)

Floor 1 is below ground level of the factory, it is underground. It is an deposit, an additional storage space. Items are stored here, and other artifacts. Plumbing, ceilling located cables, water tanks, engine pumps, iron fuel gallons, gas canisters, rocks, posters, propane containers, boilers, cable trays, chicken gates, metal frames, old animatronics, Fazbear Pizza's props, puddles, water leaking pipes, endoskeletons, and wood planks are found around Floor 1, along with crates and barrels that are found around the place, which were used to store parts, liquids (oil, water) and paint. Some entrances are full of hanging wires and cables while other entries are blocked by stones. Long, massive hoses are left on the ground sprawled across the location and leaking water. Floor 1 contains a maintenance/utility tunnel at some point. At some parts it resembles a maze. There would be a transition part here where the player would need to climb up a ladder leading to another area. This underground installation of the building is above Floor A. In floor 1 you can hear the cries of several dead children and employeers echoing in the walls.

 

After escaping the initial part of Floor 1, located in a cage, the player is in a lit up hallway with tiled floor and red and yellow lightning and many pipes and tubes on the wall and ceilling, along with crates, barrels, posters and other objects. On this hallway, there is a door, and the player needs to click it to get out of the hallway. There's another part of Floor 1 where the player is in an almost completely dark mildly-blurry pitch black area with many several wires hanging out of the ceilling with a distant locked cage and pipes and crates seen from the distance. They would need to hide behind walls when they see an animatronic running by. The animatronics can still run to left and right in this part, and the player haves to struggle with the darkness of the place in trying to find the key. Another piece of the same part of this floor would be in a dark unlit hallway-like location with more crates, wires hanging out of the ceilling and a boiler. Upon procceeding, the player is in another part of Floor 1 where they are in the Runtime Demo version of it.

 

There's a part in Floor 1 involving a Main Breaker puzzle. There's another part where the player needs to get their hands on a electrical panel while trying to prevent the animatronics.

 

Trivia: In the game, the player is actually trapped in Floor 1 with the animatronics trying to kill them. After the player manages to find the exit to the sewers they finds themselves trapped in floor 1 and must find a way to get out of the factory's basement.

Floor 1 seems to faintly resemble a dungeon or some kind of maze.

Floor 1 is a basement and coal cellar of sorts where the coal would be used to keep the manufacturing machine working. There are barrels with water and oil that would be used for refilling water tanks and machines in the building.

The workers in Floor 1 picked up coal to refill the manufacturing machine and cargo boxes with properties to ship to the establishments or assemble animatronic parts.

Sometimes the player can see a cockroach crawling on the wall. The cockroach will crawl away from the flashlight beam after.

In the first part of Floor 1 where the player is in a cage, if they press the tiles on the wall to digit the code "2036" they will get sent to a minigame.

If you look close enough, you can see there is dried blood, stained on the bars of the gate in Floor 1.

The boiler in Floor 1 haves a dried bloodstain, hinting that a employee might have died in the room.

There is "2036" written on one of the walls in Floor 1, in blood. It is barely visible but can be found if the player try to look close enough.

 

Torture Suits: Torture Lockjaw and Torture Foxy. (Later on: Torture Freddy and Torture Bonnie). (Later on: Torture Koly).

 

Trivia: In Floor 1 you can hear the whirring of boilers, the noise of pipes and distant machinery, along with muffled screams and ghost noises.

The "jails" on Floor 1 were used as secure storage cages where supplies and materials were stored inside. Alison also secretly used some of the secure storage cages as captivity to trap workers who were disobedient or slacked during the work.

 

Floor 2 (Machinery)

Floor 2 is a space of the building dedicated for mechanical equipments, no human occupancy is intended in this location, for it is a machinery complex. Boilers, CO2 tanks, brass pipes, plumbing, intermediate bulk containers, water canisters, air handlers, pressure tanks, spotlight projectors and water pumps are all around Floor 2. At the beginning of Floor 2, it is a narrow, damp-like location with many segments of rooms, hallways and alleys, partially underground, with some parts similar to a basement, due to being close to Floor 1. Electricity leaks from loosened cables can be heard from the hallways. The next following levels of Floor 2 are above the ground level and presents a more industrial and occupied setting. It then presents furnaces, generators, central heating systems, steam engines, heat exchangers, chillers, water heaters, and other mechanical units.

 

At some point in floor 2 there would be a part where the player would need to rearrange a set of gears in the right pattern and spin a hand crank to open a locked malfunctioning door.

 

In floor 2 Torture Lockjaw will appear very close to the player at the right side of their view when they're near a boiler and the player could see his face from up close looking at them.

 

There is a puzzle in floor 2 where the player would need to fill up a boiler with fuel and power it up.

 

Gas compressor puzzle: The player will have to There's a part in Floor 2 where the player needs to fix and power up a generator in a machinery room while having to survive Torture Freddy and Torture Chica sneaking from behind the pipes and objects.

 

Torture Suits: Torture Lockjaw and Torture Freddy. (Later on: Torture Chica.)

 

Trivia: Floor 2 is described as a location with a quite humid and steamy ambient at it's initial parts, as there's many water puddles and bundles of rocks which makes it predominantly damp. However, at the more mechanized locations of Floor 2, it haves a hotter temperature due to the many brass pipes, boilers and machinery being present, and the ground being made out of a steel flooring.

Floor 2 looks slightly familar to SCP-015 and the Level 2 from Backrooms.

 

Floor 3 (Library)

Floor 3 is the archives library of Fazbear Inc. Volumous in size, Floor 3 haves several bookshelves and books scattered around the floor, along with pipes, ladders, typewriters, printers, chandeliers, pillars, sculptures, endoskeletons, victorian furnitures and a statue at the center. Fazbear Inc. published informations about animatronics, engineering and manufacture assembling as books and were archived on Floor 3. Some parts of Floor 3 have rooms with chairs and tables. Employeers used to go to Floor 3 as a reading hub to read instructive books about engineering, robotics and appliance of technical concepts, so they can get more informed, instructed on mechanics and consume more knowledge about manufacturing animatronics more efficiently. Aside from this, it was also partly used as a lounge for common enteirtanment for employeers during their free time, reading books. Aswell as supplementary activities like writing and divulging articles, files, archives, records, reports, descriptive materials, and informative media. When a establishment is opened by Fazbear Inc. articles about it are made and stored in Floor 3, the historical record of Fazbear Inc. is documented and kept in Floor 3, and other informations about the factory like parts of it's layout, diagrams about animatronics and other things.

 

You need to be silent in this floor, as Torture Sugar is the most active in here. Loud sounds might attract him. He's also incredibly fast, adaptative, aggressive and quick to react. He is chasing you down as you walk through the bookshelves sections. You can mislead him by crossing another hall, where he will get lost and take some time to find you again. Torture Sugar could also get to you by surprise. As you walk through the book sections, he could come from a hallway near you and appear at your path, behind you, or hiding behind a bookshelf.

 

Floor 3 is dark and massive. It haves several segmented sections of bookshelves and antique furnishings. The darkness in this floor feels strange and unnatural. The sideways are pitch black and no ceilling or walls are visible. There are swarms of spiders in Floor 3 and the player would need to defend themselves from them.

 

Schrödinger's Cat: This would be a event where the player wouldn't be able to locate where Torture Sugar is. This means he could be at absolutely anywhere, at any direction, or hidding at any spot. The player wouldn't be able to know if he was gone or if he was still close to them somewhere by a nearby area.

 

At the first part of Floor 3, the player is in a FNAF-4 like mechanic. They can only remain on the center and peek to the left or right hallways while they need to find the exit hidden among the bookshelves to proceed. At the second part, they'll need to search for a key hidden somewhere to open the gate and be able to roam around the library like a labyrinth, returning to the main spot if they follow the route of the entire maze. At the third part, they'll be in a maze-like mechanic where they need to walk through various segments of hallways to find the exit, while Torture Sugar hunts them down. The player can cross another booksection to mislead Torture Sugar, where they will see the animatronic running to a different direction from the spot they're in, but he can find you again and ambush from behind bookshelves or pipes. Torture Sugar can sometimes appear in front or behind of the player while twitching. There will also be books with hints, tips and crucial informations along the way while the player haves to confront and defend themselves against Torture Sugar. In the Runtime Demo of TROF5, the player could've been able to climb a ladder that leads them to the top of the bookshelves. The player could see the walls when they're on the top section of Floor 3. There is a ladder on the wall that leads to a vent which the player can go through to progress to Floor 4 quicker.

 

Torture Suits: Torture Sugar and Lynda.

 

Floor 4 (Sleeping Quarters)

Floor 4 is the sleeping quarters of Fazbear Inc. Sectors of bedrooms are found around the location. There are several bookshelves, televisions, chairs, drawers and cabinets around the area, plushes scattered, hanging cables, diaries, paper notes, portraits, lampshades, desk lamps, and child-friendly posters, pictures and drawings of animatronics attached to the walls. Some piping and flickering lights are also present. The rooms of Floor 4 were used as small hotel bedrooms for the employees who worked during nightshifts. Each room was compartmented for a employee to take place. Floor 4's gameplay is mostly sit and survive sections with a few free roams.

 

The player can interact with the furniture in Floor 4. Shelves, cabinets, drawers and wardrobes are present in this floor, containing various items and supplies. The players could check the drawers to find valuable items to help through their exploration. The player could also hide under beds, inside closets and other objects.

 

After finishing the first part of Floor 4, the player is in a room with a single long hallway leading right and would have to survive agains't Torture Kitty appearing and peeking out on the hallway. Torture Kitty would "barricate" you from proceeding further, and you would need to wait until the torture animatronic leaves so you can proceed into the next parts.

 

Trivia: The drawings on Floor 4 were made by the Jester's son and he put them on the walls after his son died, as souvenirs.

Clicking on the posters in Floor 4 will send you to minigames.

It seems to look like a bit like the bedroom from FNaF 4 and the house from P.T.

There are propane gas tanks on Floor 4. The player could go on one of the two doorways and return to the main room.

The player can explore the rooms of Floor 4.

Floor 4 layout is similar to a hotel. there are many section of hallway segments with rooms that were the hotel rooms originally occupied by employeers.

Floor 4 is about the size of an average house.

 

Torture Suits: Torture Kitty, The Beast and Lynda.

 

Floor 5 (Chapel/Cathedral)

Floor 5 is similar to a sanctuary. It has some pews and a caged altar with a cross in the middle. There's a employeer's decomposed corpse locked inside the cage and many paper notes spread around on the ground. Stairs, crawlspaces, candlesticks, effigy, sculptures and pulpits are a aspect of this floor. A statue of the Torture Device makes appearence here. Floor 5 seems to have tunnel hallways with several arched pipes. Two huge cages are on the left and right side of the room with an altar on the middle. The Beast is on Floor 5 walking in circles. The player needs an crowbar to pry open the bars blocking the crawlspaces on the left and right of the central area and needs to crawl through a crawlspace on either of the walls, where one will lead to a room, and the other will lead to Floor 6. They could explore the rooms of the 4 doors located in Floor 5. Floor 5 was also used as a clandestine morgue graveyard home. During the factory's lifetime, Floor 5 was used as a hidden chancel-like location where Alison would have meetup occasions with a group.

 

Floor 5 was a floor hidden from the rest of the factory. This floor was built by means of bribery and chantage, with the purpose of manipulating employeers into believing Alison and convincing them of his ideology, and that they relied on. The employeers would be forced into praising and adoring the Torture Device statue as if it was a religious deity, like a cult of sorts, led by Alison, who offered them prosperity and luxury unalike to that of the typical workers of the factory by partaking into these activities.

 

Torture Suits: Torture Kitty, Torture Buster, Torture Freddy and Torture Chica.

 

Trivia: The player can hide under the pews in Floor 5 by pressing Shift to crouch.

There are corporate furnitures on Floor 5 such as shelves and desks.

 

Floor 6 (Storage Room)

Floor 6 is a pitch black room with several metallic pipes, crates, flickering lights and some wires hanging out of the ceilling, with a reddish hue all around. There is heat distortion effect in some parts of this floor. At the entrance of Floor 6 there are several tiny and medium-sized metallic modular pipes segmented in rectangular and circular shapes that makes up what seems to be an arch-shaped gate ahead of the player, made out of metallic pipes. Inside the gate lies what seems to be massive cables resembling "wood trunks" from a distance in the darkness, along with more pipes flashed up by the light's beam in the middle of the complete darkness. Due to the floor being completely dark, the sight of perspective is slightly blurry, and barely any source of illumination can be seen other than the dim yellow lighting reflecting on the metalic pipes. Long, curled cables are hanging out from the ceilling down to the ground, leaning over the gate. The ground seems to be made out of a blue cobblestone material. An ominous unknown static object stands at the far left corner, possibly just a pair of pipes and cables or a pillar. The player must find the key to open Floor 6 gate left somewhere else. They could return to Floor 5 to search for the key left in a spot on Floor 5 and go back to Floor 6, to open the gate once they've found it. An torture animatronic is inside the gate of Floor 6 and can occasionaly appear. The player would need to wait until the animatronic goes away. Once entering Floor 6, there is another golden gate far ahead of the player that cannot be opened by a regular key, with crates and wood planks stacked on the wall inside the room, and a Buster poster lying by on one of the crates. Floor 6 seems to be a tunnel of several arched pipes.

 

Steam from the machinery can be heard in this floor.

 

Torture Suits: Torture Springbonnie, Torture Freddy, Torture Buster and Torture Puppet.

 

Floor 7 (Warehouse)

Floor 7 is a warehouse with tons of several many ceilling located cables hanging out, bookshelves and many stacks of crates and posters lying around along with racks. There are ominous statues in the dark that can sometimes be mistaken for an animatronic in the distance. A blue-ish fog is all around Floor 7. Dismembered animatronic parts can be found here too.

 

The player might find Torture Puppet lying by at stacks of crates or behind them while looking at the player with it's head leaned and empty eyes, and if the player find the Torture Puppet they would need to cross a parallel path and turn their flashlight off. If the player fails on doing that, they will be jumpscared by Torture Puppet. Sometimes the Torture Puppet would be found behind a cage too. The Torture Puppet can only be found in a extremely dark and unilluminated specific part of Floor 7 that the player would have to explore.

 

Theres a door on Floor 7 that can only be opened with a different type of key. There's also a part where you need to solve a morse code on a device located on the wall.

 

Torture Suits: Torture Toony, Torture Chuck and Torture Tealer.

 

Floor 8 (Engine Room)

Floor 8 is a engine room that is considered the lifeforce "bowels" of The Machine. Many hallways, pipes and machines can be found. The walls, ceilling and ground are made out of cobblestone, and the hallways are illuminated by infrared illuminators. Several green pipes are around the areas of Floor 8. There are posters, and pipes on the walls and ceilling. Many rubble and debris is scattered on the ground.

 

In TROF5 Floor 8 haves biological hazard from methane gases leaking from the pipes, making it a dangerous environment to explore without proper equipment. The player would need to fix the pipes and stop them from leaking the methane gases in order to proceed to the next floors.

 

Torture Suits: Torture Springbonnie, Torture Freddy and Torture Nightbrid.

 

Floor 9 (Torture Chamber/Human Slaughterhouse)

Floor 9 was a secret room in the factory,. It was, as the name implies, a location specifically built for the infliction of torture, and a human slaughterhouse. This was a illegal and obscured room from the rest of the facility. It is very dusty with cobwebs everywhere. Along side this there are meat cleavers, hooks, chains, ropes, knives, slaughter equipment, scourge devices, dead corpses, intestines, and eyeballs and piles of papers spread all over the floor. Stains of dried blood would be seen everywhere in the walls and floor, along with water puddles and body parts scavered all over the place and bloodstained shackles and slip hooks gripped on the ceilling. Faint fog and smoke runs around the location, and rooms similar to slaughterhouses are found here, along with a butchery. Customers organs and bodies were taken there to be harversted and sold out for organ and human trafficking. Employeers who tried to rebel against Alison, revealed a important secret, negatively influenced the reputation of the company or broke severe rules were taken to this floor and punished and enforced into Alison's cult, if they had the chance to get out alive. Many people were held under captivity in this room inside cages like pigs to be butchered and got their organs or body parts sold out for money.

 

In some parts of Floor 9, the ceilling is high up above the player's head, giving The Beast an advantage to move quicker and have freelier movement.

 

To enter Floor 9 the player would have to go through a hidden staircase in Floor 8 to access an elevator.

 

Cockroaches can be seen crawling on the walls and ceilling. There's also a skeleton with torn clothes found in this floor. One part of this floor haves a rock.

 

Torture Suits: The Slaughter Crew Boss Fight (The Beast, Torture Saber and Torture Buster).

 

Floor 10 (Power Room)

Floor 10 is a space of the edifice designed for the housing of electrical equipments and the "liver" of The Machine. Equipments such as switchgears, circuit breakers, transformers, fuse-switches, relays, wiring closets, electrical panels, and busbars are found in this space. Other things such as distribution frames, cable trays, carbon dioxides, propane tanks, electricity meters and fire alarm control panels also resides in this floor. The area haves a motor control center and a battery room, and a maroon orange-ish hue with dim illumination.

 

Torture Suits: Torture Puppet, Torture Saber, Torture Toony, Torture Ice Cream Man and Torture Ripdoll.

 

Floor 11 (The Core)

Floor 11 is a control room. There is also a monitor room located in it, with a set of CCTV footage cameras installed through the factory. This is where The Machine is located. The Machine is dormant and deactivated for several decades. It is the central manufacturing device, the hivemind power plant of the factory in the top of the production chain. The manufacturer device extends through all of the building, as a widespread mainstream roller. It is the heart, the motherboard of the factory. It was sabotaged and created the Torture Suits and every generation of animatronic that has ever existed, and will keep being used to create more and more animatronics if it isn't destroyed. The player could end all of this right now and destroy all toils tied to it.

 

Floor 11 is divisioned in the Coolant room, the Reactor and the Core.

 

Floor 11 is where lies the conveyor system of the factory. There are pulleys with unfinished animatronic products and shipment crates. Several stacked boxes and barrels up palletes, rollers, steam leaking pipes and froze-production processes lies inactive around the area.

 

After the abandon of the factory, Floor 11 turned old and decrepit like the rest of the floors, and the machines got defective. Used copies of original pre-existent animatronics are scattered around this floor, aswell as missing parts and entire members of other animatronics, endoskeletons, decommissioned bands and concepts, and parts of every Animatronic of every generation Fazbear Incorporated has ever produced. There's also a abandoned room where animatronics were used for testing.

 

Torture Suits: Torture Device (Final Boss Fight)

 

Torture Suit Function

 

bbfhj.gifThe torture suits are the fearful monstrous machine who wanders around the grounds of Fazbar Inc. Killer animatronics, machines built for slaughter and humankind's eternal extinction. They are deformed and broken down vicious versions counterparts of the original animatronics, sentient and monstrou violent robots who roam around the floors of the factory. They were designed to bring the apocalypse to the world. They can run fast, and cooperate with each other.

 

The torture suits are lithe and agile, their systems works like that. Similar to the Boston Dynamics Robots, they can run at surprising speeds, jump, and climb objects. The torture suit haves the ability to open doors autonomously and detect threats. Once a threat is detected, the torture suit will track its presence and go before it to eliminate the enemy. The torture suit will never stop, no matter what, it will try out every form to complete its task. They're like the skynet terminators. The torture suits began being created around 1962.

 

Given its naturally facinorous nature, the Torture Suit is the fusion of a mech with a human and a slaughter tool.  Normally the torture suits weighs about 190 pounds and stands at the cyclopic height of 6'7 ft tall, and it varies according to the factors of each suit, The Beast is a exception, its height stands at the magestic 8'1 feets and at the colossus weight of 600 pounds.

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The jaw of the torture suit is supported by retractable spring bolts, spring plungers, (sometimes metal clad cables), hydraulics, locking levers, pivot joints, sprockets, wires and chain drives. When the torture suit moves its jaw, the gears moves along with the chain drives that articulates their jaws, generating mechanical energy for movement. The sound of this processual machining can be heard during the jumpscare. The flexibility of a torture suit's jaw support can stretch up to fit a human head inside.

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Some torture suits have cogwheels attached to their endoskeleton joints. Upon arm movement, these gears spin. When the machine's arm are inactive or not moving, the cogwheels remain inert. Sometimes, these cogwheels were added there for a additional mechanic support, either for pneumatic reasons, constraints, or for balance and abling movement.

 

A torture suit's movement is moderately noisy. When they move, sounds of robotic mechanisms, machinery and motor engineering can be faintly heard coming inside them. The clicks of gears, the clacks of metal, the whirring of motors. They make gear shifting noises. Their footsteps are also very heavy. When they run, sounds of some kind of liquid is heard shaking inside them. They can also look around, by moving their eyes at a 180 degrees angle. They can look up, down, left and right, smoothly, and in a uncannely human fashion.

 

The torture suits were the result of a failure in the conveyor machine, and were built by Alison. They're Alison's inventions.

 

The Torture Suits are made of a foam with cloth padding, porcelain clay-like material, along with fabric. Over the time, this material obvliously wore up, and began decaying turning tattered, exposing the innards of the robots.

 

Endoskeleton

The endoskeleton of a torture mech is made of forged iron and composed by sets of metal frames, pinions, pistons, actuators, hydraulics, motors, rotatable wheels, pneumatics, cardans, homokinectics, cogwheels, wires, knives, needles, daggers, syringes, rotors, and sensors. It is a modified prototypical version of the original endoskeleton, altered to work as as a torture device. Although the endoskeleton and its mechanism doesnt takes up much space and dont have to much machining, for practical reasons to fit a person inside. The endoskeletal jaw consists of metal casting systems, hydraulics, screws, bolts and joints, with a bite force equivalent to 650 pounds square inch.

 

The sensors in the endoskeletal structure reacts upon a determined external stimulation, consequently resulting in a specific movement or triggering a mechanism. When a Torture Suit screams, their endoskeletons jaw move to reproduce the sound and mutilate anything inside. The hydraulics of a torture suit is powered almost entirely by blood. The sanguinary liquid ables them to perform actions that exceeds mechanical limits, they are fueled by blood. There are mummified corpses inside the endoskeleton that have been rotting for 86 years, with barely anything lasting. The tissue have rotted away leaving only remains of bones and decayed tendons.

 

Torture Mode

By pressing the deploy button, immediately upon activation, thousands of needles and knives instantly spikes and stabs the person in every part and angle of the body. The person will have a initial severe electric shock as a reaction due to pain, before profusely bleeding. The needles that pierced the person will begin exsanguinating blood from every organ and component in the body from all sides and extract blood out from all veins, arteries, nerves and blood vessels from the nervous system to dry it out from head to toe, storing the blood inside the needles throughout the mechanisms of the suit like a blood tank. The blood is used as fuel to power up the torture machine. The person's body is dried from all its blood and turns bloodless. The organs turns white and soft, the exsanguinated body gets pale and the pupils disappear, the victim dies a visceral and excruciating agonizing death, and the rest of the body goes through unimaginable horrors to completely incorporate into the torture suit, rebirthing on a body of steel with a new torturous life of pain and suffering.

 

Programming of a Torture Suit

Torture suits run on blood, the blood and its components (i.e plasma and etc) are their source of energy. The hemoglobin (a substance that transports air that can be used as air compressors for the torture suit) is contained in metallic hydraulics that conserves the blood for eternity. The Machine and Alison built them as animatronics with faulty wiring, who for unknowable reasons still functions to this day.

 

Torture suits are mechs with the purpose of killing, built for slaughter. They have a monsterous and vampiric nature, avoiding bright lights and having a irritable sensitivity to the same. They're said to be bloodthirsty and vengeful, meaning they're eager to shed blood and murderous. They're found to show ruthless violence and aggressivity in their forms of killing, stabbing a organ, tearing a member, biting out a part of the body, sometimes even physically attacking with punches, and ripping faces off. The torture suits can break through doors.

 

Alison made the Torture Suits as prototypes of the original animatronics, like distorted, nightmarish and slaughter versions of childish mascots, as a special form of punishment. After the abandon of Fazbear Inc, the torture suits broke out of the hidden rooms and nowadays are machines who roams the floors of the factory. They know the layout of Fazbear Inc and how to get in each place, because they used to be workers there.

 

Blueprint of a Torture Suit

Torture suits are represented on tridimensional diagrams informing of how they work and what they can do. Behind the eye of the torture suit is a composite conjunction of wires, gears and engines. Visible light sensors are embedded in the systematic organization of the eyes, rendering images of the environment and abling optical perception for the mech. Audio tracking and light detection guides the torture suit to a determined subject. The torso is specifically designed similar to a rib-cage, and the rest of the endoskeleton is spaced out in oval geometric shapes, with only a iron pipe between the center of the circunference connected to a joint, forming articulation points, abling dynamic movement.