Simikins Z
TP: FT BiT from Save Continue Prompt (Late frame backup) [GCN]
updated
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#underwater-maze-room
Timestamps:
0:00 - Vanilla Demonstration
0:35 - Input Display + Debug Info
Main YouTube: @simikins
Temchee did this originally: youtu.be/iDg96rmmvhs?si=A-2IaerEpgFQr0ZK&t=8785
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#underwater-maze-room
Timestamps:
0:00 - Vanilla Demonstration
0:32 - Input Display + Debug Info
Main YouTube: @simikins
Roll to the edge and clawshot the target, then drop. If needed, the chest has water bombs. Clawshot up to the vines then walk to the edge to be able to reach the next clawshot target. Drop with iron boots then clawshot the final target to get to the door. With fast aim you should be able to ignore the keese, but be careful as they can knock you into the void.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#cog-room
Timestamps:
0:00 - Vanilla Demonstration
0:26 - Input Display + Debug Info
Main YouTube: @simikins
Targeting to shoot Deku Toad's tongue while it's on the ground will frequently miss. A consistent way to avoid this is to sidehop then target roll after the first bomb arrow shot, then shoot directly ahead at Deku Toad's mouth when its tongue becomes vulnerable (when the yellow arrow indicating it's targetable appears).
Original foolproof video by beest youtube.com/watch?v=d5fBTXYCQR0
See ZSR for more info: zeldaspeedruns.com/tp/boss/deku-toad
Timestamps:
0:00 - Vanilla Demonstration
0:32 - Input Display + Debug Info
Main YouTube: @simikins
By hanging and dropping from the 2nd floor of the Single Cog room, you can reach Deku Toad without activating the water tower. Aim for around the dark crack in the ground to hang and drop from. Time the jumpslash after you pass below the roof covering the platform.
If you fail and land down the bottom, the fastest backup is to die with bombs or hits from a tektite in order to respawn back up the top.
This demonstrates both the drop and jumpslash directly to the platform, and the jumpslash to the roof first before sliding down and jumpslashing to the platform.
There's also a really precise position directly in front of the door. Not recommended, but it exists so here's it documented: youtu.be/MRdu98D2gKA
Another demo video by beest: youtube.com/watch?v=mE7J3vZhl9o
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#later-early-clawshot
Timestamps:
0:00 - Direct Jumpslash Vanilla
0:06 - Direct Jumpslash Input Display + Debug Info
0:15 - Roof Slide Jumpslash Vanilla
0:25 - Roof Slide Jumpslash Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#-glitchless-
Timestamps:
0:00 - Vanilla Demonstration
0:37 - Input Display + Debug Info
This is the fastest possible cycle to make in this room. There's an easier but in some ways riskier method by beest here: youtube.com/watch?v=EhOWMJfioIw
See ZSR for more info: zeldaspeedruns.com/tp
Timestamps:
0:00 - Vanilla Demonstration
0:35 - Input Display + Debug Info
To get back to the centre room after Deku Toad, either clawshot across the vines or jumpslash down and roll through the tunnel. Rolling through the tunnel is slightly faster and easier, but clawshotting the vines can be used as a backup for missing the jumpslash and falling down.
Jumpslash vs. Clawshot comparison: youtu.be/Z0_VC4S0tpE
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#returning-from-deku-toad
Timestamps:
0:00 - Vanilla Demonstration
0:13 - Input Display + Debug Info
0:29 - Clawshot backup
Main YouTube: @simikins
If you jump to grab, you have to climb up seven times before you can climb sideways, but if you grab standing you only have to climb up six times to be able to climb sideways. Upwards climbing is slower than sideways climbing, meaning it's faster to grab the vines standing unless you get a seemingly rare two handed grab.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple#vine-climbing-comparison
Saves ~1.5s over the normal master sword one cycle. Similar to the water bomb 1 cycle, doing five slashes with the master sword followed by a bomb hit is enough damage to complete the fight.
As the normal bomb will disappear if dropped into the water, the boomerang has to be used to get it to explode against deku toad. The easiest way to do this is to pull a bomb after the five slashes and run to the edge of deku toad's mouth, face slightly towards the tongue, and do a c-up quick toss of the boomerang to have the bomb explode against deku toad's body, close enough for the blast to still hit its tongue. You can do this by targeting the tongue or turning manually.
Also shown is the fast bomb dropping by dropping with gale.
Timestamps:
0:00 - Vanilla Demonstration
0:26 - Input Display + Debug Info
Main YouTube: @Simikins
When passing through Faron Woods after getting the master sword it's faster to transform into human and use the lantern to clear a path through the mist instead of using midna jumps. Because it's not in the correct state however, the mist doesn't visually change so you have to be familiar with the movement to get through.
With good movement it's possible to get through with only two swings of the lantern while in the mist
- Transform near the end of the bridge and swing the lantern
- Jump off and roll twice, walk three steps to pass the beam on the bridge, then swing the lantern again (Three rolls is possible but not necessary or recommended here)
- Remaining close to the broken bridge, roll three times with a stutter step to gain speed between the first and second rolls, then swing again
- Roll, stutter step, then continue rolling to safety
This can be remembered as:
Swing, jump, 2 rolls then walk 3 steps, swing, 3 rolls, swing, 3 rolls
A safer and easier way through is to roll twice then immediately swing the lantern, then 3 rolls between each next swing.
If you void out and end up back at the start, put lantern away before running to the edge of the bridge to try again as this resets the mist: youtu.be/PkdLyX2l1Mk
To gain a better understanding of how the purple mist works, I recommend loading a save on nintendont to practice with non-glitched visuals: youtu.be/vXNHClIpUeE
Original ZSR demo video by Trez: youtube.com/watch?v=LxOhc3cCHp0
Timestamps:
0:00 - Vanilla Demonstration
0:20 - Input Display + Debug Info
Main YouTube: @Simikins
With a clip out of bounds, it's possible to reach the Death Mountain elevator room from below.
See ZSR for more info: zeldaspeedruns.com/tp/world/eldin-province#early-elevator-access
- Midna jump up to the ledge and transform into human
- Go into the corner and walk slightly left into the ledge, so that Link climbs as far right as possible
- While targeting, wait for Link to stand fully from the edge and raise his shield, then perform a target roll (L + A) and immediately hold up on the control stick so that Link will jump when he reaches the edge. Holding up too late will result in a neutral drop out of bounds
- After beginning to hold up, mash B to pull sword and get a jumpslash right after jumping to land out of bounds
- Transform to wolf immediately after landing, and B-attack or walk forward to avoid the goron's attacks. From here, aim directly towards the vertical pipe and dash off the ledge to land in the elevator room.
Original video by Taka: youtube.com/watch?v=O7rrgfPiazQ
Tutorial by Skyreon: youtube.com/watch?v=iaiRKhDvvWw
Timestamps:
0:00 - Vanilla Demonstration
0:29 - Input Display + Debug Info
0:55 - Didn't hold forward in time (Void fail)
1:00 - Didn't press B to jumpslash in time
1:06 - Collision View (Courtesy of Taka)
Main YouTube: @Simikins
Saves ~35 seconds, and each missed platform cycle is 5s.
Discovered by sd2. Original video [Wii] by ABchimpas: youtube.com/watch?v=FaXnxy1yQbQ
Original Gamecube video by Draconif: youtube.com/watch?v=Da8MoLES2kQ
To get a good angle, I land on the platform while it turns and run past the corner of the magnetic square. From there I align with a black dot on the wall and run towards it.
There are 1-2 frames (apparently) for the jump, depending on angle and position.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#key-shard-skip
With a jumpslash ledge release you can save an extra second, but it sucks: youtu.be/aZQuNMoWKsU
Setupless 20 times with debug info if anyone wants to do proper science: youtu.be/40KscbKinoE
Timestamps:
0:00 - Vanilla Demonstration
0:27 - Input Display + Debug Info
Main YouTube: @Simikins
Frame perfect jump, frame perfect jumpslash, couple frames to release the ledge as soon as you grab it. Also requires weirdly precise positioning, more precise than regular key shard skip. Terrible.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#key-shard-skip
Timestamps:
0:00 - Vanilla Demonstration
0:10 - Input Display + Debug Info
Main YouTube: @Simikins
Using four or more pots in the gale boomerang, it's possible to jump and be pushed far enough by the pots to reach the hanging platform without an LJA. This allows for early Deku Toad on the Wii version without needing bombs, which both saves a lot of time in isolation, and allows for more routing options.
These clips are from the day this was discovered. The trick will surely be improved over time as it's very significant for the Wii version, however currently it's very difficult/luck based.
- Collect 4-5 pots with the gale as shown
- Line them up on the ground, and throw the boomerang such that it picks them up while returning
- As it picks up the pots, jump towards the platform and try to get pushed by the pots. Jumpslash late into the jump
Jumping out a little from the platform can help with being pushed, though the direction the gale is returning from is also important. Don't jumpslash too early, as if the boomerang catches up with you it'll stop and you won't be pushed anymore. Jumpslashing stalls you and allows the gale to catch up quicker.
The second jump is possible with anywhere from four to one pots (or rupees/hearts) weighing it down. There's no guarantee any pots will land on the platform, so preserving one to grab after the first jump is safest. Spin attacking the chain for an extra swing, in conjunction with the tilt from the pot, is a very consistent method.
It's also possible to swing the platform enough using just the boomerang, but it's not consistent as of now.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/lakebed-temple
Timestamps:
0:00 - Vanilla Demonstration
1:04 - Input Display + Debug Info
Main YouTube: @Simikins
Recording by bewildebeest
The original method of kitty jump, involving targeting specific points around the room.
ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#key-shard-magnetic-ceiling-skip
A first frame backslice moonboots is just enough height to get on top of the beamos, and skip activating it. Due to the slow pausing however, this saves ~2s.
To get up cleanly Link's sidehop must be close to perpendicular to the beamos, otherwise he'll slip and grab the ledge.
Timing video by beest: youtube.com/watch?v=9N9eT5qWTVI
Timing video by me: youtube.com/shorts/l6XCo094wGY
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#beamos-room-moonboots
Timestamps:
0:00 - Vanilla Demonstration
0:31 - Input Display + Debug Info
0:55 - Faster (and more difficult) backslice
1:01 - Bad angle example
Main YouTube: @Simikins
This method was previously used in Any% ILs, but has been obsoleted by kitty jump.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
Timestamps:
0:00 - Vanilla Demonstration
0:26 - Input Display + Debug Info
Main YouTube: @Simikins
Top: Jump
Bottom: Roll
Watch more clearly at youtube.com/watch?v=cKsdJB97moo
ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#beamos-room
Top: 4 pulls
Bottom: 2 pulls
Beamos room demo video: youtu.be/2uGh_0bZVg4
Watch more clearly at youtube.com/watch?v=UDSxfpO-_b0
ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#beamos-room
Main YouTube: @simikins
Standing roughly in line with the torches allows you to aim at the beamos from a safe place. Ideally you shoot it as soon as it activates so that it turns straight back before deactivating, but if it turns away from you before you hit the eye you can still shoot it from behind.
Pulling the beamos 4 times will mean you don't need to push it when leaving. If you pull it only twice (the minimum to get past it) then you'll need to push twice when leaving. These are of comparable speed, but 4 pulls is simpler.
2 Vs. 4 Pulls: youtube.com/shorts/UDSxfpO-_b0
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#beamos-room
Timestamps:
0:00 - Vanilla Demonstration
0:47 - Input Display + Debug Info
Main YouTube: @Simikins
Another of the names is "Small Key Skip Key Shard Skip" AKA skskss, c'mere kitty
Discovered by pokemongenius
Targetless method by @jeezhs : youtube.com/watch?v=8rN_0tiNWWQ
This absurd looking trick utilises a backslice moonboots combined with a gale bomb boost to get to the next floor up, which skips all of the first set of insides rooms, including the first goron elder (and so the first key shard) and, most significantly, the entire magnetic ceiling. This saves around two and a half minutes for the Goron Mines Any% IL on Gamecube.
- Get onto the rail with a jump or jump attack
- Aim the gale above the upper railing for an LJA onto the doorframe (mash B while landing from the LJA to jumpslash up if you recoil off)
- Align Link's right foot with the dark circle/bolt on the doorframe. This isn't too precise, you just don't want to be too fair either side or the bomb could explode on the rail where you want to land, or the wall on the other side on the way back)
- Turn around and aim in first person. Here Link's first heart is aligned with the railing, but the range for this is extremely wide. This is about the centre of the range. Too far left and the bomb will explode on the rail right as you throw, way too far right and it'll explode on the far wall while returning.
- Pull a bomb, and hold target. Holding target makes Link hold the bomb on his left instead of above his head.
- Toss the boomerang
- Turn right in preparation to backslice. There's no time to c-up for a good angle with this targetless method, so you have to snap to an angle. More important than the angle is where you go with the backslice, so you can adjust your position a little based on what angle you have, to account for how much the backslice will slide you across the wall. You want the jump from the backslice to be just before the dark vertical line on the wall. Far back enough for the bomb to hit you onto the rail, and far forward enough that you're still on the highest part of the doorframe (y-pos: 109.1600).
- On frame 74-76 (which seems to depend on position and angle, the frame window for the sidehop and how much it varies is uncertain) sidehop and start a backslice. It's important you do the earliest possible sideroll, either by mashing or timing the second input before the sidehop has landed, so that the time from starting a sidehop to finishing the backslice is consistent.
- Equip and unequip drained magic armour for a first frame backslice moonboots
- If timed correctly, the bomb will explode on the wall while returning and boost you backwards onto the rail above.
- Sidehop or rolljump with a shallow angle to avoid the cutscene trigger near the door
With all else correct, an early sidehop will cause the bomb to return but not explode. A late sidehop will cause the bomb to return and explode too early in the backslice.
Because you can't see the boomerang, and can hardly hear it, timing the sidehop without assistance is very difficult.
The first clip in the video below uses a metronome tempo of 140 to time the gale throw and the sidehop, the second clip 144. Counting beats of three, throw on beat one, and sidehop on beat 7 (1-2-3, 1-2-3, 1).
Alternatively, start with a low number of rupees, and use the timing of rupees draining as a cue for when to sidehop.
For further reference, here is a compilation of 21 successful boosts from when I first learned this trick: youtu.be/xth6MUaFAtg
And here are 7 boosts from Jeez, which helped me learn: youtube.com/watch?v=O8pMGTyZ7IA
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#key-shard-magnetic-ceiling-skip
Timestamps:
0:00 - Vanilla Demonstration
0:25 - Input Display + Debug Info
Main YouTube: @simikins
Beest also made one, probably better because I'm still learning: youtube.com/watch?v=9N9eT5qWTVI
zeldaspeedruns.com/tp/dungeon/goron-mines
More info: zeldaspeedruns.com/tp/dungeon/goron-mines#pipe-jump
Still figuring out how I want to make timing videos
Original video [Wii]: youtube.com/watch?v=jyNtT4pyzJ0
See ZSR for more info: zeldaspeedruns.com/tp/boss/dangoro
- With Master Sword, jump attack 3 times from the spawn position. The third jump attack will hit Dangoro.
- Backflip 3 times and put on the Iron boots during the 3rd backflip.
- Keep holding L, and wait for Dangoro to hit Link's shield. After Dangoro nudges Link's shield twice, press and hold A to grab and throw him.
If successful, Link will grab the ledge after throwing Dangoro, and Dangoro will bounce in the lava enough to complete two cycles instead of just one. If Dangoro is grabbed too early, then this will act as one normal cycle; if Dangoro is grabbed too late, then Link will fall and grab the ledge without throwing Dangoro into the lava.
While he bounces after the second cycle hits start, hitting him in midair with a spin attack will interrupt him for a quick third hit.
Timestamps:
0:00 - Vanilla Demonstration
0:39 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#-unusedobsolete-
Aim at the hinge on the right side, then stand up and jump attack or sidehop through the gap.
Timestamps:
0:00 - Vanilla Demonstration
0:16 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#lja-to-dangoros-room-from-elder-2
Place two targets far apart on the wall, and wait for the boomerang to go out of bounds before jumping.
Timestamps:
0:00 - Vanilla Demonstration
0:12 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
Original ZSR demo video: youtube.com/watch?v=znKXdl9VqWk
Fastest is to toss the boomerang without targeting, but it's much safer and not much slower to target above the doorframe.
Timestamps:
0:00 - Vanilla Demonstration
0:10 - Input Display + Debug Info
0:15 - Target Above Doorframe
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
Open the door from the very left side.
Holding directly forward the entire time:
- Roll forward twice (frame perfect or not doesn't seem to matter)
- Hold c-stick left to turn the camera during the jump to the first platform
- Press A mid-jump to autoroll on the platform
Turn the camera too little and you won't clip through the platform to jump out from the other side, or won't get the third jump off the high ledge so will grab the ledge. Turn the camera too much and you'll again not clip through, or bonk on the platform with the roll.
Saves hardly any time at all.
Timestamps:
0:00 - Vanilla Demonstration
0:11 - Input Display + Debug Info
0:18 - Having a Swim
0:25 - Ledge Grab
0:32 - Missed Roll
0:39 - ZSRSpin
My old video: youtube.com/watch?v=qRVbln0f_ZE
Original video by AECX: youtube.com/watch?v=_dVfyAQdzos
Using a precise bomb boost, it's possible to skip cutting the bridge without an LJA.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#skip-cutting-rope-bridge
Timestamps:
0:00 - Vanilla Demonstration
0:11 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#skip-cutting-rope-bridge
Original ZSR demo video: youtube.com/watch?v=9E4IBJbDnvo
Timestamps:
0:00 - Vanilla Demonstration
0:10 - Input Display + Debug Info
0:16 - Alternative Gale Target
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
Using fast sword combos finishing with a stab is several seconds faster than regular walking when done well. Left-Right-Up-Up is the traditional fast combo, and works fine, but I tend to prefer Left-Right-Right-Up.
While slashing, be careful to not clank against the walls, and hope that the torchslug at the end is far away.
Timestamps:
0:00 - Vanilla Demonstration
1:02 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
Timestamps:
0:00 - Vanilla Demonstration
0:10 - Input Display + Debug Info
instead of pulling the stone slab out all the way, pull it back three times, then quickly walk around to the right side [GCN] of the slab and roll into it to clip inside. Keep rolling parallel to the slab until you're pushed out on the other side of the wall, and make your way to the door. A perfect clip should make it through in 8 rolls, and only require three pulls, but you can pull four times or more for safety.
Original ZSR demo video: youtube.com/watch?v=eRw5hzHnSCw
Timestamps:
0:00 - Vanilla Demonstration
0:27 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
With good rolls and movement it's possible to make it past the set of rotating platforms without waiting. A good cue for if it will be possible is if the platform finishes turning right as, or later than you reach the second to last corner.
Doesn't save 4 seconds, more like only one.
It's also possible to make the early cycle on the second platform, though this is extremely difficult: youtube.com/watch?v=F5ALeSq1iHo
Original ZSR demo video: youtube.com/watch?v=wd7HqLF0k4k
Timestamps:
0:00 - Vanilla Demonstration
0:31 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#first-room-wolf-gate-clip
Using a wolf gate clip on the first gate is slightly faster than opening it with the weighted platform if done quickly, though is more difficult.
The clip is possible both with and without Midna on Wolf Link's back, however without Midna you need to transform human to open the door after clipping.
If done incorrectly, the gate can cause a crush void.
Timestamps:
0:00 - Vanilla Demonstration
0:10 - Input Display + Debug Info
0:18 - Without Midna
0:31 - Crush
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines#skip-the-first-two-flame-jets
Using damage invincibility from the flames, you can simply roll right through
Original ZSR video: youtube.com/watch?v=SqzdUQf4KM0
Timestamps:
0:00 - Vanilla Demonstration
0:21 - Input Display + Debug Info
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/goron-mines
Original video by Devil6Lair: youtube.com/watch?v=vZNDgx5AvfU
Collision view provided by Taka
Timestamps:
0:00 - Vanilla demonstration
0:10 - Input Display + Debug Info
0:22 - Collision View
It is possible to get a jump off the small collision of the pipe connecting to a pillar, which is slightly faster than having to wait for the lava to fall back down. However this is inconsistent and risks falling into the lava, so isn't recommended to be done in full runs.
Discovered by chrisisawesome: youtu.be/Kj_cAidtuJg
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/forest-temple#bridge-turn-skip
Timestamps:
0:00 - Vanilla demonstration
0:23 - Full demonstration with input display and data view (22f jump, 8f jumpslash)
0:40 - Latest jump (19f jump, 7f jumpslash)
0:46 - Earliest jump (24f jump, 10f jumpslash)
Killing either Bokoblin at the start removes the cutscene trigger when first landing on the bridge, and a single arrow shot on the left [GCN] Bokoblin is enough to lure it off the bridge.
First, get onto the bridge.
The fence on the right side is lower than the left, so a jumpstrike alone is enough to get on top. Mash B for a jumpslash as you land, as if you slip off after landing a jumpslash will put you right back onto the fence. The simply roll along the very wide fence collision and jump onto the bridge
Second, the jumpslash bomb boost
1) Pull a bomb as soon as you land on the bridge
2) Run to the left side at the very edge of the bridge, and aim at the corner of the plank (the surviving Bokoblin won't chase you)
3) After the 5th bomb flash, run off from the very corner, and *while holding target* press B to both drop the bomb behind you and jumpslash
There are multiple working jump and jumpslash frames for this boost, but the frame you need to drop the bomb and jumpslash to successfully boost depends on when you jump. The range for jumping, and jumpslash frames, gets smaller the worse the angle of your jump is towards the plank where you aim to land.
With a good angle:
- Jumping 24 frames before the bomb explodes has a 2 frame jumpslash window, with a B input on frame 9 or 10 of the jump
- Jumping 23 frames before the bomb explodes has a 2 frame jumpslash window, with a B input on frame 9 or 10 of the jump
- Jumping 22 frames before the bomb explodes has a 3 frame jumpslash window, with a B input on frame 8, 9, or 10 of the jump
- Jumping 21 frames before the bomb explodes has a 3 frame jumpslash window, with a B input on frame 7, 8, or 9 of the jump
- Jumping 19-20 frames before the bomb explodes has a 1-2 frame jumpslash window, with a B input on frame 6 or 7 of the jump
Jump frames outside of this range may be possible with perfect angle/position and a frame perfect jumpslash.
The bomb boost is also possible on the right side of the bridge, however it's more awkward due to Link holding the bomb on his left: youtu.be/UMNpxEywT0A
Not a great video, but just a quick demonstration.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/forest-temple#bridge-turn-skip
Using an extremely precise moonboots bomb boost, it's possible to skip turning the bridge without the use of the boomerang.
Shooting the bokoblin at the start removes the cutscene trigger when first landing on the bridge.
There are two elements to the skip itself:
First, jumpstrike moonboots onto the fence. This has two working moonboots frames. First frame (shown in the first clip) is extremely lenient on position and angle due to the extreme height you get from this moonboots frame.
Second frame can also work (shown in the second clip) however requires much more precision in position and angle, as the height gain isn't as significant.
Mash B for a jumpslash as you land, as if you slip off after landing a jumpslash will put you right back onto the fence.
Second, the jumpstrike moonboots bomb boost.
- Staying in line with the fence, place a bomb at the back of the bridge, allowing it to push you back while placing it. Staying in line with the fence is important, as the beams at the edge of the platform you aim to land on extend slightly further than the rest of the platform, making this possible.
- Put on iron boots, backhop for positioning, then charge jumpstrike.
- One the 6th bomb flash, release jumpstrike, and force unequip boots for moonboots.
The jumpstrike release is frame perfect, and unfortunately the exact bomb frame to release is very difficult to distinguish from neighbouring frames, as it's around the brightest part of the bomb flash. Note that in both clips I buffer the release with the item wheel, so unbuffered would require releasing jumpstrike a few frames earlier than the bomb frame shown when paused, to account for the input delay.
The moonboots is also frame perfect, on the first moonboots jumpstrike frame, as this is the only frame that gives height to completely clear the sides of the bridge.
If all is done correctly, you'll be boosted forward and barely land on the wooden beam. A frame too early or late and you'll get a bomb boost forward but not land on the beam. Earlier or later and you can avoid being hit by the bomb completely.
See ZSR for more info: zeldaspeedruns.com/tp/dungeon/forest-temple#big-key-without-boomerang
Using a very precise Jumpstrike moonboots bomb boost it is possible to get onto the propellor towers, and in an individual level speedrun context obtain the Big Key without needing the boomerang.
- Stand in the corner of the raised plank, at approximately a 45 degree angle, and place a bomb.
- Move onto the raised plank, put on iron boots, and charge jumpstrike
- After the sixth bomb flash, release jumpstrike. (There is a three frame window for releasing jumpstrike. This video demonstrates the middle frame, where the bomb is black after the sixth flash. The frames on either side of this also work, where the bomb is a pale pink. Note however that this video buffers the release of jumpstrike with the item wheel to see the correct frame, so unbuffered you would have to release the A button slightly earlier to account for input delay).
- Force unequip iron boots for moonboots on the frame shown. This moonboots is frame perfect, as you need the maximum jumpstrike height.
Once on the post, navigate along the wooden towers and down to the big key. Pulling a bomb makes it easier to run smoothly to the chest without bonking from an autoroll, but can also assist in escaping the area with a death warp.
Originally found with backslice moonboots: youtu.be/g1Q9jSkvimM?t=399
pokemongenius' jumpstrike video: youtu.be/M0y44sGqHPA
Method from this video: youtube.com/watch?v=zqntMfeJpiM
Has also been done on Gamecube: youtube.com/watch?v=hTDfiPhx1lo
Saves time and a bomb. Not my strat, but I can't find the original video I saw it in. If anyone finds it (it was a youtube video) please let me know so I can put it here.
- Standing on that pillar, aim the reticle directly at the left edge of the pillar on the wall in front.
- Pull a bomb, c-up, and aim up until a specific line is in the bottom left corner of the screen
- Throw gale, and LJA right as it hits the ceiling
I'll record a proper better actually good demonstration at some point, but figured I should upload these for general reference. To get up to that pillar you need to JA up to the fence, then do a JA bomb boost onto the opposite pillar, then LJA over. Positioning on the pillar is pretty lenient.
Two more successful attempts: youtu.be/a1yOvYCjSpM


