Do shortcuts reset on death?
Opened walls and cleared foliage stay open — braziers remain lit.
Scarlet Deer Inn hidden shortcuts guide: breakable walls, lever shortcuts, crawl paths, and backtrack routes that make replay and 100% runs faster on Steam.
Breaking walls and opening backtrack paths underground.
~5 min read
Official Steam copy promises "Hidden shortcuts in the dark that make each playthrough easier." This Scarlet Deer Inn hidden shortcuts guide lists breakable walls, lever-gated doors, crawl bypasses, and elevator links that stay open once unlocked.
Shortcuts are the main replay convenience — not New Game+ bonuses. Pair with collectibles for All Together sweeps and torch guide for relight discipline on backtrack.
| Shortcut type | Persists? | Typical reward |
|---|---|---|
| Cracked stone wall | Yes — permanent opening | Backtrack path + toys |
| Burned foliage | Yes — stays cleared | Shorter route |
| Lit brazier | Yes — relight source | Checkpoint |
| Broken lever door | Yes — door stays open | Vertical skip |
| Crouch tunnel + crate | Yes — crate position saves | Toy side room |
Underground, attack cracked stone while your torch is lit to open permanent passages. Unlit attacks do not damage walls — light brazier first, then strike.
Part 2 walkthrough notes a critical wall after spike corridors linking back to earlier braziers — skipping it traps you in long loops on 100% cleanup.

Cracked texture differs from solid stone — look for fracture lines on side-scrolling backgrounds. When unsure, attack once while lit; no penalty for hitting solid walls.
Spinning Top and Stuffed Bear sit behind optional walls — collectibles. Open during story even if you skip the toy first pass.
Elevator levers connect vertical layers — pull floor lever, crawl back, use elevator lever to descend. Some floor levers break after one use but hold stone doors open — run through before they close.
Crouch tunnels bypass locked gates when crates are pushed — see walkthrough crate/flute room. Crate position persists.
Right lever → pass → relight → left lever (breaks) → stone slab opens. Wait for full open. Shortcut beyond leads to water collapse and chase — one-way until surface.
Bottom brazier pair before spike corridor — light both before exploring branches. Elevator return skips upper lever puzzle on backtrack.
Mental map of Part 2 underground — use during first run to open everything.
Part 1 village is mostly linear errands — shortcuts concentrate underground. Castle mid-game has carriage kitchen shortcut for No Questions — not breakable walls but skips patrol distance.
100% achievement runs need All Together sweeps. Open shortcuts during the story so post-credits cleanup skips solved puzzles. ~10% Steam unlock rate on All Together partly reflects players who never backtrack.
Torch discipline still applies on backtrack — shortcuts save walking, not darkness immunity. Carry torch guide checklist.
Opened walls and lit braziers persist through death — you never re-seal shortcuts. Foliage stays burned. Only segment resets (chase) temporarily block progress.
No formal NG+ — start new save only if you want fresh choice trophies. Same save backtrack is standard for missed toys.
Skipping cracked walls on first run — you must replay long lever chains to reach side toys. Rushing stone slab room without lighting both braziers — death respawn is faster with checkpoints lit. Forgetting crate position — flute room needs crate pushed twice; wrong position blocks crawl.
Assuming village backtrack — Part 1 has almost no breakable shortcuts; do not hunt walls in the village square. Underground only.
Every shortcut you open during Part 2 should be mentally tagged: does this branch have a toy icon glow or dead-end brazier? Dead-end braziers often mark Spinning Top or Stuffed Bear rooms.
On backtrack, light the nearest brazier first, then run shortcut — do not carry unlit torch into previously cleared spike corridors. Collectibles order section lists which toys need shortcut walls opened first.
Castle carriage shortcut is not a breakable wall but functions the same for No Questions + Mini Drum — treat it as a permanent skip once discovered.
Steam store text: *"Hidden shortcuts in the dark that make each playthrough easier."* This is literal — not a meta upgrade system. You earn shortcuts by attacking walls and solving levers, then they persist.
Marketing also highlights physically embroidered characters — shortcuts are level-design reward, not cosmetic. Speedrun and 100% communities document the same wall list as this guide.
First-time players should attack every crack texture in Part 2 — the habit costs seconds upfront and saves entire lever puzzles on toy cleanup later.
Wall after left lever room — early backtrack link. Wall after spike corridor — major 100% route. Optional platforming dead ends — rag doll room return path. Missing the spike wall is the most reported cleanup regret on Steam forums.
Mark these three on a sticky note during first play — no in-game map tracks opened shortcuts.
Open the walkthrough Part 2 headings alongside this page — lever and wall callouts are split across both guides intentionally. Collectibles order assumes shortcuts opened here.
Torch guide backtrack section explains relight discipline when using opened walls — shortcuts do not remove darkness damage.
Primary keyword "scarlet deer inn hidden shortcuts" — this page is the hub for breakable walls and lever skips.
If a lever breaks, the door it opened stays open — you never need to re-pull broken levers on backtrack.
Steam achievement All Together is the main reason to care about shortcuts — story alone does not require them.
Opened walls and cleared foliage stay open — braziers remain lit.
Most are underground; village Part 1 is linear errands.
Return later if route still accessible — mid-game may lock some areas until story beats clear.
No dedicated trophy — convenience for collectibles and replay only.
No world map UI — this guide replaces manual mapping.
Any% runners open critical wall after spikes — same as 100% routing.
No — burned foliage stays cleared permanently on save.
Once solved, elevator returns to lit floors without repeating broken lever puzzle.
No official mod tools documented — vanilla breakable walls only.
Matched by build plan, shared topics, and guide progression — not random related links.