Uploaded August 2019 | Updated September 2026, 1 week ago
This is a way to initiate Jabu Wrong Warp in vanilla OoT using Din's Fire instead of a fairy revival.
If this worked in OoT3D it would allow to wrong warp pretty easily using Jabu's blue warp. But of course it doesn't, because Ruto comes out of the blue warp way faster than in vanilla OoT.
Using the Din's Fire animation to break free still works though: by dropping a fish near the edge of the warp and casting the spell, if you get lucky you can get pushed inside at the right time so that the animation ends before Link faces Ruto. It relies entirely on the fish RNG movement, which makes for a very low success rate. If a consistent way to do it is found, it'll be possible to play cutscene #00 in any area that has one.
This is a way to initiate Jabu Wrong Warp in vanilla OoT using Din's Fire instead of a fairy revival.
If this worked in OoT3D it would allow to wrong warp pretty easily using Jabu's blue warp. But of course it doesn't, because Ruto comes out of the blue warp way faster than in vanilla OoT.
Using the Din's Fire animation to break free still works though: by dropping a fish near the edge of the warp and casting the spell, if you get lucky you can get pushed inside at the right time so that the animation ends before Link faces Ruto. It relies entirely on the fish RNG movement, which makes for a very low success rate. If a consistent way to do it is found, it'll be possible to play cutscene #00 in any area that has one.

![OoT3D Theory for Water Temple River Room Skulltula as Child
This could be a possible method to get the last remaining Skulltula in Water Temple for Max% Child, if a way to do the initial Deaths Door is found.
[Edit: its been confirmed possible by hovering off Guays, so this strategy is viable for TAS https://youtu.be/n8dbG57yyE4]
It makes use of a cool chain of Void Warps that spans 4 scenes:
Lon Lon Ranch → Shadow Temple → Forest Temple → Water Temple
Steps:
- Prepare the FW point by going to Forest Temple in DHWW and placing it in room #21 (the one with Blue Bubbles)
- Go to Lon Lon Ranch and learn Eponas Song to set the entrance
- Perform Deaths Door to set the Entrance Point on top of the Stables. This is the only problematic step that I havent found a way to do yet*
- Start DHWW, unlock the bottom screen to drink a potion, equip Boomerang and FW
- Exit the grotto to spawn in Shadow Temple out of bounds
- Void out once to respawn at the position set in LLR on the stables, then fall down and land on a floor in the boat room
- There is a special floor poly nearby that will make Link slide into the void plane while standing, so it can be used for an easy Cutscene Dive with FW
- Return to FW before reaching the void plane (which means you must select the option at least 3 frames before)
- You will warp to Forest Temple but at the current respawn position (set in LLR), which is above the boss loading zone
- The extended fade-in due to title screen mode will keep the loading zone disabled for just enough time, so target with L to cancel the fall damage animation, use FW immediately when you land, and select return as fast as possible.
- The loading zone will Wrong Warp to Water Temple, and you will appear at the FW position (set in Forest Temple), which is out of bounds in the river room
- Try to pull out the Boomerang before falling into the water, otherwise swim to the edge to fall down temporarily to pull it out.
- Navigate towards the Skulltula and use the boomerang by doing the shield swipe inputs (L+R+Boomerang, release R)
- After getting the token, void out to die, then savewarp.
*
There are 2 problems to solve for the Deaths Door:
- Escaping the grottos pull (its not possible to simply jump out because all the floor polygons around it are at the same height as the grotto actor)
- Getting on top of the stables
It may be possible to do ISG and hover off the Guays that spawn at night-time, because there are some close to the grotto and some close to the stables, but I havent even attempted this. OoT3D Theory for Water Temple River Room Skulltula as Child](https://i.ytimg.com/vi/_g1rr4Q82j4/mqdefault.jpg)







![[OoT 1.0] Glitched Damage Value without Deku Stick
This makes QPA possible as adult on N64. It works because of the 1.0 exclusive glitch that lets you use items on the frame the put-away animation starts:
- Press A to put away the sword
- Start falling and press B at the same time on the following frame
The put-away animation gets canceled by the jump-slash, but the sword disappears anyway (like when youre trying to do damage QPA but you get hit too late). The jump-slash then sets the damage value, but Link has no sword in hand anymore, so you get the glitched hitbox.
This works with all swords, hammer and stick. The only requirement is either hover boots + any ledge, or a non-grabbable ledge you can fall off of and still land somewhere.
With hover boots, you have to gain some speed and let Link slide off the edge with no input, otherwise there is not enough hover time for the Put Away to appear on the icon.
Note that you have to press A to put away the item and you cannot, for example, unequip it from the button after jumping: doing that would skip over the frame you need for the 1.0 glitch.
Another thing that works instead of pressing A is burning a stick, but thats obviously pretty useless because you can just do the normal QPA with burning stick then.
Edit: Gabyelnuevo had found this already on the prerelease version 0.9 of OoT https://youtu.be/8P_eV6kTvI4 [OoT 1.0] Glitched Damage Value without Deku Stick](https://i.ytimg.com/vi/kkigDu2vAgU/mqdefault.jpg)
