Bugs:Five Nights at Freddy's: Security Breach
This page details bugs of Five Nights at Freddy's: Security Breach.
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Contents
Character Duplication
Monty
Quite possibly the most infamous glitch involves the summoning of multiple Monty's, dubbed "Giga Monty" by fans. When in the hallway that connects Rockstar Row to the main stage, there is a small stairway just before the door to the atrium. On this stairway there is a trigger that, during the showtime mission, spawns a special Monty on top of the party check-in booth to man the spotlight. If you go back and forth over this trigger, it will fail to check if a Spotlight Monty already exists, and will spawn a new one each time. These Montys are unlike any other animatronic in the game. They stand still and cannot see you until you are seen by a STAFF Bot or other animatronic, and when you are noticed, no matter where in the Pizzaplex you are, they will come barreling towards you from their spawning point in the atrium. Unlike other animatronics, they do not teleport, lose track of you, or slow down at any point. They are always going full speed and have better pathfinding than any other animatronic in the game.
Roxy
Using a complex series of glitches, you can also duplicate Roxy. By deloading with Freddy to pass a trigger in the early game, you can keep Freddy during the opening chase sequence, allowing you to once again deload with Freddy after activating all the animatronics in the sequence. This spawns a new Roxy. Sadly, these Roxys are limited to one area and cannot chase you in any way, as they are only programmed to do one animation on loop.
Mini Music Man
By going through the vent by Salads and Sides and hide deloading at the bottom, you will spawn at your latest save and be able to enter the vent again, where the previous Mini Music Man will have not despawned. You can repeat this infinitely.
Map Bot
Map Bot can be duplicated in the basement by Freddy deloading near where he spawns. It's that simple.
Vanessa
Another simple one, you can infinitely duplicate Vanessa by going up and down Roxy's elevator after the first Freddy Repair sequence.
Vanny
By deloading to trigger the Lost and Found cutscene multiple times, you can spawn an infinite amount of Vanny's.
Daycare Attendant
By escaping the daycare without taking the badge, you can deload the world, which spawns a new Daycare Attendant with each deload.
Chica
Chica can be duplicated in the Kitchen by doing a long list of things in an order that the game did not intend.
Wall climb/jump
By wedging yourself into a corner of some form (most commonly an obtusely angled corner) and jumping repeatedly, it is possible to effectively jump again mid-air. This is due to the player character's hitbox being the default "capsule" hitbox in Unreal Engine, which can quite easily get partially stuck inside of a wall. This leads to the player being registered as "grounded" when in actuality they are airborne. In earlier versions of the game, a curtain near the start of the game was very easy to partially clip the player into, and hence, very easy to wall climb, leading to it being used very commonly in speedruns. However, this wall climb, along with others, was patched in later versions by placing invisible walls in front of the most easily climbed walls, and in the "RUIN" DLC of the game, was attempted to be patched again using unknown methods. While the later "RUIN" patch was able to make wall climbs much harder, it did not stop them from occurring.
De-loading
Five Nights at Freddy's: Security Breach is well known for its many glitches, but most of all known for this exploit/glitch in particular. By exiting a "load" trigger of a specific area and re-entering it, the game attempts to load the current area. However, wall collisions are not loaded until the visuals of the area are, leading to the player sometimes being able to go "through" walls, as, to the game engine, they don't exist until they are loaded. A few ways of executing this are using the aforementioned wall climb to propel yourself above the load trigger for an area or using a hiding spot while airborne.
Hiding spot de-loads
For unknown reasons, in every version of the game, entering a hiding spot while airborne unloads the level around you. This was band-aid patched in version 1.05 by preventing the player from entering hiding spots after jumping, but it is still possible in some places to fall from a higher position and enter a hiding place without jumping while being airborne, leading to a de-load. One hypothesis for why this behavior occurs is due to the transition of the player character from Gregory to a "hiding pawn". However, it is unknown why this would only lead to de-loads when entering a hiding spot while airborne.