Locked Room Skip Glitch Explained
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Locked Room Skip Glitch Explained
Updated 5 years ago by Wolfii

This is a glitch that, in certain rooms, allow you to cut a few seconds off of your time. So far the rooms that are confirmed to work with this glitch are:

  • Room 60
  • Howards Loop (the looping hallway with the jump scare.)

This glitch is simple. When you are in a room with a locked door, spam E (or whatever the interact key is on your keyboard) on the door then go to the interaction needed to unlock the door. This is demonstrated in this video by AkagitsuneYuki:

I'm no expert on game coding, but using AkagitsuneYuki's explanation to how the room RNG works (https://www.speedrun.com/sjsm/thread/203f7) we can assume that locked rooms work something like this:

  • Add 1 to the room count.
  • If: room count is for a scripted room (monster spawns, elevators, etc.) go to scripted room.

    else if: room count has a locked door: -spawn key object >if player interacts with locked door: check for key object >if player has key object: Add 1 to the room count -else lock door.

While this is functional, it leaves one big flaw: it doesn't stop checking the player for the key object. What this means is that in rooms that have a locked door that lead to the next room (scripted rooms that don't add to the room count aren't included), if you try to open the door before you have the object that allows you to open the door the game will constantly check your player if you have the key object (this can take many forms, such as the note spawn in Henry's loop) and once you have the key object it will act as if you had just interacted with the door.

This is confirmed to work with the two rooms mentioned above, but it is possible that there are more rooms like this that can have seconds shaved off. Hope this helps!