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Good Bad Bugs / Five Nights at Freddy's: Security Breach

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  • All of the animatronics can open every door in the game in order to pursue you. This includes Freddy, who isn't dangerous to you, and who can thus be convinced to open doors far earlier than you're supposed to get through them. While the game usually tries to keep you from going through doors that aren't supposed to be open yet with invisible walls, climbing into Freddy, pressing against the invisible wall, and then exiting Freddy will cause Gregory to pass through the wall. This was fixed in the 2/28/22 patch by making the invisible walls too thick for Gregory to be "pushed" through them.
  • It is possible to completely break Moon and leave him stuck in one area. By turning off the lights, then making a beeline for the initial stack of boxes you toppled to distract Sun, Moon will go to the boxes… then somehow get stuck either trying to pick them up and failing or will simply stay by the newly reset stack of boxes. This means Moon can't chase you around the daycare unless you topple another set of boxes, leaving you with free reign to find and turn on the 5 generators at your leisure. This was not fixed in the 2/28/22 patch.
  • The player can replay parts of Roxy's Raceway just by doing one of the objectives again. The kicker? This breaks the game's clock, making it think you're back at 5 AM, which will reset some parts of the game to that moment. This includes re-enabling save-points that should be disabled after 6 AM, allowing players to keep playing the game and reach the harder endings without worrying about losing massive amounts of progress upon death. This was removed in the 2/28/22 patch, but in conjunction with the addition of the 6 AM Atrium save point, removing one of the main reasons you would use the bug.
  • The developers forgot to set the recharge meter of the Faz-Cam to not replenish while the game is paused. By pausing between uses, you can spam the camera like a machine gun and practically dance The Charleston past the animatronics.
  • Monty is supposed to be immune to both stunning weapons thanks to his sunglasses, but due to a glitch, it serves as a "get out of capture free" card against him if you get the timing right. If you set off the Faz-Cam/Fazerblaster with just the right timing when he grabs you, he'll just sort of... stop, let you go, and wander away. This has been fixed as of the 1.11 patch.
  • In an example that overlaps with Game-Breaking Bug: during the Showtime quest, Monty appears in the atrium operating a spotlight from the top of a roof. By Sequence Breaking, players can leave and enter the Atrium several times while Monty is there. Every time the player leaves the Atrium, it's unloaded, but Monty is not, causing him to fall through the now non-existent roof and land on the ground. This gives him a viable path to catch Gregory, which he doesn't have while on the roof - and for some reason, this version of Monty contains a simpler, but much more dangerous AI script that simply moves towards Gregory at all times once alerted by a S.T.A.F.F. bot, ignoring line of sight, Gregory being in Freddy, and everything else. "Giga" Monty lacks the AI to actually detect Gregory and become alert, but triggering a S.T.A.F.F. bot will alert him, and he will never give up the chase, cannot be tricked by climbing onto tables or into Freddy unlike the other animatronics, and will push Freddy into the wall until they either catch their target or Freddy loses all his power and jump-scares Gregory himself. Even killing Monty will not stop Giga Monty, as the game doesn't remove him when Monty is defeated (since he should normally never be there by that time).
    • And to make this even worse, once Monty has fallen through the roof, if you return to the area, the game thinks that the spotlight operator Monty is missing and respawns him on the roof - but without removing the old one. This new Monty will also fall through the roof if the area unloads, so this can be repeated multiple times, spawning a new Monty each time; meaning that as soon as a S.T.A.F.F. bot is triggered, an unstoppable army of robot alligators is released in the Atrium to hunt down Gregory forever. It's a Game-Breaking Bug if you're not planning for it, but definitely a Good Bad Bug if you are.
  • If Gregory is in mid-air when he climbs into Freddy's chest, the game unloads most of the assets in the area. If you know where you're going, this lets you skip past a good number of the barriers between you and late-game areas. When the game does reload those assets, unloading them again is as easy as climbing out and repeating the process. This is currently banned by the PC speedrunning community, but only because the time it takes for the assets to load back in depends on an individual's hardware setup. Steel Wool would ultimately announce they would patch this exploit in the February 2022 patch update; they did so by making it impossible to enter Freddy in mid-air, though some streamers took them to task for going with a "band-aid" fix instead of removing the problem entirely.
  • AstralSpiff, the same YouTuber who discovered Giga Monty, attempted to complete the game without ever running and made a remarkable discovery: in one of the initial chase sequences, if you don't run, the animatronics don't either. This was probably intended as an Anti-Frustration Feature in case of starting the chase while low on stamina or similar, but it's ridiculous to see the chase sequence take place at the rate of a moderate amble.
  • Sometimes, scenarios where Freddy is not available to the player can be glitched into still allowing him to be used. The loading dock basement where Glamrock Chica patrols and the boss fight against Montgomery Gator are examples of this.
    Backseat Streams: Freddy, come on. Stop dilly-dallying, we've got to save Freddy.
  • Animatronic duplication can also be done with Sun. With a combination of skilled parkour that lets Gregory leave the Daycare without triggering the nighttime sequence and unloading the map by dropping into a nearby hiding spot, Sun will be able to escape the Daycare, which results in the game loading a new Sun into the map to take their place. The original Sun will try to catch Gregory, but since they can't get back into the Daycare, they'll just stand still and release him after a few seconds (assuming a second Sun doesn't catch Gregory at the same time, which can cause a softlock). Afterwards, they will just harmlessly follow the kid around like a puppy. This same method will also let Moon leave the Daycare, but the game will not spawn another one.
  • In fact, it's been found that almost every character can be duplicated!
  • During the encounter with Burntrap, Chica and Monty are respectively meant to have a blast door and a vent door shut on them as their primary strategy to fend them off, but retain some code for being stunned with the Fazer Blaster or Faz Camera. This results in them sliding across the floor towards Gregory, while still acting stunned and being unable to jumpscare him. This unusual behavior was fixed in a patch by making them come to a stop when stunned, not sliding across the floor, similar to when stunned in other areas of the Pizzaplex.
  • The main gimmick of the RUIN DLC is the V.A.N.N.I. mask, which sends Cassie into an alternate virtual world. This works by having two identical maps the player teleports between when putting on/taking off the mask. While this usually works fine, there are rare cases where the teleport can fail. The next use of the mask will then send Cassie high into the sky or below the map into the infinite void trying to get her where the game thinks she should go.

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