Uploaded September 2021 | Updated September 2026, 1 week ago
Yet another glitch involving Farore's Wind.
The game stores the FW data in 2 places in memory: one of them, the "real FW", is in the respawn data alongside the Entrance Point and the Grotto Exit, and it stores a unique timer for the light ball animation; the other one, the "saved FW", stores a flag to determine if the warp point is currently set.
Both of them also store the more obvious stuff, like entrance index, coordinates and room number, temp flags... but each time you load a scene or set the warp point, the real FW is updated with the saved FW data.
In the video I show that in OoT you can pause and savewarp immediately after using FW, and the warp point won't be deleted because the FW flag is only cleared after the light ball disappears. This doesn't work in OoT3D because the light ball still updates while the game is paused.
What does work in all versions is abusing this little time window to use FW again. Doing so requires Link to be grounded, which is more challenging than you might think.
When you spawn from a FW warp, Link is placed at the stored FW coords and he's invisible; if FW was placed in mid-air using glitches, Link starts falling while still invisible, even in water. After some time, to make him "appear" out of the FW light ball, the game teleports him upwards by 60 units and makes him visible. At this point he does not start falling until the FW light has disappeared completely.
Because of all this, making Link land in the first few frames after he turns visible requires a very specific condition: the stored warp point needs to be in between 2 floors that are close enough to each other, so that Link snaps onto the upper floor when he's moved upward. You can't just place FW beneath a floor, because then Link would fall for more than 60 units before the teleport happens.
Once that's done, you can immediately use FW before it gets cleared to bring up the text box, and then choose to return to the warp point afterwards, when the FW flag is unset. This places you where the light ball was when it faded away completely (because it moves while fading away, changing the real FW location). Additionally, the timer for the light ball animation and the coords for the real FW will be zeroed after the warp, because FW is technically unset at this point. But if you spawn from FW when the timer is 0, the light ball starts the wrong animation: instead of fading away and lowering the timer value, it starts appearing, increasing the timer, and it moves from the (0,0,0) coords to the Entrance Point. Also, this timer is the variable the game checks to determine what should happen when you press the FW button, displaying the FW text if it's positive, casting the spell if it's 0. So you can return to FW infinite times as long as you don't exit the scene (or reload it without FW).
For now I didn't find any actual uses for this technique. Maybe it can help with Wrong/Void Warping, for example setting an entrance point where it wouldn't otherwise be possible.
I found this after one of the OoT3D Randomizer devs, Kewlan, had some problems with the "Keep FW warp point" hack he was making. I looked into those and realized similar things could happen in the base game too.
Timestamps
0:00 FW light ball moving
0:24 FW Savewarp
1:05 In Impa's House
2:24 With Time Block in Forest Temple
2:56 With Armos statue in Spirit Temple
3:51 Entrance Point manipulations
4:25 Example with GtG dialog interrupt
Yet another glitch involving Farore's Wind.
The game stores the FW data in 2 places in memory: one of them, the "real FW", is in the respawn data alongside the Entrance Point and the Grotto Exit, and it stores a unique timer for the light ball animation; the other one, the "saved FW", stores a flag to determine if the warp point is currently set.
Both of them also store the more obvious stuff, like entrance index, coordinates and room number, temp flags... but each time you load a scene or set the warp point, the real FW is updated with the saved FW data.
In the video I show that in OoT you can pause and savewarp immediately after using FW, and the warp point won't be deleted because the FW flag is only cleared after the light ball disappears. This doesn't work in OoT3D because the light ball still updates while the game is paused.
What does work in all versions is abusing this little time window to use FW again. Doing so requires Link to be grounded, which is more challenging than you might think.
When you spawn from a FW warp, Link is placed at the stored FW coords and he's invisible; if FW was placed in mid-air using glitches, Link starts falling while still invisible, even in water. After some time, to make him "appear" out of the FW light ball, the game teleports him upwards by 60 units and makes him visible. At this point he does not start falling until the FW light has disappeared completely.
Because of all this, making Link land in the first few frames after he turns visible requires a very specific condition: the stored warp point needs to be in between 2 floors that are close enough to each other, so that Link snaps onto the upper floor when he's moved upward. You can't just place FW beneath a floor, because then Link would fall for more than 60 units before the teleport happens.
Once that's done, you can immediately use FW before it gets cleared to bring up the text box, and then choose to return to the warp point afterwards, when the FW flag is unset. This places you where the light ball was when it faded away completely (because it moves while fading away, changing the real FW location). Additionally, the timer for the light ball animation and the coords for the real FW will be zeroed after the warp, because FW is technically unset at this point. But if you spawn from FW when the timer is 0, the light ball starts the wrong animation: instead of fading away and lowering the timer value, it starts appearing, increasing the timer, and it moves from the (0,0,0) coords to the Entrance Point. Also, this timer is the variable the game checks to determine what should happen when you press the FW button, displaying the FW text if it's positive, casting the spell if it's 0. So you can return to FW infinite times as long as you don't exit the scene (or reload it without FW).
For now I didn't find any actual uses for this technique. Maybe it can help with Wrong/Void Warping, for example setting an entrance point where it wouldn't otherwise be possible.
I found this after one of the OoT3D Randomizer devs, Kewlan, had some problems with the "Keep FW warp point" hack he was making. I looked into those and realized similar things could happen in the base game too.
Timestamps
0:00 FW light ball moving
0:24 FW Savewarp
1:05 In Impa's House
2:24 With Time Block in Forest Temple
2:56 With Armos statue in Spirit Temple
3:51 Entrance Point manipulations
4:25 Example with GtG dialog interrupt
![OoT: Broken Gorons Sword as child [1.0 exclusive]
This allows Max% Child to get a higher upgrade in the adult trade slot and also obtain a new item, Spirit Medallion with RBA. It can only be done on the 1.0 version due to being able to interrupt the put away animation (like for Blank A).
[Edit: it can now be done in any version, even OoT3D (which doesnt need this anyway): https://youtu.be/p5TobxoMAQc]
I found this while researching the stuff I showed in this video (https://youtu.be/0sznvpLTwqs), so you can watch that if youre interested.
Basically this works because if you break the Carpenters boss NPC by interrupting his dialog, hell keep thinking youre talking to him. Using something that makes a choice selection appear (Sarias Song), you can then tell him you selected the first option, which he can only interpret as yes I want to trade in the Poachers saw.
This does not work with other NPCs like King Zora or Fado, so you cant get Eyeball Frog or Poachers Saw the same way.
Explanation of the inputs:
1)Perform DF Canceling normally, so drop a bomb, quickspin, use Dins Fire before the spin disappears, press A the frame before getting hit (2nd explosion frame as child if you shield dropped the bomb).
If you use other methods, like Lens of Truth, remember that you need an item in hand for the next step.
Important thing to note is that you cannot pause buffer the A press, because you cant talk to NPCs out of a buffer.
2)Use a deku nut the frame after pressing A. This will interrupt the put away animation (1.0 exclusivity), canceling the dialog and letting you move around with Speak A. Pressing A now will softlock, but you can pause to remove Speak A if you want.
3) Use any trade item or magic beans in such a way that the carpenter will be culled when you close the text box.
4) Uncull the carpenter and play Sarias Song, then select the first option. If youre too far the collection trigger will still spawn, just get close to him to obtain the sword.
This method to get Speak A works the same as the Open A I had found for chests (Zombie Hovering), so the explanation about the interaction flag is there: https://youtu.be/JSHppr-zWC8.
(Also, you cannot use the 1.0 nut throw to get Zombie Hovering with any chest, because ground jumps disable buttons) OoT: Broken Gorons Sword as child [1.0 exclusive]](https://i.ytimg.com/vi/OnqGraFBuR0/mqdefault.jpg)




![OoT3D Forest Trial without fire source w/ DHVW
By doing this DHVW you can complete Forest Trial without Fire Arrows or Dins Fire.
For the DH, I equipped FW and Light Arrows on X and Y, while I had hover boots on II.
[Edit: You dont actually need to equip hover boots. For the first silver rupee you can jump while the fan is blowing to reach the platform, and then you can use normal jumps to collect the other rupees]
My movement in the silver rupees room was bad, if you avoid getting hit by the beamos you dont need to collect the recovery heart as I do in the video. After the cutscene cancels the DH state, voiding out seems the fastest way to reload the area and go back to normal gameplay. OoT3D Forest Trial without fire source w/ DHVW](https://i.ytimg.com/vi/Uift007miOU/mqdefault.jpg)




