Bugs and Exploits

This page lists all the bugs and exploits found in the game and those that have already been patched out.

A bug is when the game does not work as intended, and an exploit would be to use the game's intended mechanics to get a much larger reward than is usually possible.

Keep in mind that bugs and exploits are often patched through game updates, meaning every setup should ideally be tested at least once after every update releases to check if they still work.

## Unpatched

### Bugs

#### Deposit and Withdraw coins not updating

Leaving a run through the pause menu causes any changes to the contents of the Deposit and Withdraw Machines to be erased. This means deposited money won't save if you leave a run, and withdrawn money will still be there next run if you leave it manually.

#### Minor glitches

These are small glitches that are too small to deserve their own section. Usually graphical glitches, leftover bits of code from previous updates that accidentally broke something.

* Leaving and reentering the secret room in the Stronghold with the security drones will cause their sight ranges to not show properly, though they can still detect the player as usual.
* When at high attack speeds, Hayfa's third default attack hit, the flip kick, isn't performed consistently.
* When using Hayfa's Feast of Darkness, the damage increase is inconsistent when using the primary skill, but is consistent when using a secondary Shadow Attack skill, and secondary skill uses cannot cause the damage buff to be lost.
* When using Eternity, dying in the Training Room will result in a softlock.
* In the current game version, most sound effects play at inconsistent pitches, ranging from way lower to way higher than usual.
* The Sword of Damocles is able to be triggered by damage over time effects. This is likely a change made to make the Frostfire Sahir Boxing Club match work, which slipped into the real game.
* The Pyromaniac flames have the properties of a melee attack, meaning they now make the graphic effect made upon melee hits when hitting the player, can trigger effects like the Handprint and will cause the Pyromaniac to be knocked back when their flames are blocked by Quentin's shield. This is likely a change made to make it able to use Elf King in its Boxing Club match, which slipped into the real game.
* When using an Akaisha skin that causes arrows to have a graphic effect trail after them when using Arrow Rain, using said skill on a wall causes the effects to linger way longer than usual.
* In many Boxing Club fights against the Slime (mostly as ranged characters), the slime's AI will not work properly when it turns green, and the small slimes have only 1 HP.
* When using Katherine's Glacial Tempest default attack for the first time in a scene or after selecting her, the effect from the secondary equipped at the time will be locked and still be present after secondaries are swapped. For example, if you use a default attack with Infernal Lotus as your secondary, then swap to Glacial Tempest, the ice shards will still inflict fire on hit, and if you had a Boss Skill on before using an attack, both fire and ice will no longer do anything. Thunder Strike's effects still work as normal and can even stack with the previously used effect. This glitch will reset after leaving the scene or sitting Katherine down.
* After beating specific enemies as the last foe in a Boxing Club match (the glitched 1 HP small Slimes and the Sand Specters from the Vizier fight in fights where they equip an Angry Pufferfish), hitting any enemy other than the Training Dummy in the Boxing Club or the enemies found there will display the items of the enemy you killed previously beneath their health bars, as if they had those items equipped. The glitch ends when attacking anything within the Boxing Club.

#### Stacking Roar of Gauls infinitely

When using Quentin's Roar of Gauls in combination with a Refresher, it's possible to use a second Roar of Gauls during the duration of the first. Each subsequent use will add the damage buff from Roar of Gauls again on top of the damage the player already has, which leads to potentially infinite damage. When the Roar of Gauls state ends, all the damage is lost at once.

#### Penhaligon marks disappearing

If an enemy goes invincible at any time while they have Penhaligon weakness statuses on them, the visual effects for these statuses will disappear. They can still be activated normally, they will just be invisible.

#### Frozen characters

   If you use any skill and then swap that skill to something else while the skill's animation is being carried out, your character will freeze in place. Using a skill or roll will cancel the glitched state and allow you to move again.
There are two main ways of doing this: either sitting next to Khan and interacting with him after using your secondary skill to change said secondary skill, or by using the Refresher in a regular game and entering your Inventory to change your primary skill after using it. Easy skills to pull this off on are Quan's Thunder Phoenix Fist or Katherine's Thunder Strike, due to their long animation, but it's possible to pull it off with a much faster skill like Peddler's Whirling Blow, despite it's harder to do so.

#### State Preservation

If a character swaps skills at certain points of its animation where the character goes into a specific state (unflinching, invincibility, pushing enemies on contact), causing the frozen characters glitch mentioned above, when they cancel the frozen state the character is in, as long as they don't have the skill that triggered the effect equipped as a primary or secondary, get a different instance of said effect or leave the level, said effect can be preserved forever. While this is theoretically possible on any somewhat slow skill by using a Refresher or Khan (the second method only works in the Living Room and will require much faster menu movement which will take some practice to master), there are a few notably easy ways to set this glitch up. Shoulder Bump, the Second Hit style of Hiken - Shooting Stars, Swinging Kitty and Shield Strike do not seem to be subject to this preservation effect, and Hillding does not enter the frozen state when his skills are swapped, so he is unable to perform the glitch.

To achieve unflinching, you can charge Akaisha's Arrow Rain with the Achilles Heel style, then wait until the cooldown runs out. After that, you can swap skills during the short animation of the arrow being shot into the sky and ensure Arrow Rain is not equipped as your secondary to become unflinching forever.

It is possible to perform state preservation with Ginzo's Tsubame Gaeshi, in which case the counter state will be kept until Ginzo is hit, in which case it will cancel Ginzo's animation and ignore all damage and control effects from the attack, as well as stun the attacker. It will not perform a counter-attack, though, instead putting Ginzo in the frozen animation state. If he was in the middle of a roll when hit, his momentum is also preserved. Having the Yojimbo style equipped (or having it on your primary with the Style Swap glitch) allows it to counter back hits too.

#### Eternity softlock in Training Room

Enternity activation in Training room causes the character to be dead but without revival, leading to softlock.

(Patched) By playing as Oli in the training room, dying and having the missile robot kill the last enemy in the ring while in the Warrior Ghost state, if the player now spawns a new round, all bodies, including their own, are cleared out, so when the player exits the Warrior Ghost state, there will be no body to go back to and the game will stay softlocked. There are several other ways to trigger this glitch, so long as the player can trigger a skill with a lasting or delayed effect and die before said attack can kill the last enemy. Notable examples are Katherine's Glacial Tempest or Ginzo's Samurai style Hiken - Shooting Stars.

#### Stuck in the Training Room

If the player uses the Beast Trainer Power from the Animal Realm in the Training Room and uses it to tame the last Tek in the arena, the game will not properly register it as killed and will instead leave them stuck in the ring.

#### Misplaced HP bar

    When entering a Stronghold mech, if the player takes damage just as they enter it and the mech's HP bar is about to override theirs, the slight movement of the status bars after being hit will cause the mech bar to be offset from the main bar, and this one, unlike the regular one, will not move back to its intended position. This makes for a glitch that can actually be somewhat practical, as it's now possible to see how much HP both the player and the mech have. However, its setup is far too finnicky to use consistently, so triggering it voluntarily is not very feasible and it is hence made less useful.

#### Lingering Roar of Gauls rings

It is possible to make the cosmetic ring present while in the Roar of Gauls state be preserved infinitely while in the Living Room by doing a specific setup. The player must pick Quentin with Roar of Gauls on, use it, then wait for it to run out. Repeat this any number of times. Then, enter a Monster Bet or Trophy Hall customization. Once your character reappears, all the rings from previous skill uses will show up and stay forever around the player in the position they were in when the skill ran out. It is possible to offset rings by a set amount by putting Quentin in an animation where he leans forwards as the skill's duration is running out, allowing the ring to be off-center.

#### Leaving the Boxing Club

When dying in the Boxing Club, the Bestiary is opened automatically, but since the Inventory isn't open beneath it, it's still possible to move your character. Going to the chain and activating it, without leaving the menu, then challenging any foe, will reopen the doors and cause the chain to appear again. Tapping the chain will simply return things to normal, causing the previous foe to disappear and be replaced by the new one. However, it is now possible to leave the ring, and the enemies cannot follow you out of it. It is there possible to use a few different techniques to guarantee a win against any foe.

However, some more interesting things can happen when leaving the room. If you fought against an enemy with allies, leaving the room will cause the main foe to disappear, but the allies will not, and will stay even if you challenge another enemy. This opens up the potential to fight against boxing club foes with allies from previous fights, a hard challenge.

When fighting a Yurei as Oli, leaving the room will cause two tiny Mercenary Assassins to follow her through into the Living Room, which is integral to other glitches that have been found.

#### Permanent reticles

By having the Warrior Ghost state from the Eternity power end while using Katherine's Thunder Strike skill, whether it may be by killing an enemy or having the timer run out, the reticle will remain permanently on the floor where it was left.

#### Distorted Audio

Pausing the game during one of the points criteria being counted isn't usually possible, but can be achieved by leaving the game by returning to your phone's home menu. Doing so at the right time causes the sound effect to loop over permanently once the game is reentered, until the game is unpaused.

#### Floating Yurei

When a Yurei possesses another Yurei, as long as they're both possessing each other, they will fly up into the sky. Eventually, the friendly Yurei will be too far from the player and warp back, at which point the glitch will end.

#### Eternal softlock

Clipping out of bounds using any of the setups mentioned below while using the Eternity power will cause the player to die, then enter the Warrior Ghost state, but die there as well. Dying during the Warrior Ghost state is not normal, and will hence softlock the game immediately, making the player unable to move and not allowing the revive screen to show up. The only way to exit this glitch is by leaving the game or reloading the scene.

#### Phantom bullets

Killing an IFO Laser in one attack while it's winding up or performing its attack will cause it to carry through with the attack even after death. The fact that the bullets come out of seemingly nowhere doesn't help in making this glitch less weird.

#### Glitched Inventory screen

By going into the Training Room as any character (a character with a long roll is recommended), then dodging towards the Training Room exit, it's possible to open up the Inventory before your character crosses the border, meaning the Inventory screen will stay open when returning to the character menu. You will have no skills equipped in this state, and it is impossible to swap to anything while in this mode. It is possible to go back into the Training Room again, since the button is in the perfect spot where it can be tapped without touching the Inventory, although this will result in simply returning to a regular Inventory state, with the one implication being the background not darkening.

However, with precise timing, it's possible for the Inventory screen to load up *after* the character is already through the border and as such not selected anymore. This is achieved by tapping the button just before going through the door, and letting the game's slight lag handle the rest. In this case, the game will default to whatever Inventory screen was used last as any other character. Although the character portrait will be the same, all the text and stats will be those of the character in question, as well as their skills and styles showing up. This menu has no actual function. The most interesting effects, however, come when you activate the Inventory glitch after returning to the Living Room, before opening any character's Inventory. This will result in the game not having a previous Inventory to load up and will instead default to a sort of placeholder. To achieve this, you must either get the timing first try, or fail by tapping too late and as such not opening the Inventory, giving you another shot. The only correct thing is the character name and portrait, but all the stats here will be empty, the EXP bar will have more than it would usually hold, every character will appear to have four Whirling Blows as skills, the first being selected despite they are all locked, with three styles, Tiger Palm, Tiger Climb and Tiger Climb, also locked. The player's weapon slot is sometimes equipped with an Epic Tachi - Onimaru, but it cannot be interacted with to see its stats. The Item Handbook and Bestiary are inaccessible. The gold count here has been replaced with the number 519342, which is consistent as every character and every time the glitch is triggered. This is only graphical, but very bizzarre, and fun to see at least once.

#### Chest storage

If you push a Blue Chest right next to a door into a room, and then exit the Special room through that same door (in the current patch, reaching a size at least equivalent to the Shrinking Charm's is required to perform the setup on hallways that don't lead downwards), the prompt to open the chest will be stored and will continue to replace your attack button. In this state, you're free to use all buttons other than attack. You are also unable to interact with anything, since the attack button already has the prompt to open the chest on it and cannot be swapped out for something else. Tapping the attack button while the prompt is stored will remotely open the chest, no matter how far away you are from it.

#### Eternal effects

If, in the Living Room, you summon an enemy as an ally through the Azure Dragon power, as long as that enemy makes a separate effect, may it be only graphical or have gameplay implications from their model that is still considered part of the enemy, like the Yurei as it is being spawned by a Monk or the Frostfire Sahir's pools, you can get that effect to linger forever until you leave the Living Room. While this graphical effect is being used, if you sit your character back down in your seat, causing the ally to disappear, the graphical effect or hitbox will stay in place where it was being used when the enemy was removed from existence and be applied forever more until the player leaves the room.

#### Yurei goes crazy

If you spawn a Yurei as an ally capable of teleporting to you, through the Beating Jelly or Azure Dragon power, if the Yurei attaches to something, some strange side effects will occur. If you move far away from the Yurei, it will try to teleport to you, but it also has to stay on the enemy's back, causing it to move back to its original position. However, in doing so, it exceeds the maximum distance between the player and allies, causing it to teleport again, and so on. This glitch is only visual: the Yurei will still slow enemies as it usually would. However, it can still be a bit of a problem, since when the Yurei detaches, it might be further from the original enemy than usual, causing it to have a harder time going back and reattaching.

#### Out of bounds

There are specific spots where Katherine can use her dodges to clip into unintended places, sometimes through walls, into the black void outside the level.

Whenever in the general out-of-bounds, going too far from the playable area will cause your character to be sucked outwards and the camera to desync from the player character, not following them properly, and if your character ever touches the border of the screen, they will immediately die. Most graphical effects, like the yellow flash present in Hiken - Shooting Stars's startup, will not work properly here and will only be visible above the character's sprite.

There is a Katherine clip that happens in the Forge or Shop, and for it to work, the room has to be connected to another room at its right. This means there will be a path into another room near the table to the right of the man or the small globe and the bookshelf, and these objects are what makes the clip possible. If the player uses Katherine's dodge upwards and slightly towards the wall when near the corner where the top wall of the hallway into the next room and the room's rightmost wall come into contact, it's possible to clip inside of the wall, to the right of the table near the man or in the area between the bookshelf and the wall. This clip is quite precise and will take a few tries, but due to the fast cooldown of dodges, you'll get it soon enough. Once inside the wall, a simple teleport to the right will allow Katherine to exit the room's boundaries. Due to being in a regular game, going out of bounds and dying will cause you to lose, so it is only recommended to try this clip if you have the Get Unstuck button at the ready.

#### Wrong directon

If you hold backwards and use a skill while your character is performing an attack animation, the animation for the attack you were doing will be cancelled and the skill will be launched backwards, a pretty neat trick. However, when performing this trick with Quan Huying's Fiery Phoenix, the flames produced by the attack will travel the wrong way around, despite the actual hitbox is in the right place. Have fun using telekinetic powers on your enemies, because it really does not look like they should ever get hit by your attack.

#### Confused Bull

   If a Bull that is trying to take down an enemy is frozen, the Bull will return to its idle animation and no longer attack anything when it defrosts, but will still be considered to be in the aggressive state, meaning the doors of the room will not open up after the last enemy is killed. This means you cannot spare this Bull anymore: you must hit it, make it become aggressive towards you and then take it out to finish the room.

#### Lingering item description

   If you're in the special room that allows you to choose between two items on pedestals, it's possible to run in a straight line and pick up one item at the very limit of its interacting range, causing you to enter the other item's interacting range before it disappears. This means that, as long as you don't stray too far, the description of the item that you didn't pick and has thus disappeared will still show up.

#### Scene inconsistencies

In the Bamboo Grove scene, the Shop and Forge have some rather odd shadows on its walls that do not appear in any other scene, even in the same biome. The different sound character footsteps make in this scene due to the rain are also preserved in these rooms' dry floors.

#### Secondary skill glitches in the Living Room

   Changing your secondary skill through NPC Khan will instantly refill your skill's cooldown. This means that, if you stand right next to Khan, it's possible to use your secondary skill, interact with Khan, quickly switch your skill to another one then switch it back, and then use your secondary skill again.

**(PATCHED)** If this is used with Quentin's Roar of Gauls, you can become extremely large, much larger than you're ever meant to be. There are other funny effects that can happen thanks to this glitch, which are fun to discover on your own. This glitch is completely useless for an actual game, since it only works in the Living Room.

If you use Oli and equip Oli Mecha as your secondary skill, you can make a mech, and then your secondary skill button is replaced by the rocket launcher. However, it's possible to then change your secondary skill to something else with Khan's help, thus allowing you to remove the rockets skill and intead use a turret, fish or mech. This has no practical use since it only works in the Living Room.

### Exploits

#### Infinite rerolling

You can quit game, and then restart the game and press "continue with last game" to re-roll a level. There is no limit to how many times you can re-roll, so when you get into a fatal position with much of the enemies still not cleared in a room, just re-load the level. The layout is completely the same, but you can still get many more chances on this same room. There is bound to be a re-load where you succeed.

If you happen to come across a chest containing a weapon, you can re-load the level and the chest might give another different weapon. This takes a lot of patience, but if you try enough times you might get an awesome weapon. Items will stay the same even if you re-load.

## Patched

### Bugs

#### Permanent Meditation

If you are hit during the 10-second period in which Meditation is active and healing you, the effect is supposed to be cancelled, but it will instead now remain for the rest of the scene, or until you trigger Meditation's effect normally and let it run out naturally

#### Duplicating common Power of Six Realms orbs

   To duplicate, you must first choose any two characters, and a realm which has a power you want to duplicate. Take the first one, then make sure the power you want to duplicate is currently not equipped, in other words, can be dragged into the realm. You should also be sure that said power you want to dupe *is* equipped on the other character, and remember what slot it's in. Now, from the Power of Six Realms menu, once the realm is selected, tap it again and immediately close the Power of Six Realms menu. This will cause you to have left the menu while the realm menu was opening. Now, sit down your first character and use your second. Go to Asura, and upon opening the Power of Six Realms menu, you'll find that the last character's realm menu is already open. From there, you can drag the power you want to duplicate into a slot, and it'll equip it in that slot for the second character. If you equip the power into any slot other than the one that's already occupied by the power you want to duplicate, you can cause the second character to have two of the same power.
The duplicated powers serve no practical purpose on their own. They have no effects, and even after removing the original so that only one orb of each type is present in the realm, the duplicate will still do nothing. However, strategically using this glitch can allow you to duplicate one of your common orbs once you have two, and can be used to equip a Rare power before collecting three Commons. **In this case, be sure to remember which of the two duplicates is the original (and working) orb. Replacing it when you find a third Common power instead of replacing the duplicated power will not return the orb and will leave you with a power that isn't functional. If this happens, you can only use the power again if you get another orb to switch out the duplicate and then equip it again, restoring it to normal.**

#### Quentin charge preservation

Fully charging a charged default attack, then just after the move hits, cancelling it with a dodge, and cancelling the shield with a default attack, the process can be repeated and every attack will deal the damage of the fully-charged version, regardless of how much time the move was actually charged.

#### Using the wrong styles

   What this glitch allows you to do is to equip styles from other skills onto skills they're not supposed to be on. To desync, you must first equip the Eternity power, then sit your character down, having selected the skill you want the style of which to be changed. Now enter the Training Room. Swap to any other skill, die and revive with Eternity. You'll see that the style of the skill you equipped when sitting your character down will be put onto whatever skill you were using when you died. After that, you can enter the inventory menu (you'll see the skill you have doesn't have a style equipped at the moment), and simply equip the style you want to be desynced onto the original skill. Return to the Living Room and the style will be changed forever onto that one. It is possible to simply change styles through the menu and select a proper style to undo this.

It is important to note that these desynced styles will not do anything on any skill they are equipped on that isn't their regular skill, even if they are cooldown reduction styles that feel like they should work on any character. As such, this only serves as a way to play with the equivalent of two secondary skills in a challenge environment.

This glitch will have some strange implications for Katherine, since when you desync the styles in the Training Room, she will use the default attack of the style's skill but still preserve the original skill for use. Although this would be useful, sadly, its effects do not persist outside of the Training Room and will disappear instantly when leaving it.

#### Double revive in the Living Room

When the player dies in the Living Room, they will be automatically revived. However, if the player had the Eternity power from Asura Realm equipped, they will be revived during the Warrior Ghost state, causing in two characters being active at once, a Warrior Ghost and a normal character. The only known method to die in the Living Room, as of now, is using Penhaligon's Open Fire on Me style for Royal Artillery. To reap the full potential of this double revive, what one must do is go near Asura, and kill Penhaligon with four consecutive bomb attacks (three if the Audacity power is also equipped). When the last bomb is shot, go into the Power of Six Realms menu, and wait for Penhaligon to get hit and die. You will hear two DING sound effects as the character is revived twice. After the first DING, swap the Asura Realm into some other realm, and after the second, you're free to switch it back. What this will do is allow the Warrior Ghost Penhaligon to stay forever, and the player has full control over it using the normal controls, except for the fact that its skills cannot be changed (it will mimic the skills Penhaligon had on death, excluding skill styles) and that it cannot roll forwards. The Warrior Ghost cannot interact with any facilities other than sometimes the Multiplayer owl, but it can enter rooms, and hence enter the door that starts the game, to amazing implications, some small, some game-breaking.

##### Using characters/skins/skills that aren't unlocked

The biggest out of the two main uses of the glitch. To pull it off, the player ought to first equip Shadow Knight or Trench Charge onto Penhaligon before performing the Double Revive setup, so that the Warrior Ghost can be moved remotely. After making the Warrior Ghost permanent, sit Penhaligon down, then enter the menu of whatever character you wanted to play as, select the skin you want, and go into the Training Room. Tapping the character's secondary skill will cause Warrior Ghost Penhaligon to also use his secondary skill, which will make him charge forward towards roughly Chao's location. Move diagonally downwards to enter the game remotely. In the likely case that you're smuggling in a character that you do not have, and as such don't have a secondary skill equipped, try to move as straight downwards as possible until you reach Khan's height, and then straight to the left to get to where he is, select a secondary skill, then do the same method as before (8-directional controls can help). Once you make Warrior Ghost Penhaligon enter the game for you, you will keep whatever character and skin you were using in the Training Room.

There are a few important things to note about this glitch: while the game will function normally after doing this setup, there is one small exception, and that's the fact that the character's skill style for their primary skill will be set to the last used, which in the case of a not-unlocked character will be the first style for the first skill. This means that you have an invalid style equipped and are basically playing with two secondary skills. If you plan on using the styles that *are* unlocked, being skill one - style one (and skill two - style one for characters with 4 skills), you can simply select the style from the Inventory, but that cannot be done if you want to use a second/third style or any style from a skill that isn't unlocked. This can be fixed with the next method on the list, which allows you to unlock skills and styles you want to use in games so that you can equip them easily once in the game. Secondly, when the game ends, if you were using a character you do not have, the character will sit down immediately after entering the Living Room. This keeps you from dragging the same character into multiple games. A third small consideration is that EXP can be gained for characters you don't have, allowing players to get the Level 10 achievement for characters without having the achievement for unlocking them (level 3 is not required to equip a secondary skill on characters using this glitch).

    Fourth and final is that, when entering the Living Room again, odd things will start happening to the skins. All characters will revert to their default skins, even if the last skin the player used was a different one (if the player used one of a few specific skins in the last game, other characters can take on the appearance of that skin. The effects depend on what skin was used: sometimes the glitched sprite is always shown, sometimes it will alternate between the normal and glitched sprites). Tapping on any character other than the character that was just used will result in a softlock, so it is important to do that before anything else. After leaving the menu for the character that was used, tapping on another character will cause their menu to partially load in. The arrows to swap skins are visible, as well as a corner of the Try Out button, which are necessary to proceed. Tapping on the arrow pointing to the right at least once will allow the Try Out button to be pressed. A brief flash of one of the skins should indicate it's working. Now, tapping on the character will lead to their menu as usual, but selecting any skin will cause the character to use the same skin that flashed on-screen when the Try Out button was pressed, regardless of if the player owns that skin or not. To control what skin will be equipped, one can use a different number of presses on the arrow pointing right: consider the original state a sort of "skin zero" (which is why the menu cannot be entered), and then every arrow tap goes one skin forward as it should, so one tap on the arrow will select the default skin, a second will select the character's first alternate skin, three will select the second and so on and so forth. Like this, any skin can be selected and taken into games freely. The glitched state will end if the player closes the game, returns to the Home menu, or enters the Training Room from the character's menu instead of selecting the character and leaving it.

##### Buying skills for characters that aren't owned

By using a different setup of the Double Revive, it's possible to use a character that isn't owned by the player in the Living Room, which means they can use the appliances freely, like Power of Six Realms, or, most importantly, Chao. Instead of standing next to Asura, stand anywhere in the room and, when launching the bomb that will kill Penhaligon, enter the Bestiary and go into a Boxing Club match after you hear the first DING sound. This will put the Warrior Ghost in the Boxing Club instead of in the Living Room. Now, sit Penhaligon down and select the character you want to buy skills for. Go into the Training Room, and you will find the Warrior Ghost Penhaligon there. Now, exit the Training Room, making sure the Warrior Ghost does not leave with you. It's recommended to desync the two characters by using forward rolls: since the Warrior Ghost can only back roll, it can be useful to put some distance between the two and make sure it doesn't follow you. Now make your way over to Chao and buy whatever skills are needed.

Note that, if the Warrior Ghost ever leaves the Training Room, the character you're using will automatically be sat down regardless of where you are. This is why it's important to not let it leave the Training Room in the first step of the glitch.

##### Unlocking enemy rooms

Before making a permanent Warrior Ghost, make sure you have either Shadow Knight or Trench Charge equipped. Once the setup is done, line it up with the door that starts the game, facing the right direction, and enter a Boxing Club match. From there, tap your secondary skill to make the Warrior Ghost Penhaligon charge into the door while you're in the Boxing Club.

Once this is done, you'll notice that the difficulty is locked to Real Mirage no matter what it was set to before. Most importantly, however, the enemy rooms will no longer lock when you go in them, allowing you to freely move between them as if under the effects of the Optical Camouflage. Other than that, the glitch has less convenient side effects, like the fact that items that work only in the current room (Warm Up Belt, Blade of Vampire, etc) can never activate, reviving through the revive menu is impossible, instead resulting in a softlock, and Trials and Curses can never be completed (although extreme Trials are only active during the first enemy room entered, which can be skipped anyway). Exiting and reentering the game will cause the glitch to go away, restoring the game to its previous difficulty and making necessary adjustments to the scene (removing Hard+ enemies and Meyer rooms if the game is now on Normal, removing unflinching elites if it's now on Hard). If the game is completed or left through the pause menu, the glitch can be ended in the Living Room by entering the Boxing Club again.

##### Entering Multiplayer without a character equipped

If, after creating a permanent Warrior Ghost, you and it enter the Multiplayer room, it will be able to interact with the owl just like a player would. If the Warrior Ghost is in interacting range of the owl, the attack button will flash. If the attack button ever changes to the intended speech bubble, the glitch will not be doable anymore (there are several weird things that cause this, so it's important to stick to the setup). When both the player and the Ghost are in the Multiplayer room, move the Ghost next to the owl, and then switch the player's primary skill to Denting Blow. Now, use the primary skill, and move during the windup of the Royal Artillery skill that the Ghost will use. Like this, you can move but ensure that the Warrior Ghost stays in its place near the owl (note that the cooldown of Royal Artillery is a lot longer than Denting Blow, so wait a long amount of time between skill uses). Do this to move to Penhaligon's seat, and tap the attack button to sit down Penhaligon and enter the Multiplayer menu at the same time. Once there, deselect Penhaligon, and tap the Create a Room button. If no character menus were open, the game will give an error message and return you to the Living Room without starting a Multiplayer lobby. The same will happen if a character menu is open, but it will not give the error message.

##### Using menus in the wrong place

Making the Warrior Ghost enter the Trophy Hall can allow you to access the Trophy Hall customization menu anywhere. It can be used normally most of the time, and even has practical uses in the Boxing Club to make your character disappear and hence become immune to damage.

##### Extremely laggy Out of Bounds clip

After making a permanent Warrior Ghost, you can use the Trophy Hall customization menu and still have the Warrior Ghost active. Moving statues can push the Warrior Ghost, and by moving the Warrior Ghost to a specific spot, you can ram it against the bottom wall and push it out of bounds. The spots on the edges of the red carpet beneath the central Achievements statue seem to be the most consistent, where moving the statue into the Ghost quickly enough can push it out of bounds. Once there, the clone will move steadily to the left, until it goes too far and dies. After that, the player's screen shifts to its position as it dies. After dying in the Out of Bounds, due to the Eternity Softlock glitch, the Ghost stays loaded in, and as more and more Warrior Ghosts spawn and are revived, the game starts lagging more and more. After leaving this running for a while, button presses can take a long time to register. It's recommended to leave the game fairly quickly once the glitch is started.

#### Using skins that aren't owned

This setup doesn't accomplish anything the previous glitch (Double revive in the Living Room) can't. It simply serves as another method to do the same thing (it even has the same side-effects) but it's important because it does not require the use of that glitch, any Power of Six Realms, or Penhaligon, so it can be done from the very first game in an account. To use any skin you want, you must first sit your character down and enter any character's menu, then tap Deselect, Try Out, and Deselect again in quick succession. This will confuse the game and will cause a state where any skin can be selected. Once this is done, go to any character but the one whose menu you just used, and tap on them. This will cause the arrows used to swap skins to pop up, along with the Try Out button appearing in the top right corner. Make sure to remember the order of that character's skins, and consider the character to be set to a sort of "skin zero" when you tap on them. Now, tap on the arrows to move forward in skins up until the skin you want: one tap leads to the default skin, two leads to the first, three leads to the second, etc. Once the desired skin is selected, tap the Try Out button in the corner, and the arrows and the button will disappear. Tap the same character again, and if everything was done correctly, the game will zoom in on the character as it usually would and show the character menu, and the skin that is selected when the menu appears will be the skin you selected with the arrows. Now, select any skin you have, and when you pick it, the character will instead use the skin you selected through the glitch, regardless of if you own it or not.

If, after selecting the skin through the use of the arrows, tapping the Try Out button and tapping the character again, the menu appears but the camera doesn't zoom in on the character, the glitch will not work, as you can no longer start a game. This happens when the Deselect and Try Out buttons are pressed too many times or too quickly, confusing the game too much. If that happens, exit to the home menu and try again.

After entering a game and coming back to the Living Room, the state that allows you to equip any skin will still be active. All characters will also revert to their default skins, and in the case of a few specific skins, they might use that skin's sprite instead of their own. To keep using the glitch after the first use and smuggle different skins into games, sit your current character down, then tap on them at least once, and after that you can do the same setup as before. If you do not select the character you just used before tapping on other characters, the Try Out button will not appear and you will not be able to select characters anymore. Leaving to the home menu or closing the game will end the glitched state.

#### Extra secret Boss

Reentering the game can cause secret boss appearance in secret room instead of loot, even if you have faced him before in current biome on previous scenes.

#### Entering Scene 4-1

Found by Tribal Ace\_Z. Reentering the game after defeating third boss and portal appearance can cause entering scene 4-1 instead of Asurenda battle. After that you can also clear the scene and enter scenes 4-2 and 4-3. All three scenes generate as usual scenes, except being only Executor's Walkway scene and 4-3 won't have boss enter, but Khan and Deposit Machine still apppear. Entering scene 4-4 will cause kind of crash, when you see only a black screen with hud elements and skills/attack buttons are broken.

#### Looming Menace damage reduction

Once a stack of Looming Menace's extra damage taken effect wears off on an enemy, the enemy will permanently take 20% less damage from all sources. If this is done 5 times, the enemy becomes completely impervious to damage and the effect can never trigger again on them. This is likely due to, for strange reasons, the effect being cancelled twice, causing it to end up increasing enemies' defenses instead of returning them to normal.

#### Unobtainable Golden Armor

Golden Armor can't be found in Item Progression to see information or ban it, but still appears in runs. After bug fix it can be found in Basic Items.

#### Camera Lock

By using the Leaving the Boxing Club method against a Yurei as Oli, two tiny Mercenary Assassins it spawns will follow Oli into the Living Room. These will stick around even after sitting your character down and picking someone else. From there, it's possible to lead them into the Multiplayer room, where the player must enter the menu and wait for the Mercenary Assassins to kill them. Once you hear the death sound, create a room. This will cause the game to lag, and for a brief second all character names will be visible. If the glitch has been properly done, your character will have been "respawned" by the multiplayer initializing, but the game still considers them dead. As such, the respawn icon will show where the body was, but it cannot be interacted with, and the camera no longer moves along with the player. It is still possible to use all Living Room appliances except for those locked in Multiplayer, although they will have to be navigated to blindly. Closing the room ends the glitch.

#### Lingering damage numbers

Leaving a game the moment the damage numbers show up after hitting the Training Dummy in the Living Room will cause them to linger around in the home menu for a few seconds.

#### Unable to enter Boxing Club

Leaving the game while in the Trophy Hall will cause the Boxing Club to be unenterable until the player goes into the Trophy Hall and leaves it, or closes the game.

#### Rifle sliding

By tapping the roll button immediately after shooting Hannah's rifle (sliding one's thumb from one button to the other quickly does the trick), Hannah will roll but stay in the rifle animation. This glitch is only visual and only works in the Living Room.

#### Infinite Animal Realm followers

    By summoning an enemy as an ally in the Living Room through the usage of the Azure Dragon power, then switching your active realm to something else and switching back to the Animal Realm, you'll be able to spawn a second follower without the first disappearing. After doing this, the first ally you made will lose all its AI and will only teleport to you when crossing into a new room, but if you switch to a different realm during one of its attack animations, it will keep its AI as long as it can attack something, despite it still can't teleport to you. Going into another room will restore lost AIs.

#### Ghost items

After returning to the home menu and entering a game, when opening the Inventory as any character for the first time, it's possible to see anywhere from 1 to 3 Catalyst of Vengeance sprites in strange locations, generally at the bottom of the Backpack screen, for a split second. The time they are visible and their positioning varies between versions and is likely also dependant on the quality of the user's device. On some devices, closing the app entirely may be required for this glitch to work, as opposed to simply returning to the Living Room.

#### Frozen Enforcer

Killing a Bladed Enforcer during their charge attack with environmental damage (Quentin's Roar of Gauls Revenge ticks, debuffs, etc.), will cause them to continue their attack animation after being dead, stand in place for a few seconds and, shortly afterwards, disappear.

#### Slime softlock

Fighting a Slime in the Boxing Club, killing it, then waiting for it to merge back into a big one will cause the game to not reward the player with a win when the slime is definitively killed, causing the game to effectively softlock and not let the player leave by any means other than closing the game entirely.

#### Enemies leaving the ring

Enemies are usually incapable of leaving the Training Room's ring, due to there being a barrier they can't move through. However, if you use a skill to pull them out, like Akaisha's Leprechaun or Peddler's Swinging Kitty / Whirling Blow, or something to push them out like the shield blast effect, the barrier will prove useless and the enemy will be free to move around the room. Enemies cannot reenter the ring on their own, but you can help them back in using this glitch.

#### Permanent Shadow Knight state

By standing next to Khan, activating Shadow Knight and then talking to him to quickly change your secondary to another skill, you will be left stuck in place in the shadow knight state. Then, cancel the skill, and the move's unflinching effect, graphics, sound effects and damaging hitbox will linger forever. The damage, however, will no longer update with your stats. It is possible to attack and do anything you want while this is active. Consecutive uses of the glitch will stack its damage and hits. It is impossible to remove this effect unless via dying or leaving the current area.

#### Trophy Hall Customization errors

By positioning your character in a certain way, it is possible to overlap the base of a statue placed in the Trophy Hall with an icon of a statue yet to be placed present in the customization menu. Tapping on a place where they overlap will have a few effects that let the Trophy Hall's regular functions to be broken:

* When tapping the button, the game places the statue from the menu but also seems to think it is selecting a statue that already exists, as you've also tapped on one at the same time to set up the glitch. As a result, the option to cancel the placement is available when it shouldn't be. Tapping this option causes the statue to be kept in its current position which was supposedly its original placement, and in doing so it will ignore all illegal placements (being on top of a statue or red carpet).
* The statue that is being placed will not be removed from the statues menu, as that would only happen if the player had pressed the "Confirm" button to place it down. As such, it becomes possible to duplicate statues infinitely. Once the player has duplicated enough statues to suit them, they can move them around freely like any other. Tapping "Confirm" on any of them removes the ability to duplicate them anymore until one of them is removed from the hall normally, hence making it available in the menu once again.
* In tapping on the statue that was already placed, it's likely that it will be moved a little bit in a direction difficult to predict. The direction usually has to do with what part of the statue's base was tapped to trigger the glitch. This allows the already existing statue to slide into invalid positions as well.
* The statue that was already placed, in performing the glitch, will be selected and deselected so fast that the green edit glow will be preserved, making it much more vibrant. The glow can also be red if it happened to slide onto an invalid spot. The effect is lost when the statue is selected and deselected again, and performing the setup multiple times will make it progress through the glowing animation frame by frame until there is one point where its colors are normal again.

This glitch can serve as an impressive tool for Trophy Hall decorating, although it has its limitations. Its main issue is that it cannot be performed near the top sections of the Living Room due to it being necessary to overlap statues with the menu, and the menu is always at the bottom of the screen.

The edit glow preservation is lost the moment the player returns to the Living Room after exiting a run, going to the home screen or closing the game entirely. All statue duplicates are also lost, leaving only one of them to stay. Invalid placements, however, can be made permanent with proper setup. When returning to the Living Room, the game will try to move statues back over to a valid location, but if none is available, they will not be moved at all. After the first time the statues have failed to be moved, the game will not attempt to correct the placement again. The game will always remove statues from on top of red carpets, even if it means putting them directly on top of other statues.

#### Extra beams

If you freeze or scare a Desert Night Light while it's aiming its laser attack, the graphical effect that shows where the lasers will appear does not disappear and will instead stay there permanently until the golem is killed. This means you can see a Guardian Idol showing two sets of targeting beams, even if one of the sets is not functional. This visual glitch is completely useless and is a bit confusing, especially if you're far away from the golem and can't remember which set of beams is the fake one. (Note: on current versions, this effect can still linger for a while, but is usually corrected after the enemy fires its beams)

#### Long-lasting reticles

   If you use Akaisha's Arrow Rain skill with its first skill style equipped, holding down the button causes the reticle indicating where the arrows fall to become smaller. You can charge this skill for as long as you want, but the skill's cooldown keeps going while charging the skill, meaning if you simply hold the button down, the skill will become available while Akaisha is still charging. The skill will not be released automatically by the time it's filled, but if we enter the pause or settings menu to stop holding the button, then hold on the skill button's position and unpause, we can activate the skill again on the very first frame. Although the skill will be launched, the reticle will remain in that position for a very long time. This glitch is only graphical and has no real use.

#### Infinitely selling ingredients

   If you hold an ingredient type in the selling menu to add items to the selling list quickly, then leave the selling menu while still holding your finger down, the game gets confused and thinks your finger is still there. Hence, whenever you enter the selling menu again, the ingredient where your finger was being held down will begin to add itself automatically to the list at a decent pace. This can be performed on multiple ingredient types at a time to accelerate the pace of selling ingredients.

If all of an ingredient type were to be added to the list, all ingredients will move over one spot to fill in the gap. This means that the place the ingredient type used to occupy, which was one of the places your finger was being held, becomes occupied again, and the next ingredient type begins to be auto-sold as well. With enough ingredient types auto-selling, you can easily sell your entire ingredient supply by just waiting a while.

If too many ingredient types are being constantly sold through this glitch, the game freaks out and the selling menu will stop working entirely: all ingredients that are not base spirits disappear from the menu and cannot be sold. The one way to fix this is by leaving the game entirely.

To terminate the glitch, one must hold their finger down on the ingredient type that is being auto-sold and then release it. This cancels the holding order and hence stops the auto-selling. This must be done on all ingredient types that are being auto-sold to fully stop the glitch. An alternative method is to leave the game, although this is often slower.

#### Wrong bullet icons

After reviving as Hannah, you will lose any guns you had before death. However, the ammo icons on the bottom of the screen still show the ammo type of the previous gun, despite Hannah actually uses her default revolver. The only way to revert this is by switching to another gun and using up its bullets, causing Hannah to return to the regular revolver's graphics.

#### Genie softlock

   When interacting with the lamp that appears after Iblis is defeated, it's possible to tap the attack button many times before the animation of the genie appearing is finished and you lose control over your character, causing the genie to seemingly go back into the lamp and restart the animation. However, each time you tap the attack button, the game proceeds as it usually would, and each genie activation has a different timer for when the text boxes and prompts appear, meaning if you simply tap the button a few times and do nothing, you'll see how all the taps eventually activate the genie, causing the initial text box to keep repeating over itself. This is fun and all, but can result to some bad things happening if you do the wrong thing.

To softlock the game, you must first destroy Iblis's statue. Afterwards, you must tap the lamp once to activate it, then wait a bit and tap it a second time, and you should have enough time to quickly input one wish from the first lamp activation before the second activates and overrides the first. Inputting Power is easier since its prompt is on the same spot as the prompt to dismiss the first text box before the wish menu. Doing this will cause the second prompt to appear after the wish has been chosen, and the game now recognizes that you've already taken your wish, as it should. The problem here is that since the only way to leave the genie's menus and regain control over your character is to make a wish, and the game sees that you've already taken one and hence you cannot wish for something again, all the prompts do nothing except for the first two Three Wishes prompts, which don't actually reward the player with a wish, and it is now impossible to leave the wish menu. This means you're permanently stuck in this text box, with no way to control your character and no way out. Exiting the game will put you in the next scene as it should, but you'll have missed out on both the wish and the weapon from Iblis' Boss Chest.

This should serve as a short guide as to what not to do with the genie, as this glitch is completely and utterly pointless, and very hard to trigger on accident.

#### Permanent Ifrit tornado

   If you break Ifrit's stone golem cover after it starts using its tornado move, you'll find that the heart will fly over to the other side of the room. The golem now thinks it's still in the tornado state, meaning touching Ifrit causes you to take constant damage as if it were still using the move. The glitch wears off when Ifrit uses its tornado move again.

#### Crash the game (almost)

   If you manage to have an enemy Bull summoned by Asurendra survive through the whole fight, if you hit it, then enter the Exit to show the score menu and wait for it to ram you down, some very interesting things can happen. Once you die, the revive screen will pop up above the score menu. After reviving, despite none of the buttons are visible, you'll regain full control over your character and will be able to move around whilst in the score menu. Reviving through the Green Mushroom will also work. When in this state, it's possible to reenter the Exit. Since you're already in the score menu, the Exit will work as a portal to the next level, but since there is no further level, it will default back to the Living Room.

When in the Living Room in this state, nothing works properly. No gemstone counts are visible, no character animations will play and trying to tap on a character will cause their menu and "Try out" button to appear slightly on-screen. Tapping the Try out button will warp your character into the Training Room as it should, but the character menu is up, you cannot use it to switch skills or confirm your selection of character, and all your skill buttons will do nothing, since because you did not reach the room in the intended way, they haven't been assigned to anything yet. This is the end of what you can do with this glitch: afterwards, you must close the game entirely to leave this state. Whether your win will be saved or not has not been tested.

You can completely avoid this glitch by simply ending the game before the Bull kills you.

#### Moonwalking Vulture

If the Beating Jelly spawns a Vulture, it will not be able to move properly, and whilst it'll align itself properly with the player and its target when it moves, it will always move towards the left side of the screen no matter what. It can still attack in this state, but only if enemies are close by. This whole glitch is likely due to the fact that Vultures always stay on the left side of the screen and then enter the fight when most enemies have been killed by swooping over to the right side of the screen, although the glitch does not fix itself when the enemies have been dispatched.

#### Unflinching Oli

This glitch is ancient, and worked into the high 1.5s. If you cancel Oli Mecha's building animation, Oli will remain unflinching for the rest of the scene.

#### Impatient Chest

If you're in an exit in the Undead biome which has spawned as a room full of Archer Ashes, if you manage to kill a few of them off (make sure it's not enough to trigger the exit's second enemy wave), get all the remaining ones onto one spot and destroy them all at once, their death animation is so short that the room ends before the first enemy in the next room can spawn, spawning the White Chest that you're rewarded with after completing the exit. However, this does not cause the exit altar to spawn, since that takes a bit longer to appear and by that time there are already some enemies in the room again.

#### Drink ingredients capped at 99

In the menu in Mary's Bar that allows you to sell drink ingredients, the number displaying the amount of each ingredient you have never seems to go above 99, even though it's possible to get more than 99 of any ingredient. With all ingredients but base spirits, adding one ingredient to the selling list will cause the true number to be revealed.

#### Asurendra breaks entirely

   This set of two gamebreaking glitches happen only in the third phase of the Asurendra bossfight. These are two very strange and very bad glitches that can happen in Asurendra's third phase:

* When Asurendra uses his light clones attack, if this attack is interrupted by his core beam, the final boss becomes completely invisible. Asurendra can still use attacks, but cannot be damaged. The cover on top of his chest gem can still be hit and destroyed, but you cannot reach Asurendra's actual health bar. The only way to get Asurendra to reappear is if he decides to use his light clones attack a second time, where he'll reappear after the attack ends as is intended.
* During Asurendra's light clones attack, the final boss can duplicate for seemingly no reason: a second Asurendra appears on top of the first, and despite their attack pattern is the same, they have separate health bars, and this means you now have to deal with two final bosses instead of one. If you manage to kill one of the Asurendras, the music will stop, since the game is supposedly over, but the fight still continues.

#### Quan Huying momentum preservation

   If Quan Huying equips Shoulder Bump as her primary and secondary skill, she can go very fast through this glitch. Whenever you use Shoulder Bump, you accelerate to a certain point and then stop dead. However, if you cancel the Shoulder Bump with another Shoulder Bump before Quan decelerates, the momentum from the first use of the skill will be preserved, and the second use will add even more speed into the equation, causing Quan Huying to fly accross the room at considerable speeds. Depending on your timing, you'll fly around at different speeds: the ideal timing would be just before Quan stops the charge to bash enemies with her shoulder, which is when she goes fastest.

#### Unable to roll forwards

   If you move by holding the movement stick in one direction and then open and close your Inventory while still holding in one direction, as long as you keep holding down the movement stick, pressing the roll button will always result in the default roll, which is rolling backwards for most characters, despite you're clearly holding forwards.

#### Invincible Ifrit

Ifrit's attacks can generally not be interrupted, since it is a permanently unflinching enemy, similarly to Rebellious. However, unflinching enemies are not immune to freeze, and this is where the game can break. If you freeze Ifrit's heart, once Ifrit defrosts, it will be in its golem form without doing its recomposing animation. Since the recomposing action never happened, the golem's health bar cannot take damage since Ifrit's heart is supposed to be visible, but since Ifrit is in its golem form and the heart isn't there, it cannot take heart damage either. This results in a fully invincible Ifrit that will still attack the player. Also, if the player froze the heart while Ifrit was using the attack where its rock pieces fly around, the rock pieces will stick around and move with Ifrit.

The only way to terminate the glitch is to wait for Ifrit to use its flying rock pieces attack, which causes the boss to regain its normal state.

#### Enemies stuck in the fountain

In the Moonlight Mahal scene, it's possible for an enemy to appear inside the fountain in the center of some of the rooms. Due to this fountain being a solid object, characters cannot move through it, meaning you can only get to that enemy by using a skill that covers a long distance, like, for example, Ginzo's Hiken - Shooting Stars. If you cannot reach the enemy in the fountain, you will never be able to leave the room, and if the enemy also happens to be a melee enemy, you will not be able to die either, causing the entire game to be wasted. This glitch is rare, but it will screw you over if you're not prepared for it.

This was fixed in update 1.0.15: enemies stuck in solid objects are now capable of moving outside of them on their own terms, meaning they will no longer get stuck in fountains.

### Exploits

#### Double skill styles with Oli's Flying Fish

If you play as Oli and select Oli's Flying Fish as your primary skill with the Pisces skill style equipped, you can build two turrets and then equip a different skill style. This means the turrets will not actually die like they would if you were to switch out your primary skill to something else, and both will get the benefits from the skill style, allowing you to make more powerful turrets and still have an advantage in numbers.

#### Infinite Anaerobic Exercise

If you play as Peddler and select Anaerobic Exercise as your primary skill, you can activate the anaerobic state, then without deactivating, switch to a different skill, switch back and turn on the skill again. You can repeat this process, and this results in the anaerobic buffs stacking up, giving you an insane amount of damage, attack speed and movement speed. However, you will lose health accordingly, meaning you'll permanently be left at 1 HP, so it's only wise to use this if you have Hearted Shroud equipped.

#### Infinite Soul Stones

This exploit can be used in the Living Room, and also requires quitting the game and restarting when something unfavorable happens. Use the Gemstone decomposer, insert as many gems as you have, and there is a random chance for different amounts of soul stones to come up. After you press the "confirm" lever, you will be noted of how many soul stones you got. Restart if this number is bad, and you will see that your gems are back. Keep doing this until you get a nice amount of soul stones, hopefully less than 50 from the maximum amount you can get. If this is the case, you can buy gems back from the Living Room shop and redo the process, except you have more gems and thus more soul stones. As long as you are patient enough to keep trying (it might take hours for it to work just a few times), you will get much richer. Of course, if you have a few hours, you can just consider playing the game normally and you will also be rewarded with a decent amount of Soul Stones.