Uploaded October 2021 | Updated September 2026, 1 week ago
Doing a Hookshot Jump while Link is invisible gives him an enormous amount of vertical speed, for some reason. The numbers on the screen are the Y Coordinate and the Y Velocity.
It's a bit difficult to know where the hookshot goes during the invisibility glitch (as it's detached from Link and basically cannot find where he is, so it uses the wrong coordinates to determine how to move), but the first time you pull it out it always spawns where Link is and stays there, shooting downwards the first time you use it. So in the video I placed it on the tree root and then used the egg text to enter water without putting the item away.
I tried doing this in OoT3D, but the speed seems to reset to 0 after being revived, so you can only reach a height of about 300 thousand units instead of 2.5 million. Also, the boots method doesn't seem to work.
Btw, I did not actually wait 1 hour and 41 minutes for Link to fall, I just edited his position manually.
Doing a Hookshot Jump while Link is invisible gives him an enormous amount of vertical speed, for some reason. The numbers on the screen are the Y Coordinate and the Y Velocity.
It's a bit difficult to know where the hookshot goes during the invisibility glitch (as it's detached from Link and basically cannot find where he is, so it uses the wrong coordinates to determine how to move), but the first time you pull it out it always spawns where Link is and stays there, shooting downwards the first time you use it. So in the video I placed it on the tree root and then used the egg text to enter water without putting the item away.
I tried doing this in OoT3D, but the speed seems to reset to 0 after being revived, so you can only reach a height of about 300 thousand units instead of 2.5 million. Also, the boots method doesn't seem to work.
Btw, I did not actually wait 1 hour and 41 minutes for Link to fall, I just edited his position manually.


![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)





![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)

