Glitches

**More info will be added within time, meanwhile, a title simplyfing an issue will be left till expanded**

## Glitches

**Glitches** are non intented ocurrences during normal gameplay in *Those Nights at Rachel's*.

### Unresponsive Menus

When the player doesn't interact and stays idling for too long in the **Main Menu**, the game will enter some sort of "frozen" state where most of the buttons can be clicked, still even making the click sound, but won't do anything. This will also happen while on the Login screen, and the only fix to this issue is to manually close the game.

* If **New game** is pressed, the current night progress will reset, but this won't send the player to the "Login" screen like it normally does before every night.
* The **Extra's** will work normally, but it will not play the static animation when clicking the "Back" button once there.
* The **Continue** and **Options** will not do anything aside from a clicking sound.
	+ If the options are left open, they will work as normal, but they will not re open after closing them.
* Clicking the **Exit** button will close the game as normal.

### Full Screen

In all the versions of *Those Nights at Rachel's*, players would experience screen mode issues, as the game tends to wrongly attempt to adjust itself to the settings whenever the game loads a map or the settings tab is closed, resulting in the game either never going full screen or going windowed mode after beginning in full screen. This is likely noticeable upon opening the game for the first time, as the game will always try going full screen mode, only to end up in windowed mode after giving the player a 3-second black screen. In some other cases, the game will also completely alter the player's computer screen default size, only to reverse these changes, all under a 10-second gap, which might end up killing the player after starting the game.

In a notepad that comes within downloading *Those Nights at Rachel's Hard Edition*, the creator, Nikson, left a solution to the full screen issue, that goes to a Reddit post that can be read here:

https://www.reddit.com/r/fivenightsatfreddys/comments/44g88i/tnar\_full\_screen\_fix/

In a rough summary, to fix this, you must create a **Shortcut of "TheNights.EXE"**, then **left click** the new shortcutt, click **Properties**, and then under **Targert:**, after the brackets at the end of the location description, type "**-fullscreen**". This fix is not fully recommended, as it will still try to adjust itself every time a night is loaded, and the game will look more compressed and blurrier due to altering the computer's current screen resolution.

Another solution to this is to "set" (as the game will always show the fullscreen option as selected) the game to windowed mode and press ALT + ENTER, giving an immediate full screen. The downside is that the player will always have to do this upon starting a game or night.

* As mentioned, changing the scree mode settings will seemingly do nothing, always staying in windowed mode.
* For some reason, if the player either clicks on "Ok", "Cancel" or "Apply", the game will always try to modify the computer's screen resolution, only to reverse the attempt and stay windowed.
* This issue was not as bad as in the full release of the game than it was on the DEMO, giving a much faster respond to screen types, and changing the screen mode actually worked and would not reverse back to fullscreen.
* Warning, ALT + ENTER-ing your game will only adjust the current size of the game tab to the current resolution of the game, so if it was set to a very small size, the game will look extremly pixelated upon going full screen, and this applies for any current size of the tab.

To prevent this, just grab the white top of the tab and drag it to the top of your screen, as this will set the game to the current correct screen resolution.

### Unresponsive UI

When starting a night, if the player tries to do anything, nothing will happen but the sounds for the actions will still be heard. This might be due to game constant screen mode changes, leaving the player in a state where it not actually in the game tab until a few seconds after clicking the game again. The game will also lock the player's mouse within the game's current tab size.

### Triggerng the Cameras and Lean events anytime

Whenever the player presses the "Space" key on their keyboard or clicks the the up arrow seen during gameplay while looking at the cameras monitor, it will turn on said monitor as the player's camera zooms into it. But if the player presses "Space" or clicks the up arrow, the latter only while not looking at the second TV or the backroom, the player will still trigger the cameras event. Although nothing actually happens, the next time the player tries to activate the cameras, the game will "un-trigger" the already triggered event while nothing happens again, making the player have to turn on the monitor again.

The same thing applies for when checking the left doorway. Whenever pressing the "E" key or the arrow in the right corner of the screen while the player is not loooking at the turned off cameras monitor, the next time the player attempts to check the left doorway they will have to press the key or click the arrow twice in order to actually trigger the event.

* The E key bug appears to be new, as it was not present within the DEMO of the game. It is likely an issue related to the removal of the ability to look around while the cameras monitor is on, as it is now a full screen sequence.

### Rachel's inactivity

On all versions of *Those Nights at Rachel's*, Rachel will move as normal in the first two nights, even approaching the left doorway at times, but this behaviour will suddenly stop on night 3 onward, rarely even moving and completly begin unable to attack. This seems to be related to an intended mechanic where the animatronics will teleport to the office doorways at their next momevent oppurtunity, wich was likely left in a buggy state for Rachel after coding the rest of the nights after the DEMO release.

* This also seems to be a similar case with Ray on Night 3-4 onward, as he rarely evers move to his last position, and seemingly never runs to the office.
* This implies that Rachel, despite begin the titular character, is the most docile and glitchy characher of the whole game, as 4 of her jumpscares also don't work as intended.

### Rachel's "Bane" jumpscares

Whenever Rachel kills the player whenever they are not looking at the right doorway or backroom, instead of Rachel jumpscaring the player, the model for Bane's Jumpscare on its last frame will replace Rachel's jumpscare while he's not looking at the player, also leaving the Rachel's Jumpscare model unanimated. The game files reveals that this is somehow intended, as the animation calls for Bane's Jumpscare model which, strangely enough, is under the aliases "RachelTheRabbit". This was was likely an oversight, as the issue was brought up to Nikson shortly after the DEMO came out, but he could not figure out who's jumpscare was it or what was even triggering it.

### The Thing's Jumpscare Crash

If the player keeps running back and forth to the Backroom and the Office during a power outage, if timed perfectly, The Thing will try to jumpscare the player, completly freezing the game and making it to be unable to be normally closed. To close it the player must open the Task Manager and manually close it. This can also happen when the player presses "ESC" while running in Hard Edition, wich causes an insta-Jumpscare from The Thing.
The same cannot be achived by hiding in the Desk, as it only delays the Jumpscare animation while the Jumpscare sound is already playing.

### Same Save files

Every version of Those Nights at Rachel's uses the same save system, meaning that the player can beat the five nights in the normal version and unlock the extras from both the normal and Hard Edition. This, unsurpsiringlsy, is also the case for the DEMO of the game, as it is just an earlier version of the full normal game.

If the player tries to click continue on Night 3 and onwards while on the DEMO, the game will actually load the night including with the text of each respective night, begin sent to a not existent night where everyone, excluding the power, is inactive.

*Check Game Data (Temp page) for more info.*

### Jumpscare at 6AM

If the player gets killed when the next night screen is on, or during the promotion cutscene, the game will black out for a few seconds after playing the jumpscare sound, and send the player back to the Main Menu keeping the progress. However, it is theorized that upon dying on the 6AM screen will not save the player's current save, making the player have to play the night again. This is only possible by The Thing, as all the other animatronics can not kill you when there's a power outtage or a cutscene, but this is not confirmed for the 6AM screen.

### Door animations not counting as closed

If the player perfectly opens or closes a door in the exact moment the animatronic in a doorway can move, despite the door looking fully or even half way closed enough to block an animatronic, the player will still immediately Jumpscared. An inverse of this can happen, where the player opens the door and the animatronic immediately leaves after waiting in the doorway.
This is due to the door animations not counting as "states" for when a door is opened or not, even if they visually are.

### Moving around while the cameras are on

If pressing a direction as soon as pressing SPACE

### Moving in the 6AM Screen and the Night 5 Cutscene

If cameras are not active in theory
The player can also activate the flashlight and see beyond the doorways, including animatronics that arrived during the cutscene

## Oversights

Oversights are small mistakes or inconsistencies within *Those Nights at Rachel's* which doesn't alter the gameplay in some way.

### Doug's endoskeleton clipping through the door

Whenever Doug arrives to the left doorway, a small, circle metal can be seen on the floor. This is a piece of Doug's endoskeleton which was incorrectly rigged, if at all, to his posing armature, making it get stuck around the floor.
This can be used as a strategy to know when to close the door without using the flashlight, as Rachel rarely ever approaches the office in later nights.
However, this metal circle cannot be seen while looking at the right doorway, making the player still needing to check the left doorway.

### Dark doors

When the flashlight is turned off, the doorways appear pitch black, making the player have to use the flashlight to see beyond them. But this is only a visual trick by the game, as black planes will appear right in the middle of the doorways when the flashlight is not on. The player can see what they would look like without these planes if they keep the flashlight off-screen by moving the cursor to the edges of the screen.

Without these, the South Hall lights can also still be seen, and due to a problem with the light shadows from one of the lamps, the light will go throught the wall, making the hallway sliglty lit, also caused by the world's blue fog outside the office.
The animatronics also have bright white pupils that can be seen from far away, but these are only visible in the office when the flashlight is on.

### Test2Rachel with no shadows in the Main Menu

(might, not actually be a thing, need to confirm)

* Unlike Doug, shes the only one to have animated eyes in the Main Menu.

### Assets clipping

* Pete clipping in the Stage
* Rachel's mic clippin through her hand
* Stage stereos
* Hat holder in the office
* Wires from the PnS in Ray's room
* Ray's hut is clipping through the ceiling
* Bane's hand clipping while in the right doorway.
* The Thing clips througt the player on their jumpscare.(Not in the DEMO)

* The office desk is actually three desks clipping together, but this is clearly intentional.

### Both animatronics at the doorways

While most likely to happen in the Hard Edition, as everyone has a higher chance to moving into the office, there is a rare chance where both of the animatronics can appear clipping through each other in their respective door. However, this will not alter the gameplay, and is only just a funny mistake.

### Doug's and Rachel's door lights

Apperabktly, after Doug or Rachel, and likely the other characters, leave the left office doorway, if the player finds them again in the cameras, a dim light can be seen fading away right in front of them. This is likely connected to a lighting fix whenever the player uses their flashlight on them, as maybe the flashlight doesn't fully reach the doorways, or its too dark on its own.

### ??????? higligted

The question marks in the Main Menu screen represents the Extra's of the game, which will appear grey when the player boots up the game for the first time, implying these are not clickable yet, unlike the rest of the buttons. However, when the current progress is Night 5, even if it has not been beaten, these quetion marks will suddenly turn white, almost implying that they can now be clicked, even if this is not the case. This is likely a mistake where they get highlited if the current save file is night 5, instead of when the Extras has been unlocked.

### Lights Shadow casts

Some of the light sources around the whole map has no shadow casting, making the game unrealistically bright in places where there should be shadows. This is more noticeable in the Office, where the lamp on top of the Rachel poster is not emitting any shadows on the mini cart near it, while the lamp on Doug's poster is emittin shadows even on the lamp itself.

* This was seemingly not the case before the release of the DEMO, as the cameras in the teasers even the office had shadows on, but this was likely done to save resources while running the game.
* Curiosly, on Hard Edition, most light sources retain this missing property, but the lamps in the offices will swap its shadows, making the Rachel's poster light have shadows while Doug's poster lamp does not.

### Both doors opened while one is closed

If the player abuses of the doors by spamming both doors, sometimes both doors will appear opened, when in reality one of them is closed and draining power. *TBA*

### Shadow Rachel clipping through the office floor

This issue has been fixed in the full release, and also fixes itself once Shadow Rachel has appeared while looking at the back.