How do I get into Hirom's locked house?
Four channels record the same request, two read the same number off the same door, and two get past it from above. The key is still not where the man says it is.
Quick answer
The door displays lockpicking 60, and two players on unrelated channels read that number off it and walk away. Both then get in from above and land in the fireplace, so the skill is not required. Wizard Worm's route is the ruined home beside the house, up the hill, and down the chimney; the second player climbs a crate instead and reaches the same fireplace. Crouch and get out fast — one of the two records a fire burning where you land. Hirom says he left his key on the bed; in the one recording that shows the inside, it is on the table. Getting through the door is not the end of the quest: the journal lists two objectives, get the squatter to leave or kill the squatter, and the man himself says “Kill him if you must” on two separate channels.
Early Access note: this page is verified for Early Access Update 7; mechanics, locations and commands may change in later updates.
Steps
- Find Hirom first. From the start of town head straight for the tavern, go behind it and turn left, pass the alchemist's house, cross the wooden bridges, stick to the left, and go up the stairs.
- Take the Locked Out quest, then leave the door alone. It asks for lockpicking skill level 60.
- Get onto the roof. Wizard Worm goes through the ruined home next to the house and climbs the hill behind it; a second player instead pushes a crate against the wall and climbs that. Either way the target is the same.
- Drop down the chimney. Both players land at the fireplace inside.
- Crouch and get out of the fireplace immediately; one of the two records a fire burning where you land.
- Take the key from the table, not the bed, and unlock the door from the inside.
- Talk to the man inside. He is the Face of Ruggul, and talking to him starts Moon In The Man.
- Decide how it ends. The journal lists getting the squatter to leave and killing the squatter as separate objectives, and the householder tells you outright that killing him is permitted.
What the quest-giver actually says
A second channel, recording on 18 August 2026, catches the whole exchange that starts this quest, which no walkthrough on this site had quoted. He opens with “What are you up to poking around here?”, decides the player has only just arrived, warns them to mind their business because not everyone is so understanding as he is, and then asks for help with what he calls an embarrassing predicament.
The request itself: “Some fool ran into my house and locked me out. I left my key on my bed, as I always do, and forgot to grab it. I want you to unlock the door and get him out.” Accept and he adds one instruction — “Take care not to damage anything. I put a lot of work into this place.”
That matters for one reason. The claim this page's Common mistakes section rests on — that he tells you the key is on the bed and it is not — used to come from a single walkthrough. It is now recorded four times, on four different days by four different channels, three of them as quest dialogue in the moment it is spoken. The captions of that exchange never name him. A separate recording does: at 02:01:02 a player picks the dialogue line “Why are you in Herum's house?” and the intruder answers that he does not know the man. The householder has a name in the game's own dialogue, on two channels. How it is spelled still rests on Wizard Worm's written video description, because captions do not establish spelling and these two render it differently.
One of the four also records what comes before the request, which no other source does. This householder does not start friendly. He opens with “You’ve no right to step foot on my property”, says he was born in a valley where people know how to behave themselves, and insists that even here he will not be degraded and will live like a civilised person. Only after that does he say “Perhaps I judged you too harshly” and “It would be a great delight to have another civilised person around” — and only then does the quest appear. The player who recorded it says he found it by accident. Whether the softening is required, or merely happened to be on the way, is not established by one recording and is not printed as a requirement.
The number on the door, and the two players who ignored it
Until 24 August 2026 the figure of 60 on this page rested on one creator talking about his own character sheet, which is why it was printed as approximate and carried an open question asking what the game actually requires. That question is now answered. A second player, on an unrelated channel and a build three days older, walks up to the same door with the explicit intention of using it — “let’s unlock the door if it says to unlock the door” — and reads back “Lockpicking 60”, then says “Never mind.” That is the number coming off the game rather than off a character sheet, and two channels now have it.
What he does next is the part that matters more. He says he feels he could sneak in some other way, spots that there is a way up, notes in passing that a crate he had left there earlier is still where he put it, gets in, and says: “I didn’t need level 60 lockpicking.” The first thing he identifies once inside is a fireplace, and the second is the Face of Ruggul — the same intruder, in the same room, reached by the same opening.
So the bypass is reproduced and the entry point is reproduced; the climb is not. Wizard Worm goes up the hill behind the ruined home. This player stacks a crate. Those are two different ways of solving the same problem, and the page describes the roof as the target rather than prescribing either route. Two details stay single-source and are marked as such: the fire burning in the fireplace, which only Wizard Worm mentions, and the key on the table, which only Wizard Worm is inside long enough to see.
What the journal actually lists, and what the householder permits
A third channel reads the quest objectives aloud from the screen while standing inside the house: “Get the squatter to leave. Kill the squatter.” Two objectives, listed together. That is the closest thing this site has to the game’s own text on how the quest ends, and it is a better source than the paraphrase this page carried before.
It also does not match that paraphrase. RogueHeavy, reading his own journal on a different day, described the branch as telling the homeowner about the intruder and having him thrown out, versus helping the intruder. The screen text names leaving and killing. Those can be reconciled — helping the intruder is presumably how you get him to leave — but reconciling them is inference, so both readings are printed and neither is presented as the wording.
The householder’s own position is unambiguous and now two-source. On one channel he asks “What good is my home with this freak still inside?” and follows it with “Kill him if you must.” On another, three days earlier, he asks whether you have finally got rid of the pesky intruder and says “Kill him if you must, but please make sure he doesn’t” — the sentence is cut off in the captions and the rest is not printed here. Both players decline. Nobody in the source pool kills him, so what killing does to Moon In The Man is unknown.
Requirements / limits
- The fire in the fireplace and the key on the table are still one creator's observations, uploaded 22 August 2026. The second player who lands in the same fireplace never mentions fire, and is talking to the intruder before he picks up any key.
- Lockpicking 60 is what the door displays. Two unrelated channels read that number off it. Neither of them opens the door with the skill, so what happens if you do is still unrecorded.
- Nobody in the source pool takes the kill objective. Two separate recordings have the householder authorising it and both players refuse. The consequences — for the quest, for Moon In The Man, or for the town — are unrecorded.
- Update 7 raises how fast the skill grows. NerveLabs list, under Updated, that pickpocket and lockpicking XP has been increased. That does not lower the door’s requirement, but it does mean the recording’s judgement that 60 is out of reach early was made on a build where the skill climbed more slowly than it does now. Nobody here has re-timed it.
- Locked Out does not close when the door opens. In this recording it completes only after Moon In The Man, when the intruder is persuaded to leave.
- The two endings are described twice and the two descriptions do not use the same words. On-screen objectives read aloud on 21 August 2026 say “Get the squatter to leave” and “Kill the squatter”. A player paraphrasing his own journal on 18 August 2026 says the choice is between reporting the intruder to have him thrown out and helping him. Neither is a verbatim quotation of the journal, and the page prints both rather than merging them.
- The householder's hostile opening — the property line, the valley, the civilised-person speech — comes from one recording. Whether it gates the quest is not established.
- The spelling Hirom comes from Wizard Worm's own written video description and chapter title. The name itself is spoken in-game on two channels — once in Wizard Worm's audio and once in a player-selected dialogue line on a different recording — but machine captions render it Hyrum and Herum respectively, so no caption spelling is used.
- One recording finishes the neighbouring quest and shows what the householder says afterwards. That is the get-him-to-leave outcome only. Nobody in the source pool kills the squatter, so the other ending's outcome is still unrecorded.
- The second recording ends shortly after the quest is accepted. It confirms what is asked for; it shows nothing about getting in, and it predates Update 6 and Update 7.
Common mistakes
- Believing Hirom. He says the key is on the bed; in this recording it is on the table.
- Grinding lockpicking to 60 for one door when the roof bypasses the check entirely. Two players on unrelated channels read the same 60 off the door and both got in without it.
- Landing in the fireplace and standing still. The fire is lit.
- Expecting Locked Out to complete as soon as you are inside.
- Assuming the hermit is the only way to close it. The journal lists killing the squatter as an objective in its own right, and the householder says “Kill him if you must” on two separate channels. This site has no recording of anyone taking that route.
Still unverified
- Does opening the door with lockpicking 60 change anything?Not verifiedTwo recordings read the requirement off the door and both walk away from it. Neither tries the door with the skill, and no other source cited here does either.
- How long does lockpicking 60 take on the current build?Not verifiedUpdate 7’s notes say lockpicking XP was increased, without a figure. No recording cited here levels the skill on a post-Update-7 build.
- What happens if you kill the squatter?Not verifiedThe objective is on screen and the householder authorises it on two channels. Nobody in the source pool does it, so the effect on this quest and on Moon In The Man is unknown.
- Is the householder's hostile opening a gate on the quest?Single unconfirmed reportOne recording captures him refusing the player the run of his property, then softening and offering the job. The player says he stumbled into it. No second recording covers the approach.
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