Route pressureMidgame planningBetter than scattered notes

Salvage is the run planner hiding inside the horror game.

Players often treat salvage like flavor between nights, but it is really the switchboard for future pressure, route access, and late-game readability. This page keeps the logic clean: what salvage changes, when to keep it light, and when to commit.

Salvage controls more than item collection

Think of it as the backstage crew that quietly rewires the rest of the week.

Future pressure

Salvaged threats do not stay in free-roam. They become later-night workload and can turn a readable week into a crowded one.

Route gates

Mask, salvage, Susie overlap, and true-ending prep all depend on what you commit to before the finale.

Files and money

Talbert files, shop timing, and route-specific resources matter more once you stop treating salvage like optional flavor.

The safest salvage rule depends on your goal

First-clear players and route hunters should not salvage the same way.

First clear

Keep the roster readable. If you do not know why a pickup matters, assume it can make later nights heavier.

Route runs

Once you know the target ending, salvage becomes deliberate route work instead of opportunistic collecting.

Clean hand-off

If you are no longer asking “what changed” and are now asking “what unlocks,” move into the unlock page.