Five Nights of No Mercy 3: Dead Air

Five Nights of No Mercy 3: Dead Air is the third installation to the first No Mercy game concept created by user XxXWitheredToyBonniexXx/WTB. The game concept's third installation was posted August 15th, 2017 on his DeviantArt and the series is still currently running, the final installation being worked on.

FIVE NIGHTS OF NO MERCY 3: DEAD AIR
'' After only being open for a year, a group of activists rebel against the harsh conditions of the second location. After seemingly forever of heavily complaining about the location's greasy and filthy environment, disgustingly-sexualized animatronics, careless workers and employees, the lack of safety of the animatronic Wireframed Daliborka who had been nicknamed Endolimb, and constant lack of budget and time, the place is investigated by health inspectors and is shut down due to its horrible conditions. Upset after his masterpiece is being taken away from him, Riley Martin, the owner of the location, sets the building on fire and burns it to the ground before vanishing from the public. ''

''All of the animatronics, numerous props, and parts from the building were salvaged, some half-burnt and some melted beyond recognition. All of them were relocated at a warehouse across town. The original night-guard from the second location, Tyler Davidson is suddenly hired by the new owners, Gary Rhodes, Wyatt Anderson, and Stella Chambers to watch over the building. Make sure nothing breaks in or breaks out.''

Except some things want to break you.

ANIMATRONICS:
OLD SETH: (Now nicknamed Old Old Seth/Very Old Seth)

Old Seth has gotten even worse. The rips under his eye-sockets and lower jaw are now worse, exposing more of his endoskeleton head. He has now lost the suit on his right lower-leg, both upper-arms, right shoulder, and lower jaw. His right eye is now missing with a mess of loose wires protruding from the socket and his left eye has been reduced to an endoskeleton eye. His neck has also been torn open to the point where it reveals his endoskeleton neck entirely, a huge chunk of his mask where his left ear once was has been completely torn off to reveal some of his endoskeleton head, and a huge rip has formed on his stomach that has stretched down, revealing his endoskeleton pelvis and lower-torso/waist. Both of his kneecaps are also now missing to reveal his endoskeleton joints. He also appears to lack more hue and saturation as his suit is darker and his tail has been shredded to bare endoskeleton. More loose wires are also visible and his remaining suit parts have more rips and holes.

OLD PLATINUM SETH: (Nicknamed Old Old Platinum Seth/Very Old Platinum Seth)

Old Old Platinum Seth has suffered a similar fate to Old Old Seth. He has his appearance and similar damages but with some differences. His new rips and holes are the same size of the ones on Old Seth but partially shaped differently, a few extra loose wires are visible, and his only ear is now missing with a few loose wires poking out where it once was. Similar to Old Old Seth, his suit appears to lack more hue and saturation as it is now darker.

PROTOTYPE SETH:

Prototype Seth is a prototype counterpart of Seth and was made before the existence of his modern model. His appearance is very different from his original appearance. His body loosely resembles his Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure.

Prototype Seth is very withered with the lack of suit on his right arm (shoulder, upper-arm, and forearm), left upper-arm, left shoulder, right leg (thigh, kneecap, and lower-leg), left thigh, and the toes on his right foot. He has numerous holes and rips on his face, torso, and remaining suit parts with a missing right ear with loose wires poking out where it should be. His left eyelids are halfway stuck over his left eye and a massive portion of the suit on both the back of his head and upper-back have been torn off.

PROTOTYPE LUDOMIR:

Prototype Ludomir is a prototype counterpart of Ludomir and was made before the existence of his modern model. His appearance is very different from his original appearance. His body loosely resembles his Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure.

Prototype Ludomir is very withered with the lack of suit on his pelvis, both thighs, left foot, right forearm, the fingers of his right hand, right ear, and his lower jaw. He suffers from an endoskeleton left eye, a missing left arm with a trail of loose wires pouring out of his left shoulder, and his tail and whiskers are mostly shredded with nearly all of his endoskeleton tail visible. He has numerous holes and rips on his face, torso, and remaining suit parts along with a huge rip partially vertically across his lower-back.

PROTOTYPE ARTHUR/ANDREW:

Prototype Arthur/Andrew is a prototype counterpart of Arthur/Andrew and were made before the existence of their modern models. Their appearances are very different from their original appearance. Their body loosely resemble their Wireframed counterparts with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure.

Prototype Arthur/Andrew is very withered with the lack on his entire torso excluding the pelvis, right hand, left upper-arm, both shoulder coverings, both lower-legs, and both feet. They are also missing their left forearm and left hand with a trail of loose wires pouring out of their left elbow. They have numerous holes and rips on their faces and remaining suit parts. Their heads are quite damaged with Arthur's head featuring an endoskeleton left eye and a huge portion of the left side of his head torn open to reveal some of his endoskeleton head while Andrew is missing the upper portion of his mask to reveal his endoskeleton head and the suit on his lower jaw. Luckily, he still retains the lens on both of his eyes. The mask of Prototype Andrew can be seen on one of the cameras resting on a crate and seems to be in intact condition.

PROTOTYPE RADOMIRA:

Prototype Radomira is a prototype counterpart of Radomira and was made before the existence of her modern model. Her appearance is very different from her original appearance. Her body loosely resembles her Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure. Her curvy body has been dumbed down a little bit.

Prototype Radomira is very withered with the lack of his suit on both of her forearms, right hand, and her entire lower-body (pelvis, thighs, kneecaps, lower-legs, and feet) but with the exclusion of the suit on her right foot. The lower-half of the suit on her torso has been shredded open. She also appears to be missing her left eye as well with a small stump of loose wires poking out of her left eye-socket. She has numerous holes and rips on her face, torso, and remaining suit parts. The spines of her mohawk appear chipped and her tail and fins are covered in minor tears. Her guitar is also absent as well.

PROTOTYPE DALIBORKA:

Prototype Daliborka is a prototype counterpart of Daliborka and was made before the existence of her modern model. Her appearance is very different from her original appearance. Her body loosely resembles her Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure. Her curvy body has been dumbed down a little bit.

Prototype Daliborka is very withered but she actually appears to be the least withered prototype. She is merely missing the suit on her left thigh, muzzle/upper jaw, the toes on both of her feet, and the fingers of her right hand. She has a few minor rips on her face, torso, and remaining suit parts along with a rather long tear across the underside of her tail, a huge chunk out of the suit on the center of her middle-back ripped off, and large tears on the top of her wrists and ankles. She also appears to have an endoskeleton right eye and her tribal clothing have been torn more, revealing more of her thick thighs and chest but not entirely.

PROTOTYPE CYRUS BADJAW:

Prototype Cyrus Badjaw is a prototype counterpart of Cyrus Badjaw and was made before the existence of his modern model. His appearance is very different from his original appearance. His body loosely resembles his Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure.

Prototype Cyrus Badjaw is very withered with the lack of suit on his right forearm, right shoulder covering, both lower-legs, right foot, and some of his waist to expose some of his endoskeleton torso. He is most noticeably missing his entire left arm with a stump of loose wires poking where his left shoulder once was along with the lack of a right hand with loose wires poking out of his right wrist. Both of his jaws are covered in tears while his torso and remaining suit segments are covered in holes and rips. His tail is the least torn-up with some minor holes on the top and sides of it.

PROTOTYPE FINN:

Prototype Finn is a prototype counterpart of Finn and was made before the existence of his modern model. His appearance is very different from his original appearance. His body loosely resembles his Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure.

Prototype Finn is very withered with the lack of his entire left arm including the shoulder and hand along with the suit on his entire lower-body (pelvis, thighs, kneecaps, lower-legs, and feet). Nearly the entire right side of his torso has been ripped open to reveal his endoskeleton torso. His jaws also appear unhinged in a similar fashion of Withered Chica with strained unbroken wires and both of his endoskeleton jaws present as the suit on his outstretched lower jaw appears to be loose as it sways when he walks. He appears to missing both of his eyes with loose wires poking of both of his eye-sockets as well. He has numerous holes and rips on his face, torso, and remaining suit parts.

PROTOTYPE CYNTHIA:

Prototype Cynthia is a prototype counterpart of Cynthia and was made before the existence of her modern model. Her appearance is very different from her original appearance. Her body loosely resembles her Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure. Her curvy body has been dumbed down a little bit. She features 4-segmented ears and her suit texture appears to be more melted and moist.

Prototype Cynthia is very withered with the lack of suit on her right forearm, right hand, entire right leg (thigh, kneecap, lower-leg), left lower-leg, and right foot. She is missing the uppermost segments of her ear and the 2nd highest upper segment of her right ear while she is also missing the suit on the remaining left 2nd uppermost segment and both of 2nd lowermost segments. Both of the sides of her head have large rips, revealing a majority of her endoskeleton head along with the rim of her right eye-socket. She also suffers from an endoskeleton right eye and a missing left hand with a trail of loose wires pouring from her left wrist. She has numerous holes and rips on her face, torso, and remaining suit parts.

PROTOTYPE BUSTBERTHA:

Prototype Bustbertha is a prototype counterpart of Bustbertha and was made before the existence of her modern model. Her appearance is very different from her original appearance. Her body loosely resembles her Wireframed counterpart with a blocky set of jaws, an upper jaw resembling that of some sort of bloodhound-like canine, less vibrant colors, and a slightly-hunched crude body structure. Her curvy body has been dumbed down a little bit. She seems to feature 8 arms and 8 eyes almost similar to an arachnid.

Prototype Bustbertha is very withered and probably the most withered out of the prototypes. She is missing the suit on her right thigh, lower-leg, and left foot along with the lack of kneecaps. She is missing the lowermost set of arms with only a set of endoskeleton upper-arms and elbows with two long trail of loose wires pouring from the endoskeleton elbows. The set of arms above that which is the second lowest set of arms features the lack of suit on the entire left arm including both of the shoulder coverings and left hand. Meanwhile, the set ABOVE THAT set which is the second uppermost set of arms features a missing right forearm and right hand with loose wires pouring from the right elbow along with an endoskeleton right upper-arm, right shoulder, and left upper-arm.

The uppermost set of arms features a bare endoskeleton right arm including the shoulder and hand with a missing left hand with a trail of loose wires pouring from the left wrist. Meanwhile, her torso features numerous damages including the lack of suit on her upper-torso excluding some of her upper-back, the area around her left collar-bone, and all of her chest. Her head and 4 columns of 4 eyes each feature major damage. The second uppermost right eye, the lowermost left eye, and uppermost left eye are all missing with loose wires poking out of her eye-sockets. Both of her second lowermost eyes are bare endoskeleton eyes and her lowermost right eye is popped and dangling from its suit. She also appears to be missing her lower jaw with loose wires pouring out of its socket and the left side of her mask has been ripped open to reveal the left side of her endoskeleton head. She has numerous holes and rips on her face, torso, and remaining suit parts.

AURORA ALPHA: (Nicknamed Alpha)

Aurora Alpha is the incomplete remains of a Platinum Ludomir fused with Wireframed Seth, Wireframed Ludomir, and Ashlyn.

Aurora Alpha's body is composed of numerous parts. Her body is composed of endoskeleton parts with similar parts in a similar fashion of Wireframed Daliborka/Endolimb. The body is loosely covered in the suit covering parts from Wireframed Seth, Wireframed Ludomir, and Ashlyn all torn-up, ripped, and ragged. The main head appears to belong to Ashlyn as a majority of the right side of her face has been torn off to reveal some of her endoskeleton head. Two multiple-segmented limbs are tipped with the heads of Wireframed Seth and Wireframed Ludomir. The upper-half of Wireframed Seth's mask is now missing to reveal his endoskeleton head and the suit on his lower jaw and Wireframed Ludomir has a broken lower jaw hanging from the left hinge and a popped and dangling left eye. The missing portion of Ashlyn's face and the rest of Wireframed Seth's mask are located within the body. Some crudely-painted and mostly-fainted suit parts from the incomplete Platinum Ludomir are also present.

AURORA BETA: (Nicknamed Beta)

Aurora Beta is the incomplete remains of a Platinum Arthur/Andrew fused with Wireframed Andrew, Wireframed Arthur, and Christina.

Aurora Beta's body is composed of numerous parts. Her body is composed of endoskeleton parts with similar parts in a similar fashion of Wireframed Daliborka/Endolimb. The body is loosely covered in the suit covering parts from Wireframed Andrew, Wireframed Arthur, and Christina all torn-up, ripped, and ragged. The main head appears to belong to Christina as her ears are hanging forward and she is missing the suit on her lower jaw. Two multiple-segmented limbs are tipped with the heads of Wireframed Andrew and Wireframed Arthur. Both of their heads merely suffer from some rips and holes on their face along with Andrew having an endoskeleton right eye and Arthur having an endoskeleton left eye. The missing suit on Christina's lower jaw and the missing lens of Wireframed Andrew and Arthur are located within the body. Some crudely-painted and mostly-fainted suit parts from the incomplete Platinum Arthur/Andrew are also present.

AURORA GAMMA: (Nicknamed Gamma)

Aurora Gamma is the incomplete remains of a Platinum Radomira fused with Wireframed Radomira, Wireframed Cynthia, and Wireframed Cyrus Badjaw.

Aurora Gamma's body is composed of numerous parts. Her body is composed of endoskeleton parts with similar parts in a similar fashion of Wireframed Daliborka/Endolimb. The body is loosely covered in the suit covering parts from Wireframed Radomira, Wireframed Cynthia, and Wireframed Cyrus Badjaw. The body features 4 heads instead of 3 unlike the others as the main head is a bare endoskeleton head that appears to be from the Platinum Radomira herself. Two multiple-segmented limbs and one of her legs (mounted over the foot, leg is left leg btw) are tipped with the heads of Wireframed Radomira with her face torn open to reveal her endoskeleton face, Wireframed Cynthia with a majority of the suit on her ears and both jaws torn open, and Wireframed Cyrus Badjaw with a missing lower jaw and both endoskeleton eyes (the head mounted over the foot is Cyrus btw). Wireframed Radomira's torn-off face, the remains of the suit on Wireframed Cynathia's ears and jaws, and Wireframed Cyrus Badjaw's lower jaw and lens on both of eyes are located within the body. Some crudely-painted and mostly-fainted suit parts from the incomplete Platinum Radomira are also present.

AURORA DELTA: (Nicknamed Delta)

Aurora Delta is the incomplete remains of a Platinum Daliborka fused with Wireframed Daliborka/Endolimb and Wireframed Finn.

Aurora Delta's body is composed of numerous parts. Her body is composed of endoskeleton parts with similar parts in a similar fashion of Wireframed Daliborka/Endolimb. The body is loosely covered in the suit covering parts from Wireframed Daliborka/Endolimb and Wireframed Finn. The main head appears to be the second endoskeleton head of Wireframed Daliborka/Endolimb with no damages whatsoever. Two multiple-segmented limbs are tipped with the heads of Wireframed Daliborka/Endolimb's main head who has a dangling lower jaw and a missing left cheek and Wireframed Finn who is missing his right eye. Wireframed Daliborka/Endolimb's missing left cheek and Wireframed Finn's right eye is located within the body. Some crudely and mostly-fainted suit parts from the incomplete Platinum Daliborka are present.

OLD WIREFRAMED BUSTBERTHA:

Old Wireframed Bustbertha is the remains of Wireframed Bustbertha after she was hideously burnt and withered in the arson fire caused by Riley.

Previously, she was missing the suit on her right lower-thigh, right lower-leg, right foot, left upper-thigh, middle section of left lower-leg, and bits of her left foot's toes' suit segments along with a missing right kneecap. She also features a rip running under the left side of her chest revealing some of her endoskeleton torso, a few large holes on the right side of her stomach, around the base of her neck, and her upper-back with the right side of her upper-back's endoskeleton visible. Her 3 sets of arms are damaged with the lowermost with an exposed endoskeleton left forearm and right upper-arm with both of her hands and right forearm missing with loose wires poking out of her right elbow and left wrist along with a missing right shoulder covering.

The middle set of arms features a couple rips and holes with the lack of suit on her entire left arm including the shoulder, elbow, and hand along with the right elbow and hand and the uppermost set has a few holes and rips and the lack of suit on the left hand's fingers and right forearm. Meanwhile, a majority of endoskeleton neck is exposed while her middle left eye and lower right eye are both endoskeleton eyes, her lower left eye is popped and dangling from its socket, and her right upper eye is missing with loose wires poking out of its socket, a rip is located between the bottom of her left upper eye and left middle eye, a huge portion of her scalp and the left side of her mask has been torn of suit to reveal her endoskeleton head, her lower jaw gaps open in a similar fashion of Wireframed Daliborka/Endolimb, and her right plastic cheek is missing.

Now, her appearance has gotten worse. Similar to Old Old Seth and Old Old Platinum Seth, her suit's hue and saturation has degraded greatly, causing her suit to be darker in color. She is now missing the suit on both of her thighs, left foot's toes, and the lower-half of her right lower-leg with her left kneecap now missing. The rips on her torso have enlarged to reveal more of her endoskeleton torso and now, her endoskeleton pelvis with more rips on the left side of her stomach and lower-back. The lowermost set of arms are more withered with the lack of the right upper-arm and the lack of the suit on her left upper-arm and left shoulder covering with more loose wires visible.

The middle set of arms feature more rips and holes along with a missing left hand with loose wires poking out of her left wrist and the lack of suit on her right forearm and right shoulder covering. The uppermost set of arms feature more rips and holes along with the lack of suit on left hand, left forearm, and both elbows along with the lack of a right forearm and right hand with a trail of loose wires pouring from her left elbow. She is now missing on her entire neck and lower jaw with rips running up her mouth but with her lips still present. She is now missing her middle left eye with loose wires poking out of its socket and her lower left eye is now an endoskeleton eye and hangs slightly more down with more wires exposed.

Her only plastic cheek is cracked and the socket of her missing plastic cheek now features a rip to expose some of her endoskeleton head. More of the suit on her scalp and the left side of her mask has been torn open to reveal more of her endoskeleton head with minor holes on the right side of her head and back of her head. Her tail is also slightly cracked and chipped and her eyelashes appear slightly droopy while her lower jaw still gaps open. Her two-piece outfit is also torn a little bit too. She is also obviously heavily burnt and a bit rusted.

OLD HIPBREAKER:

Old Hipbreaker is the remains of her original counterpart after she was hideously burnt and withered in the arson fire caused by Riley.

Old Hipbreaker is heavily burnt and withered with some bits of rust. Her mask is heavily torn with rips, holes, and cracks running up the right corner of her mouth, the left side of her forehead and scalp, the left side of her lower jaw, and the area around her right eye-socket. Her right eye is noticeably popped and dangling from its socket with wires exposed. Her hair is partially burnt and has turned mostly black at the end of it with some patches of it even torn off to reveal a tiny bit of her scalp. Her body is noticeably covered in huge rips and tears including some of her neck, the left side of her torso, and a majority of her limbs. Her hips have been partially torn open to reveal her massive endoskeleton hips along with the suit on her right hand and left foot completely stripped to reveal her elongated hand and foot along with the tips of her right foot's toes.

OLD RORSCHACH:

Old Rorschach is the remains of his original counterpart after he was hideously burnt and withered in the arson fire caused by Riley.

Old Rorschach is heavily burnt and withered with some bits of rust. He has completely stripped of the suit on his upper jaw, left cheek, and a majority of the suit on the right side of his head. Some of his black hair has been burnt with a few tiny patches torn off to reveal some of his scalp and his right cheek and the suit on his lower jaw and scalp are cracked. He is now missing his right arm with a trail of loose wires pouring out of his right shoulder along with his left cheek. He is now missing the suit on his left forearm, left hand's fingertips, right leg (thigh, kneecap, and lower-leg), and both of his feet's heels along with the tips of his left foot's toes. His missing parts are noticeably scattered around the warehouse including the missing chunk of his mask, missing arm, missing cheek and suit parts.

ANIMATRONIC BEHAVIORS:
OLD OLD SETH'S BEHAVIOR:

Old Old Seth 's behavior is similar to his counterpart from the second game. He will begin at his starting location and start to move down the hallway, sometimes going to a random location to confuse the player. He is capable of entering through the left door and the vents excluding the floor vent. Once he exits any, he will stand and enter the office. Simply stand still and don't move or else he will become aware you are present. Eventually, he'll work away and leave but if not, he will attack the player. He features his trigger sound ques that sometimes play when he is moving in the hallways including I hear you., Keep moving., and Who's there?.

OLD OLD PLATINUM SETH'S BEHAVIOR:

Old Old Platinum Seth's behavior is similar to his counterpart from the second game. He will get from his position, move down the hallways while sometimes entering the wrong area, and then either come through the middle vent or right door. To get rid of him, do not use any mechanic and simply quickly pull up your camera when he enters and ignore him or else, he will attack the player. Similar to his second game concept counterpart, he will also attempt to hide in the shadows of the background of the cameras.

PROTOTYPE SETH'S BEHAVIOR:

Prototype Seth will move from his starting location and go down a certain route toward the Hallway C. He'll enter through the middle vent and if the heater is not used, he will enter the office and attack the player quickly.

PROTOTYPE LUDOMIR'S BEHAVIOR:

Prototype Ludomir is similar to the behavior of Prototype Seth. He'll go down a certain route but will instead go through the ceiling vent and if the heater is not used, he will enter the office and attack the player quickly.

PROTOTYPE ARTHUR/ANDREW'S BEHAVIOR:

Prototype Arthur/Andrew will start at his starting location and move slowly down the nearest hallway. He features trigger sound ques, which are two snobby laughs mixed with footsteps, when he moves. He will appear at the right door and if not locked out, he will attack the player.

PROTOTYPE RADOMIRA'S BEHAVIOR:

Prototype Radomira will start at her starting location and will stare at her camera. She features trigger sound ques, including glitched and static-filled rock music that plays from malfunctioning amp speakers in her room. Looking at her on the camera will delay her movement for a while and if she is ignored, she will suddenly jump and disable the camera with a quick shriek that can usually startle the player. She'll start begin to run out of her starting location and down the left hallway. If she is locked out, she will bang on the door a few times, around 3-5 times. Depending on how much you looked at her, she will bang less. Not staring at her at all throughout the night on the camera will cause her to bang 6 times in total. If she is not locked, she will attack the player.

PROTOTYPE DALIBORKA'S BEHAVIOR:

Prototype Daliborka will crawl out of a shelf she is resting on and start to slowly move down the hallway. She will only come through the floor vent and will slowly inch toward the player when she exits the floor vent and enters the office. To get rid of her while on the vent, activate the heater and to get rid of her while in the office, pay no attention and she'll eventually leave through the right door once it's open and no-one is in the doorway. If she is ignored all together, she will attack the player.

PROTOTYPE CYRUS BADJAW'S BEHAVIOR:

Prototype Cyrus Badjaw will move from his starting location down a series of rooms and will rarely appear in the hallway. He will enter through the right door or the ceiling vent. If he is ignored, he will attack the player.

PROTOTYPE FINN'S BEHAVIOR:

Prototype Finn will move from his starting location and similar to Prototype Cyrus Badjaw, he will move down a series of rooms and will rarely appear in the hallway. Due to a lack of eyes, he relies on sound and is forced to listen for you. He will enter through the left door and if he is ignored, he will attack the player.

PROTOTYPE CYNTHIA'S BEHAVIOR:

Prototype Cynthia will move from her starting location and slowly and stealthy move toward the room featuring the entrance to the Ceiling Vent. She will enter through the Ceiling Vent and start to crawl on the ceiling toward you. To get rid of her while in the vent, activate the heater and to get rid of her while in the office, look at her when she is in the office and pay attention to her, causing to eventually leave. If she is ignored, she will attack the player.

PROTOTYPE BUSTBERTHA'S BEHAVIOR:

Prototype Bustbertha's primary goal is to cause the Awakening meter to fully rise. She is capable of entering any of the vents but will not appear at any of the doors. She will attempt to stay in vents for a long time to cause the Awakening meter to fully rise. She will begin at her startling location and move toward your office while attempting to hide in the cameras. If she is ignored, she will attack the player.

AURORA ALPHA'S BEHAVIOR:

Aurora Alpha will quickly move from her startling location and will attempt to take numerous shortcuts. She can appear at either of the doors and if she is ignored, she will attack the player.

AURORA BETA'S BEHAVIOR:

Aurora Beta's behavior is nearly identical to that of Aurora Alpha's but however, she will sometimes seem to enter the wrong room and is capable of entering the floor vent.

AURORA GAMMA'S BEHAVIOR:

Aurora Gamma's behavior is nearly identical to Aurora Alpha and Aurora Beta but however, she is capable of entering the ceiling vent instead of the floor vent.

AURORA DELTA'S BEHAVIOR:

Aurora Delta's behavior is nearly identical to Aurora Alpha, Aurora Beta, and Aurora Delta but however, she appears to be the most aggressive out of them and she is capable of entering the middle vent instead of the floor vent or ceiling vent.

OLD WIREFRAMED BUSTBERTHA'S BEHAVIOR:

Old Wireframed Bustbertha's behavior is mostly identical to her behavior from the second game concept. She will slowly get up from her starting location and suddenly sprint toward the office. She appears to be slightly slower than her original counterpart and will enter through the middle vent. She has trigger sound ques which is the banging of the middle vent as she gets by. To get rid of her, let her go through the vent and then quickly flash her with your flashlight. This will cause her system to crash due to the exhaustion from running and cause her to return to her starting location. If she is ignored, she will attack the player.

OLD HIPBREAKER'S BEHAVIOR:

Old Hipbreaker is kept in her music-box using the White Noise generator. Eventually, she will begin to rise from her music-box and eventually become active. Similar to her last counterpart, her huge hips are also seen getting stuck in doorways. She is capable of entering through the right vent and ceiling vent and when she enters the office, she will jumpscare the player and cause their power to degrade by 75, no matter if it's higher or lower. When she jumpscares them, she will seemingly return to her starting location still out of her box. If the player is out of power and she jumpscares them, the player will die.

OLD RORSCHACH'S BEHAVIOR:

Old Rorschach will awaken a little after Old Hipbreaker will awake. His trigger sound ques will play, including minor bursts of static and the words What do you see?, What does this remind you of?, and Do you see anything in this?. These quotes are the quotes of therapists when performing a rorschach test. He will enter through the middle vent or the left door and when he enters the office, he will stand over the desk and suddenly cause the power to extremely rapidly drain. To get rid of him, simply ignore him. This will cause the ceasing of the rapid power draining and him eventually leaving along with him returning to his starting location still awake. If the player is out of power and he jumpscares them, the player will die.

CAMERAS:
CAM0: The office. Huh, still not on the office map.

CAM1 : Spare Room 1: The first spare room, filled with hanging cables, broken floor tiles, peeling wallpaper, and the remains of Old Hipbreaker's parts. Prototype Seth starts here.

CAM2 : Spare Room 2: The second spare room, filled with barrels, broken monitors, an upturned office chair, and some tears in the wallpaper. Prototype Cyrus Badjaw and Prototype Cynthia start here.

CAM3 : Spare Room 3: The third spare room, filled with crates, the missing mask of Prototype Andrew, the remains of Old Rorschach's parts, and some spare parts. Prototype Arthur/Andrew and Prototype Finn start here.

CAM4 : Spare Room 4: The fourth spare room. Filled with more crates and barrels, a broken television set, unfinished animatronic suits, and even some blueprints are pinned to the wall. Old Old Seth and Old Old Platinum Seth start here.

CAM5 : Spare Props: A spare props room with a visible set of shelves on the walls, a ton of spare props including dismantled endoskeletons and even some more parts from the prototypes including Prototype Cyrus Badjaw's missing arm and hand. Prototype Ludomir and Prototype Daliborka start here.

CAM6 : Original Props: An alternate spare props room featuring more shelves with more spare props, including two de-activated prototype endoskeletons and more parts from the prototypes including the missing parts from Prototype Bustbertha. Prototype Bustbertha starts here.

CAM7 : Wreck Room 1: A huge parts/service room with a broken shelf, torn wallpaper, and visible colored cables emerging from the walls through holes. Aurora Alpha starts here.

CAM8 : Wreck Room 2: A similar version of Wreck Room 1 complete with even a dumpster in the room open to reveal a massive mess of cables, wires, and prototype endoskeleton parts. Aurora Beta starts here.

CAM9 : Wreck Closet: A small closet-like room filled with minor holes in the floor and some bricks missing from the walls. Prototype Radomira starts here.

CAM10 : Boiler Room: A room downstairs used as yet another room for parts. A large boiler is located in the room and is the only source of light in the room besides a barely-working light bulb hanging from the ceiling. Aurora Gamma and Aurora Delta start here.

CAM11 : Early Testing Room: Yet another parts/services room that was once a room used for early beta testing to test out animatronics, props, and mechanics. Hipbreaker's withered music-box is located here and it features the entrance to the floor vent. Old Hipbreaker and Old Rorschach start her.

CAM12 : Maintenance Closet: A room very similar to the Wreck Closet only with a mostly-empty shelf and an empty wooden desk located in the room. Features the entrance to the ceiling vent. Old Wireframed Bustbertha starts here.

CAM13 : Hallway A: Also known as Left Hallway. It is a tattered and rotted hallway with hanging cables, chipped floor tiles, peeling wallpaper, and some spare parts including a bulletin board showing old blueprints for Hipbreaker and Rorschach's modern designs. The view of the hallway is to the left of the office.

CAM14 : Hallway B: Also known as Right Hallway. It resembles the Left Hallway, being tattered and rotted. A series of prototype Hipbreaker masks are lined on a wall in a crooked row. The view of the hallway is to the right of the office.

CAM15 : Hallway C: Also known as Middle Hallway. It resembles the Left and Right Hallways, also being tattered and rotted. A stand featuring a hollowed Prototype Seth spare suit is propped against the wall. The view of the hallway is the one that goes toward the entrance of the Middle Vent.

CAM16 : Middle Vent: The view of the vent that comes out at the middle end of the office. It resembles the vents from FNoNM 2, not being extremely dirty but in a little bit of disrepair with some damage.

CAM17 : Floor Vent: The view of the vent that comes out through the floor. It resembles the Middle Vent, having a little bit of damage but not an extremely amount.

CAM18 : Ceiling Vent: The view of the vent that comes out through the ceiling. It resembles the Middle and Floor Vent, baring little damage. However, a large hole is seen on the roof of the front of the vent.

MECHANICS:
Camera System: The camera system resembles the one from the last game concept with no alt map for the vents and instead the vents are mixed with the main map.

Air Ventilation: There are only three vents. A vent located on the office's ceiling, one located down the end of the middle of the office, and one located on the end of the office on the floor.

Doors: There are two doors in the office, one on the left and one on the right.

Vent Heater: The Vent Heater is powered by the boiler so it does not take power. It is used to fend off animatronics in the ventilation and cause them to leave the ventilation. However, if it is left on for a long time, it strains the boiler's heating and raises the awakening meter, another mechanic below.

White Noise Generator: The white noise generator is a warehouse-wide speaker that emits white noise and can disable a couple of the prototypes along with keeping Old Hipbreaker and Old Rorschach stably passive for a short while.

Smog Machine: The Smog Machine is similar to the Smoke Machine from the first game concept and the Fume Machine from the second game concept. It is not located in your office however but instead a couple of the rooms and is used to shortly blind and confuse animatronics such as Old Old Seth.

Mechanic Panel: The Mechanic Panel is a device used to activate the Vent Heater, White Noise Generator, and the Smog Machine along with shutting and opening doors. It features a power meter from 0-300% but overuse will rapidly drain power much faster and animatronics that bang on the doors if shut out will take 5 power each bang.

Awakening Meter: The Awakening Meter is a meter located on CAM10 which is the boiler room. Overuse of the vent heater causes the awakening meter to slowly rise from 0-100% and if full, both Aurora Gamma and Aurora Delta will activate.

NIGHTS:
Night 1: Old Old Seth, Prototype Seth, Prototype Ludomir, Old Hipbreaker, and Old Rorschach are active. Aggression levels are very low.

Night 2: Prototype Radomira, Prototype Daliborka, and Prototype Arthur/Andrew are active. Aggression levels are low.

Night 3: Prototype Cyrus Badjaw, Prototype Finn, and Prototype Cynthia are active. Aggression levels are medium.

Night 4: Aurora Alpha, Aurora Beta, and Prototype Berthabust are active. Aggression levels are high.

Night 5: Aurora Gamma and Aurora Delta are active. Aggression levels are very high.

Night 6: Old Old Platinum Seth and Old Wireframed Berthabust are active. Aggression levels are super high.

Night 7: Any of the animatronics can be enabled and disabled. Aggression levels can be changed from 0 to 25.

CUTSCENES:
After Night 1: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as Wireframed Seth while you are performing on stage next to Wireframed Ludomir along with a group of cheering kids. A transparent light-gray message appears above you that reads  Press P to Perform. 

You must hit P repeatedly as Wireframed Seth will continue to perform. Eventually, the spotlight will fade as the kids will walk away. The curtains will close and both Wireframed Seth and Wireframed Ludomir will cease movement. Suddenly, a white male adult wearing work clothes and featuring slick back black hair and a sharp jawline appears behind the animatronics and runs toward them. Once on collision of one of them, the screen will turn into static and the message  Mission 01 complete . You will then be returned to the main menu.

After Night 2: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as both Wireframed Arthur and Wireframed Andrew in the swamp-styled party room along with a group of cheering kids. A transparent light-gray message appears above you that reads  Press T to Tell Stories. 

You must hit T repeatedly as light-gray speech bubbles with no text will appear both of them. Eventually, the spotlight will fade as the kids will walk away. The curtains will close and both Wireframed Arthur and Wireframed Andrew will cease movement. Suddenly, the same man will jump out and will do the same as the screen will turn into static on contact. The message  Mission 02 complete  will appear. You will then be returned to the main menu.

After Night 3: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as Wireframed Radomira in a miniature stage in the arcade room along with a group of cheering kids. A transparent light-gray message appears above you that reads  Press R to Rock Out. 

You must hit R repeatedly as light-grey cartoonish soundwaves and musical notes will appear around her. Eventually, the spotlight will fade as the kids will walk away. The curtains will close and Wireframed Radomira will cease movement. Suddenly, the same man will jump out and will do the same as the screen will turn into static on contact. The message  Mission 03 complete  will appear. You will then be returned to the main menu.

After Night 4: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as Wireframed Cynthia and Christina in a gift shop along with a group of cheering kids. A transparent light-gray message appears above you that reads  Press G to Give Out Gifts. 

You must hit G repeatedly as both Wireframed Cynthia and Chirstina will hand out gifts to a line of waiting gifts in exchange for a growing pile of tickets on the counter. Eventually, the light will fade as the kids will walk away with their gifts. Due to being a gift shop, there's a lack of closing curtains. Wireframed Cynthia and Christina will cease movement. Suddenly, the same man will jump out and will do the same as the screen will turn into static on contact. The message  Mission 04 complete  will appear. You will then be returned to the main menu.

After Night 5: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as Wireframed Finn and for some reason, Ashlyn as well who is staring nearby in the kitchen along with a group of cheering kids outside talking at the tables. A transparent light-gray message appears above you that reads  Press C to Cook. 

You must hit C repeatedly to begin to rapidly cook 3 solid pepperoni and cheese pizzas. Eventually, the message will change to  Press S to Serve.  as you must now hit S to seperate the pizza slices on paper plates and hand them all to Ashlyn. The setting will instantly change to outside the kitchen to reveal the kids now cheering for the pizza. You now have the ability to walk right as you pass tables. Passing a table will cause a few of your pizza slices to be placed on the table as the kids at that table will cheer. You must walk to the right and hand pizzas out at the table. Eventually, once you are done, the message will turn into  Walk Back to Kitchen .

When you return to the kitchen, the lights are off and Wireframed Finn has ceased movement. Suddenly, the kitchen door will close and reveal the man yet again as he will return toward Ashlyn. On contact, the screen will abruptly turn to static and the message  Mission 05 and 06 complete  will appear. You will then be returned to the main menu and receive your first star which is instead a golden pizza with olive and ham toppings similar to the last two game concepts.

After Night 6: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as Wireframed Cyrus Badjaw in the wild west cowboy-styled room along with a few kids wearing cowboy attire and wielding plastic sixshooter pistols with a group of cheering kids spectating them in delight. A transparent light-gray message appears above you that reads  Press D to Draw. 

Both you and the kids in the cowboy outfits will raise their plastic pistols and suddenly fake fire at each other. All of the kids will fake drop dead, plopping down cartooningly. The watching kids and the kids in the cowboy outfits will get out and cheer. Suddenly, the screen will cut to the Tribal Playroom. You will be now playing as Wireframed Daliborka/Endolimb, all mangled and twisted laying on the floor while the kids ignore her presence. The light-gray message will change to  Press NULL to be forgotten and ignored. 

Pressing anything won't work. However, you must type the letters N, U, L, and L as Wireframed Daliborka/Endolimb will raise her head, look toward the kids, and merely stare. The kids still ignore her and seem to don't even notice she is there as they are playing around in the jungle-styled room. Suddenly, loud booming footsteps as the door to the Tribal Playroom as the kids will suddenly spot the door bursting out. Stumbling and bumbling in is the horrifying dismantled body of Old Seth, his only eye glowing. Before anything happens, the screen will cut to static as the message  Mission 07 and 08 complete  will appear. You will then be returned to the main menu and receive your second star which is instead a golden pizza with bacon and spinach toppings similar to the last two game concepts.

After Night 7 on full 20 mode: The cutscene is an atari-styled mini-game that takes place in the second location. You appear to be playing as the man with the dark slick back hair and sharp jawline. He is seen looking at the de-activating and motionless bodies of Wireframed Cyrus Badjaw, Wireframed Daliborka, and Old Old Seth. Wireframed Bustbertha and Old Old Platinum Seth are seen in the background, already de-activated. Another light-gray transparent message appears above the sprite that reads  Complete Mission 09 and 10 complete .

You must walk toward the Gift Shop. Going to the main entrance, you can visibly see a  CLOSED  sign on the front doors along with a group of people who seem to be protesters outside the pizzeria marching in a sideways oval. Signs are visible in their hands with protesting quotes such as  NOT FUN FOR THE FAMILY! ,  DOWN WITH SETH'S!, MONSTERS ARE HIDDEN IN THERE! , and  THEY'RE ABOMINATIONS NOT PERFORMERS! . Once you walk to the gift shop, you will see Hipbreaker half-emerging from her box resting with her eyelids shut along with Rorschach resting next to Hipbreaker's box. Once you enter the room, you will seem to suddenly pull a fire axe out. The message suddenly changes to Now complete your missions.

Approaching them, Rorschach's eyes will light up. He will get up and turn toward the man as he emits a robotic buzz along with a light-gray speech table and black text appearing above him. ' Riley Martin's DNA signature recognized. Hello, Mr. Martin '. The man is Riley Martin, the owner himself...

In a quick slash, Riley swings the axe and hacks off Rorschach's right arm below the shoulder as sparks, loose wires, and hydraulic fluid spills everywhere. Rorschach falls back and twitches. Riley turns to see Hipbreaker emerging from her box, her eyes open and body in a frightening stance. Riley hits Hipbreaker's face with the back of his axe, cracking it badly. He goes for another swing with the blade when Hipbreaker suddenly grabs the axe's handle. Both break into a duel, attempting to pull the axe from each other. In a quite yank, Hipbreaker grabs the axe and swings it back at Riley, brutally burying in his own face. Pixelated blood splatters everywhere as Riley collapses, unconscious.

Hipbreaker suddenly throws the axe into the wall and suddenly notices a leak of gas from the wall. The axe had struck a gas line. Suddenly, she noticed the still-sparking body of Rorschach. With nearly no time of reacting, an explosion triggered and flames engulfed the screen. The screen instantly went to static with the sound of a smoke detector going off and fire crackling in the background. The message ' 'Mission 09 and Mission 10 complete  appears before the screen begins to flicker and twitch to reveal a few frames that are black screens with the words  The End  and a few featuring the number  4''  instead in the middle of them in red text. Within a few seconds, you are returned to the main menu.

When you return to the main menu after finishing Night 7 on 20 mode either way, you gain your third star which is instead a platinum-silver pizza with pepperoni toppings similar to the last two game concepts. You also gain access to the Extras Menu, the ability to replay the cutscenes from before, a cheats menu, and etc. You can also view a fixed version of the prototypes.

CHEATS:
No Degrading (The usage of the ventilation shutters and other mechanics never degrade, basically meaning the Crank Recharger is automatic and instant.)

Animatronic Locations (Animatronic locations can be seen on the map, a signal will appear on the screen if an animatronic is in the vent, and a signal will appear if one is in your room.)

Gasleak 3.0 (The Smog Machine will instantly ward off any animatronic with no hesitation and send them opposite of your office.)

Titanium Bolts 3.0 (Nothing can enter the vents, meaning animatronics that enter the vents will instead go for the doors and give you exclusive instances with certain prototypes at the doors.)

White Noise Generator Supreme (The white noise generator can last forever now without wasting power and is noticeable more effective.)

Hit The Road 3.0 (Animatronics that stand in your office will leave much quicker.)

Light 'Em Up (The Vent Heater will last forever and will not raise the Awakening meter.)

'''The Konami-styled cheat from the last two game concepts also returns again. Also, if you do this cheat on any custom night, you receive a fourth star which is a golden pizza with pineapple toppings similar to the last game.'''

Recommend more cheats and I'll add them.

TRIVIA:
Five Nights of No Mercy 4: Abducted coming soon...
 * Similar to how Five Nights of No Mercy 2 is based off Five Nights at Tubbyland 2, this one is based off Five Nights at Tubbyland 3, the single Withered V1 character returning again more damaged along with damaged prototypes of the V1 models, hybrids between older models and the V2 models, and so on.
 * Some of the prototypes from FNaTL 3 inspired a few FNoNM 3 prototypes. Prototype Po inspired Prototype Seth, Prototype Dipsy inspired Prototype Cyrus Badjaw, Prototype Tinky Winky inspired Prototype Arthur/Andrew, and Prototype Laa-Laa inspired Prototype Radomira. The eyeless Old Old Seth actually both loosely inspired Old Old Seth (and technically Old Old Platinum Seth) and Prototype Finn.
 * The mission-completing cutscenes are based off the cutscenes from Fredbear's Fright.
 * It's confirmed there was more Platinum test models similar to Platinum Seth, some were dismantled and turned into the Aurora hybrids. Platinum Seth was the only one not dismantled and left in the warehouse.
 * Old Old Platinum Seth no longer bares hallucinations from him as Tyler has developed a tolerance from his hallucinations and is no longer prone to them.
 * The Aurora hybrids are named after Stella' s sister, a character planning on appearing on another game concept loosely based off Five Nights of No Mercy. It is still in the works and currently on a hiatus.
 * Stella 's last name Chambers is inspired by Rebecca Chambers, a character from Resident Evil and the protagonist of Resident Evil 0.
 * Old Hipbreaker can sometimes be seen crawling on cameras due to her weight anchors sometimes failing on her, forcing her to lay on the ground or else the weight of her upper-body will snap her in half. Damage around her waist and lower-back reveals she had some close calls.