Glitches

Over the course of playing the game, various glitches have been discovered, many of which produce interesting or favorable results. **Please note that using these glitches can cause confusion for other players, so it is requested that discretion is used, so as not to disrupt the experience for others.**

## "Gluing" Hands to Mask

By grabbing your mask with both hands at precisely the same time, you can lock both your hands to your mask without the mask coming off your face. At this point you can wave your (real) hands around as much as you like, but your Sprite's hands will remaining locked in place until you release the grip triggers.

## "Mergic"

### Transparent Objects

This requires an edible item that takes two or more bites. First, take a bite out of your food item of choice. Then, while still holding it, take off your mask and place the half bitten object on top (while still holding it) and press the trigger on the hand that is holding the mask. Eat the second part of the object. Get a transparent object (a cup from bar) and break it on top of the mask. Keep turning back time on it. You should get a transparent object.

### Muddy Objects

This also requires an edible item that takes two or more bites. You also need to be in the workshop near the big red button. First, take a bite out of your food item of choice. Then, while still holding it, take off your mask and place the half bitten object on top (while still holding it) and press the trigger on the hand that is holding the mask. Eat the second part of the object. Press the big red button and then turn back time. You should get a muddy object.

### Wobbly Objects

This also requires an edible item that takes two or more bites. You also need a second person. First, take a bite out of your food item of choice. Then, while still holding it, take off your mask and place the half bitten object on top (while still holding it) and press the trigger on the hand that is holding the mask. Eat the second part of the object. Have other person make the last step of creating a snail (adding the second salt to their mask). Finish turning back time on your mask. You now have a wobbly object.

### Merged Objects

Various combination objects can created using the above techniques, wherein the two items are actively conjoined. Examples include Teddy bear + tart (creates a Bart), a slushee (must be made using the Coleman doll) + binoculars (creates a "Coleman gun").

### Non-Standard Grow/Shrink

To make an item super tiny, perform mergic as above, with an edible object and a vase.

To make and item slightly larger (roughly halfway between normal and giant sized) perform mergic as above, with an edible object and a coffee cup.

To make an item super giant, perform mergic as above, with an edible object and a spoon or crob egg. **(Please use extreme discretion as super giant objects are very disruptive to other players)**

**Void Mask**

This glitch requires two people. One person has the time cup glitch enabled and glitches in the front part of the Time Booth. The second person walks into the Time Booth like normal. The person in the front part of the Time Booth leans forward and removes their mask. The second person does the same thing. Both people put in their masks into the slot at the same time until one of the two people disappears. If the person inside the Time Booth disappears the person in the front part should walk out of the front part of the Time Booth and walk into the normal part. You'll then be in the Time Booth void where you will still be able to use your mask. Please note that it may take a few attempts and should not be done with a random person.

**TimeBoat Item Glitch**

For this glitch you have to find a sprite and go the time booth and similar to the mask void glitch you put your masks into the slot just as the sprite is entering the time booth and then you have to be very fast and choose an act while the other sprite is in the time booth. That will glitch the countdown out. You should go to a new time booth because the old one won't work. And glitch items in the air by going to a new instance/having a person make items and then go to a new instance. Find another person and do the void mask glitch as normal with those glitched items flying. Once your are in the void those items should be there with you. I would recommend making one of them golden since that sometimes provides better success. You could also spawn in your own items but that has more varied success rates. And then just choose any act and you should have your items floating beside you. It's definitely difficult to do with random sprites and could annoy people since you do send them to time boat so just as a warning. It's very disruptive and ruin the exsperience of others.

## Flying

### Floating

There are multiple ways to float/fly in the air without falling. The easiest way is to switch to teleport mode. While in teleport mode, you will not move vertically for any reason besides teleporting or the surface you are standing on moving. This can most commonly be utilized by either walking off a ledge in scrunch mode and switching to teleport in midair, or by switching to teleport and then walking off a ledge. Pacewalking can be used to move horizontally while floating. A less-utilized facet of this glitch is that it also prevents you from being moved upwards, for instance, by the slope of a ledge, and therefore, while in teleport mode, while having collision disabled, and using pacewalking to help gain enough distance without teleporting, one can walk straight through a floor slope. You can also float by passing through a wall in scrunch mode while collision disabling is active, resulting in an interesting effect. You can use the joystick to walk backwards towards the wall, or adjacent to it, but not in any other direction, and if you walk back towards the wall you will not be able to use the joystick to walk back to where you were previously.

### Prop Flying

By using a combination of objects, it is possible to "fly" into the air. One method uses a cinderblock or chair, which are able to be stood upon, that is place on top of a large, flat object such as an enlarged plate or tart. Once these two are stacked, stand on top of the cinderblock and grab the plate. You should begin your ascent!

Method two is a bit more stable and involves cramming a cinderblock inside of a toolbox. The two objects will behave relatively as one, and you can stand on top, grab it, and begin flying skyward.

### Dual Prop Flying

Flying can also be accomplished by two people. This method involves two cinderblocks, and a player standing on top of either one. Each player then grabs the cinderblock underneath the other player and both will be lifted up into the air. This method produces flying at considerably slower speeds but can often be easier to control.

It is indeed possible via both of these methods to fly over the outer walls. There is not much to see, but it is an experience.

## Poison Immunity

To gain immunity to poisoned objects, make and eat a poisoned food item while inside the Time Boat then quickly put your mask in the slot before you are teleported to the islands by the poison. When you go back to the desert, you will now be immune to all poison until you exit and reload the game.

## Navigating Out Of Bounds

**Please note, it is recommended that if you would like to experiment with these** **glitches, that you do so in Singleplayer mode so you don’t disrupt others experience.**

### Pool Shortcut

To teleport directly from the desert to the underground pool, go to the hill near the window looking down into the pool. Switch to teleport mode if not already using it, then plunge your hand below the level of the sand (the hillside makes this easier) and move your arm around while pressing the teleport button until you feel the vibration of having found a viable spot. You may have to try out different places and angles until you find one that works! You can also teleport back up by standing on the mound of sand near the tunnel entrance and teleporting up towards the ceiling. (Again, you will need to experiment with location and angles to find one that works best for you.

### Shasta Poster Shortcut

With scrunch mode enabled, you can use the (broken) Shasta poster near the elevator to drop down into the Sewer. Step backwards into the poster frame (it can be broken or repaired) and you will fall off into the void. After a few seconds you will drop down in to the Sewer!

### Gift Shop Void

With teleport mode enabled, you can stand in front of the heavy metal door in the gift shop, plunge your hand through it, and teleport into the hallway. There is an open door which you can walk through and see into the void. There is only a small ledge here, so if you fall off of it you will respawn near the guts, however, it is useful for quickly checking to see if anyone is underground, since you will be able to see the glow of masks if they are.

### Crob Pit Hopping

Unless you have been teleported to the Crob Pit by an actor, you will end up in one of the side caves overlooking the main den. With teleport mode enabled, you can step backwards through the walls at the front corners of the cave until you are out of bounds, then teleport down into the main cave. This one takes much trial and error, and even those who use it regularly still often end up falling out of bounds completely and respawn near the guts. If you are trying to get down there because there is an actor, you may have better luck simply waiting for them to teleport you down themselves, so that you don't risk missing out entirely!

## Timecup Glitches

In Timeboat Act 2, enter the boat, go downstairs, and enter Sandy and Billy's lab. In the back of the room, on Billy's desk, is a glass beaker. This is the Timecup. It is an incredibly glitchy object that allows for a very, very wide variety of glitches and strange behaviors. On its own, the Timecup cannot be picked up, unlike most objects in Timeboat (where picking it up results in you pulling away a copy of the item). Instead, the Timecup can be held from any distance, never breaking your hand or pulling away a copy. A number of glitches can be performed by performing specific actions while holding the Timecup.

### Scrunch Corruption

Scrunching while holding the Timecup results in the player's audio becoming heavily distorted and glitchy, while the game itself freezes completely. The freezing persists until the Timecup is released, and the audio will correct itself shortly after you do so. Also, it's inconsistent, but sometimes this will interfere with the game itself, such as briefly closing and reopening the game, or deleting your guardian. Why it does this is most likely because when Sandy is in the lab and she is trying to look for something to save Gerald, she picks up the Timecup and also another object that acts the same as the Timecup.

### Telesprinting

Teleporting while holding the Timecup results in the player moving incredibly quickly in the direction the hand used to teleport with is pointing. You will continue to move incredibly quickly until you hit a wall or ledge. Point closer to your feet to slow down, and closer to the horizon to speed up. Start another teleport to brake, and cancel the teleport to stop entirely.

### Collision Disabling

If you push your real-world view into a wall or other form of collision that would normally push you back while holding the Timecup, your screen will go black, but you will not be pushed back. If you remove your mask, you will be unable to put it back on for a second. Replacing your mask after this will result in you having been moved back without any visual or auditory effects. You will now be completely unaffected by collision from real-world movements, and can walk through walls by physically moving yourself through them. Once on the other side, you can tap scrunch, teleport, or switch between the two to update your position and be able to walk normally on the other side.

### Time Warping

While holding the Timecup, transition to another map (by going to a puzzle or leaving Timeboat). Once the new map has loaded, your position will be offset by a potentially very large amount. This glitch is not entirely understood yet, and this section may be updated as new information is discovered.

## Waypoint Glitches

### Waypointing

Internally, the game keeps track of the coordinates of the last point the player has teleported to using the teleportation movement scheme. If, while in the scrunch movement scheme, the player opens the menu, presses down on the button to switch to teleport, and without unpressing the button, presses the scrunch/teleport button on their controller, they will switch to teleport and simultaneously be moved to their waypoint. When performing this glitch, make sure your hand isn't too close to the button - this glitch seems to rely on the fact that when you scrunch, your finger pulls back into a fist, unpressing the button at the exact same time as the scrunch begins. Depending on circumstances, the exact result may vary. For some players, they instantly warp to your waypoint, while for others, they instead see their hat move to their waypoint and enter a state as if they were preparing to teleport, and only go to the waypoint when they release the scrunch/teleport button. In either case, the end result is the same.

### Wayporting

Wayporting is a specific utility of waypointing that works due to how the game handles positions. Seemingly, the game uses a coordinate system to track player locations, which means it also uses a coordinate system to store waypoints. If the player transitions to a map other than the one any given waypoint was set on, the waypoint's coordinates remain unchanged. At that point, restoring your waypoint will result in the player being brought to the old coordinates on the new map, which can have vastly variable results. Figuring out where every map is in relation to the others is mostly trial and error, but most are vaguely centered on the same general point in space. Using this glitch can allow you to teleport to otherwise inaccessible locations by setting a waypoint at the corresponding location on a different map.

### Scrunchpointing

Scrunchpointing is the inverse of waypointing. The game keeps track of your last teleported position, but it also keeps track of your last scrunched-to position. This is your scrunchpoint. By performing the same steps as detailed above, but instead switching from teleport to scrunch, you are sent to your scrunchpoint, with a few caveats. Firstly, this is much more precise. When your hand shifts to the teleport gesture, your pointer finger shifts upwards ever so slightly. To restore a scrunchpoint, this movement has to take your finger off the button, with the movement of your other fingers extending also not hitting the button. This is easiest done by pressing the very bottom right of the button, as far down and right as possible, with your hand almost completely level or slanted away from the button. An important detail of scrunchpointing is that it doesn't quite send you to your scrunchpoint - instead, it places you laterally at your scrunchpoint, and vertically at your current height. This allows scrunchpointing to not only be used as an alternative waypoint, but also to access areas that waypointing and wayporting otherwise wouldn't be able to or would take longer to reach. Additionally, while in a scrunchpointing state (while holding the scrunch/teleport button after performing the glitch, but before teleporting), the player appears to be scrunched from their current position all the way to their scrunchpoint. While in this state, the player can point the hand used to perform the glitch to aim a teleporting reticle in the area they are scrunchpointing out of. The result of this is that scrunchporting will unavoidably either cause you to reset your waypoint, or force you to leave your waypoint somewhere in the immediate vicinity. However, waypointing can be safely performed without affecting your scrunchpoint, and the teleporting reticle shown while in the scrunchporting state appears to have a supernaturally-high ability to be maneuvered into otherwise-unreachable areas, such as higher elevations. It also does not instantly teleport you to your reticle, as regardless of where you put it, you will be sent to your scrunchpoint as expected, allowing you to remotely set a waypoint. You can also use scrunchpointing to "scrunchport" in the same manner as wayporting: setting a scrunchpoint on one map, going to another without updating it, and restoring your scrunchpoint to teleport somewhere you may or may not be able to normally access. Keep in mind that all the standard restrictions of both scrunchpointing and wayporting still apply when scrunchporting.

### Scrunch Displacing

When scrunchpointing, if the scrunchpoint would bring you through a wall, your "real position" (the position used for joystick movement) is left behind, and only your "effective position" (the position used for rendering, camera view, and hand positioning) is changed. The effect is similar to if you were to collision-disable/pacewalk from your position to your scrunchpoint while in scrunch mode. Depending on where you scrunchpoint from, this can have drastic influence on your movement. By scrunchpointing from the island to the desert, you become able to walk around in a significant area using standard joystick controls in which you will appear to float in the air. By disabling collision first, you become able to freely walk through walls in this state. Your vertical position and the boundaries in which you are able to walk in this state can vary based on outside conditions, such as the movement of the island relative to the desert. Scrunching or switching movement schemes will end the glitch and update your real position to your effective position.

### Superporting

Superporting is the act of combining a wayport and a scrunchpoint by restoring the waypoint set on another map, then restoring the scrunchpoint. Doing this gives you the vertical position of the waypoint, but the horizontal position of the scrunchpoint, allowing you to arbitrarily alter your vertical position to any level accessible on any map in the Under. Note that the same can technically be accomplished by waypointing, and then pacewalking to your intended position, but superporting is both substantially faster and allows you to bypass any walls or obstructions that may be between you and your desired position without requiring collision disable to be active.

### Super-duper-porting

Super-duper-porting is the act of combining a wayport and a scrunchport by restoring the waypoint set on another map, then restoring a scrunchpoint set on another map. This is the single most powerful form of waypointing, allowing you to teleport to any arbitrary point on any map as long as you can achieve that point's vertical position and horizontal position on any other map or maps. However, it is also extremely limiting. Normally, after setting a waypoint, you can continue to move about with scrunching, and normally, after setting a scrunchpoint, you can continue to move about with teleporting, and superporting (the other glitch that requires both) has you restoring your points as soon as you set the scrunchpoint. However, with super-duper-porting, you must set both points, then navigate to the map where the points are to be restored, which must be done solely by walking normally, which is very slow and incredibly tedious. Despite this, there are situations where this can be useful due to its sheer power.

## Recenter Clipping

This is a device-dependent glitch that, used well, can allow you to clip through walls without the prior setup that collision disable requires. To perform it, you need a device that allows you to recenter your play space on the fly. For instance, Quest users can recenter themselves by simply holding down the right menu button. It also requires a play space of moderate size, with bigger jumps requiring a bigger play space. First, in real life, walk as far forward as your play space will allow. You want to have the maximum possible open space in a straight line behind you. Recenter your device. Next, in-game, walk up to the wall you want to clip through. Then, in real life, walk as far backwards as possible. In-game again, walk up to the wall a second time. Finally, recenter your device again. If you've walked far enough, you'll snap to the other side of the wall in question. If your screen goes black, you're completely inside the wall. Try walking forward in real life. Walk forward far enough, and the collision should snap you to the other side of the wall you're trying to clip through.