Uploaded April 2026 | Updated September 2026, 3 hours ago
This setup is intended to avoid the A press of a sidehop or backflip for a regular nut throw CS dive to enter Bottom of the Well early.
Many parts of this setup aren't precise and can be done with other alignments.
The control stick direction for the CS dive in the first method shown is very lenient and should work with up-right directions or without targeting as well.
The up-input while jumping from the fence to the beam can be released after the apex of the jump. Varying up-input durations don't impact the following steps of the setup.
The jumpslash for the alternative method has a one-frame window to keep the Deku Stick intact. Several other frames allow landing on the post (and breaking the stick) as long as you release the up-input before landing. The up-input is required for the initiation of the jumpslash.
It's easiest to make your way to roughly the middle section of the beam and go for the first diving method shown if you break the Deku Stick instead of eyeballing the precise spot required for the down-right-input.
00:00 enter Kakariko Village
00:27 manipulate Cucco position
00:41 jump onto the beam
00:59 position adjustment for CS dive
01:05 cutscene dive with Deku Nut
01:19 alternative method to jump onto the beam
This setup is intended to avoid the A press of a sidehop or backflip for a regular nut throw CS dive to enter Bottom of the Well early.
Many parts of this setup aren't precise and can be done with other alignments.
The control stick direction for the CS dive in the first method shown is very lenient and should work with up-right directions or without targeting as well.
The up-input while jumping from the fence to the beam can be released after the apex of the jump. Varying up-input durations don't impact the following steps of the setup.
The jumpslash for the alternative method has a one-frame window to keep the Deku Stick intact. Several other frames allow landing on the post (and breaking the stick) as long as you release the up-input before landing. The up-input is required for the initiation of the jumpslash.
It's easiest to make your way to roughly the middle section of the beam and go for the first diving method shown if you break the Deku Stick instead of eyeballing the precise spot required for the down-right-input.
00:00 enter Kakariko Village
00:27 manipulate Cucco position
00:41 jump onto the beam
00:59 position adjustment for CS dive
01:05 cutscene dive with Deku Nut
01:19 alternative method to jump onto the beam


![Navi dive from Lake Hylia to Zoras Domain [comparison]
inputs (left setup):
0) target the Western pillar on the Northern side (the pillar in the East also works for this setup)
1) jumpslash against the wall and let Link stand up, put away the sword, sidehop left
2) turn right, sidehop left - neutral roll, backflip - draw the sword
3) jumpslash and press C-up to talk to Navi, cancel the text and swim to the loading zone (hold roughly left)
inputs (right setup):
0) target the Eastern pillar on the Northern side, turn around
1) jumpslash and shield to stay in place or execute the second jumpslash quickly to avoid Link standing back up, let Link get up on the second jumpslash
2) sidehop left, backflip twice, turn left
3) jumpslash and press C-up to talk to Navi, cancel the text and swim to the loading zone (hold roughly left)
The left strat is roughly 0.5 seconds faster on average but may be a bit more difficult to execute or remember. Instead of the backflip - draw the sword part in step 2), you can also perform a quickdraw jumpslash which saves roughly another 0.5 seconds.
I didnt come up with the strat on the right. The left strat doesnt work on PAL. Navi dive from Lake Hylia to Zoras Domain [comparison]](https://i.ytimg.com/vi/SkHasCGXLt8/mqdefault.jpg)







![Defeat Dark Link/Longshot (ZL/chus) [OoT bingo]
This is an alternative strat for the second small key if people dont like chu weirdshots or do bufferless bingos.
The backflip position for the cutscene dive isnt important at all. I find it easier to adjust from a somewhat central spot, though.
Its not worth getting Hover Boots for this goal alone but it has synergy with it (roughly 30-60 seconds depending on whether you raise the water level or damage boost to the door).
Its also faster to slash a chu at the bombable wall after lowering the water level than dropping it at the 4th red flash in front of the door but I wanted to show the Iron Boots backup strat if you clip back in bounds on accident. Defeat Dark Link/Longshot (ZL/chus) [OoT bingo]](https://i.ytimg.com/vi/X1Aou84VmXc/mqdefault.jpg)