Hyperion64
possible Nabooru skip (Door Storage in Spirit) [April Fools Day 2015 submission]
updated
This might save 2-3 seconds for glitchless or restricted categories but someone else should do an accurate comparison first.
The videos are synced up at the activation of the second switch (where the routes split). The time difference in the video is more than 3 seconds because I had worse movement on the left side.
left side: push wall clockwise twice
right side: ride the elevator to reset the basement state, touch the floor of the elevator once it went all the way up
1) target, sidehop left - roll - retarget
2) walk past the corner, turn around, sidehop right
3) superslide and equip Hover Boots
4) jumpslash at the end of the hoverslide to get onto the block, equip Kokiri Boots
5) ledge clip on the left side of the block, walk through the door to enter Light Trial
Credits go to Senn for showing this strat to me. It was known before and here's the original video: youtu.be/WgMvB33rnpY
(the clip at the bottom is still faster but some people struggle with the timing of when to release target so this could help).
The jumpslash to make it onto the block becomes easier if you manually line up your angle (aim so the SS won't go down the stairs while trying to minimize the distance which needs to be covered by the hoverslide).
1) enter Goron City from Lost Woods
2) sidehop left, turn around, backwalk all the way to the ledge
3) target while climbing up the ledge, wait for the urn to move away from Link
4) pull out a chu when the handle between the indifferent and happy face is pointing towards Link (under the A button)
5) drop the chu when the handle between the happy and angry face is almost pointing towards Link (between the hilt of the sword and the middle of the B button)
The chu pull and drop timings aren't overly precise. If you pull out the chu at the wrong time, you won't get the HP as your reward. If you drop it at the wrong time, it won't detonate inside.
I'd recommend to adjust your visual cues based on whether you anticipate or react to them.
This video was uploaded for documentation purposes of a consistent strat. The Heart Piece is quite slow to get but maybe worth it in short bingos.
Requires a Deku Stick and 3 chus usually (one for the urn explosion, one to get access to Goron City and one to clip into Darunia's room). Zelda's Lullaby can be used instead of the clip and if you have access to Goron City from Death Mountain Trail, you can light the bombflowers with a Deku Stick. Pots in Darunia's room and on the lowest stairs of Goron City contain Deku Sticks.
0) get ISG, target the wall behind the GS in the left corner, turn around
1) ESS turn right for two frames (C-up is also possible, not that precise)
2) backflip, sidehop left (keep holding target from now on)
3) shielddrop a bombchu, hold down and backflip while shielding (in between first chu drop frame and first explosion frame is fine but these two frames are excluded)
4) backflip once more while shielding to hover off the GS
5) pull out a Deku Stick and angle the control stick towards up-up-left to kill it, backflip to collect the token after it spawned
Adaptation with bombs for step 2 and 3:
2) sidehop left, backflip, let go of target (optional but helps for my visual cue)
3) pull out a bomb, shielddrop it while targeting (you'll lose ISG otherwise), roll, shield and backflip when the bomb is about to detonate
(I release target after the backflip, wait until I see around two thirds of the bomb, then target, shielddrop, roll and backflip relatively quickly; if you're holding target throughout, shieldflick to reset Link's rolling direction after the backflip)
Without a Deku Stick replace step 5 with the following:
5) delay another backflip hover (Link won't drop down at this point so you can take your time), release shield and angle the control stick towards up-up-left. then roll to kill the GS, backflip to collect the token after it spawned
The strat in the bottom-right is an optimized version of the standard strat where you stand near the torch and drop a chu travelling away from the GS all the way around the ceiling to hit the torch again. It's more difficult to execute at the demonstrated pace and way slower in the common setup.
Useful for bingos (All 4 Wasteland/Colossus area Skulltulas).
1) target the blocks near the door from the left side, backflip
2) sidehop right - neutral roll - retarget, turn left
3) sidehop left, horizontal slash
4) jumpslash (let Link stand up all the way again), jumpslash
If you wait some time after the final jumpslash, you may have to walk back a little in order to open the door.
Inspired by Bakeneko's unlisted strat
0:10 shoot the switch from below (fastest method)
0:23 ledge clip to shoot the switch (slowest method)
0:41shoot the switch from the top of the block
You can also climb on top of the block, turn left, crouch stab while holding left and aim down slightly below of the edge where the block meets the wall (the strat demonstrated last in the video was 1 ESS turn right, sidehop left, shieldturn up-left, aim all the way down - the angle range is more than 30 degrees so diagonals won't matter).
Instead of climbing the blocks by using rolls while holding forward, it's easy to equip Hover Boots as well.
There's nothing scary happening... just a hand appearing out of nowhere trying to play claw crane with Link.
Backflipping into the Wallmaster just lets you follow the red dot of the Hookshot aim while voiding out.
setup (after entering from Kakariko Village):
1) turn left, sidehop left, sidehop right
2) ESS turn right for 4 frames, pull out Hookshot and aim straight up at the far side of the 45 degree support (the Hookshot won't stick to the ceiling)
3) press B on the first frame after Link gets pulled up and hold forward (mashing B and holding up also works)
I recommend going for the high jump strat (youtu.be/PNsA7cu6Oms) or regular jumpslash recoil instead if you want to collect the HP.
Preparation required:
- steal Epona, place her at a place that's convenient to reach, e.g. in front of the ranch
- get a blank B button in order to use Unrestricted Items on the back of Epona (I savewarped in Water Temple while having a bottle on my B button but other methods might be more convenient; you can check them here: http://www.zeldaspeedruns.com/oot/ba/swordless-link)
- have Farore's Wind on a C-button
1) enter Lon Lon Ranch
2) talk to Malon twice from the back of Epona to start the race
3) use FW to set a special spawn point during the minigame (it's located behind the small shelter after roughly half a lap)
4) use FW again when you want to finish the obstacle course by returning to the previously set point
5) walk up close to Malon to trigger the end of the minigame and get your time locked in
This strat is useful for Cow in House (least A presses) or when looking up a video on how to beat Malon's obstacle course record makes you feel like a scrub.
Credits go to Pikashy for coming up with the warp idea.
A damage boost in the ZL route to open the mid-level door might pay off because it skips an extra savewarp but I haven't timed it, yet. Both recordings have a few mistakes but the purpose of this video wasn't to time/balance anything.
The goal itself doesn't require Hover Boots. Saw RBA after Cojiro allows you to get Bomb Bag (20) on your Bombchu slot during the trade sequence to Odd Potion and is generally faster unless you have Zora Fountain synergy.
Looks cool and you can use a bomb to blow up the wall but a chu slash on the next trip might be faster.
This is a separate upload because I failed this trick in my 4 Shadow GS video (youtu.be/ulU0_yI5ln8).
This video mainly showcases some optimizations you can do with Longshot. This goal is also possible with Hookshot but then you need to hover to the boat GS (Hover Boots will probably pay off at that point).
You need one explosive for the Shadow GS (to break a wall near the first Beamos). Bombs are convenient for weirdshots and bombchus help for truth spinner skip but those aren't required.
Not demonstrated here:
- megaflip anti-gravity strat after truth spinner (youtu.be/nR1Suhax7-Q)
- weirdshot to the GS in Like Like room (only saves time when you do a weirdshot without walking up to a wall)
- weirdshot in falling spikes room (I couldn't make a timing comparison for it but I think I've seen it in a TAS)
Health management can be an issue with this route. Assuming you don't ledge clip to enter Shadow Temple, you'll lose half a heart from falling damage before starting the goal. The megaflip past the Beamos would be another half. Voiding out after the boat GS will deal a full heart of damage leaving you with only one heart remaining. The weirdshot in the Skulltula corridor usually deals half a heart (is there a consistent target strat before landing to roll instead?).
All the scythes, traps, blades and enemies are on set cycles so damage from them can be avoided consistently. After entering the Like Like room I ESS instead of tap turn left to delay my backwalk a little so I don't take damage. On your way out of the falling spike room stay right of the Beamos as opposed to left because you'll have an easier time dodging the blade traps and making the fast platform cycle easily. The spikes on the floor in the ReDead rupee room can be avoided by staying a little further right than shown here.
My apologies for the lag during the gate clip before the falling spike room. I use a variation of Bakeneko's setup (youtu.be/9SixL1Ih9Ew) and my angle is ESS turning left for 1 frame.
1) pull the block from its original position 12 times towards the door on the bottom floor (pulling it a little further gives you a way more lenient positioning and you can also pull it towards the boat)
2) get onto the block with Hover Boots, a ground jump or a megasidehop
3) carefully move into the corner of the block and aim upwards to the tip of the scarecrow's hat
Having Longshot allows you to skip Scarecrow's Song or any glitches because you can just stand on the boat and reach the Gold Skulltula.
The average player will save time by using more than 12 pulls due to the precise aiming.
requires 5 Bombchus and 5-6 Bombs (Hookshot makes it more convenient but isn't necessary)
setup for the hover:
0) get ISG, target the wall opposite of the door, turn around and walk right until Link is at the edge, get into ESS shuffling while facing in the original direction
1) hold left for 1-2 frames, hold right and press A to sideflip, shielddrop a Bombchu midair, do two more sideflip hovers to the right (requires down-down-left ESS input on the control stick)
2) do two angled hovers (up-up-left for a diagonal walking motion)
3) bomb hover up against the wall until Link's shoulders are at least on the same level as the floor of the corridor
4) backflip to land on it (I did an angled backflip because my chu hovers put me further away from the opening than usual)
5) open the small key chest, ledge clip at the end of the corridor (keep holding target afterwards), press A to drop and then hold up on the control stick, switch to up-left or left to enter the oob water again and swim past the gate, obtain the second key
The sideflip hovers don't require a precise chu drop timing but you have to avoid getting stuck on the slippery slopes of the dragon structure below.
The no-bombs adaption would be to do chu hovers against the wall at the end.
A solid time from entering the temple until opening the second key chest would be roughly 2:10.
... but is it really?
This glitch should be known but I couldn't find any documentation on it so here's a demonstration of its effects. The details I've found out so far: http://pastebin.com/KxjbH7VY
1) walk to the bright spot at the white texture near the top of the mountain
2) align the B button to the right end of the brown diagonal texture (not precise)
3) triple slash and shield to stay in place, turn around
4) align the end of the sword handle with the peak of the wall
5) press B to attempt a slash, start holding up in midair and press B again to jumpslash into the loading zone
The timing for the jumpslash isn't precise. I hit one of the later frames in the video but there are a couple before that.
P.S.: Get wrecked low% MST people who don't have a Deku Shield. Just kidding, you can triple slash and hold ESS down during the final slash to cancel extra movement and turn around immediately.
1) shielddrop a bomb (not first frame), sidehop left (or right, both work)
2) shielddrop the second bomb (not first frame), turn right (or left if you sidehopped to the right)
3) roll, empty bottle contents, quick draw a bottle
4) keep holding R and Z, press B on the frame shown (shield is slightly tilted to the right, Link's head is back to the middle)
5) shield swipe the bottle contents
The time limit for this setup isn't very strict. I was just moving really slowly during the recording.
The strat on NTSC is fairly similar but I forgot who came up with it (please let me know if you read this, awesome person ^^).
You drop bomb, backflip, drop bomb, roll, drop, etc. instead.
The collision gets overridden while the collection text is up so cancelling it at the right time will put Link inside.
This setup allows you to collect the Gold Skulltula in the Song of Storms grotto next to the castle moat without Boomerang.
0) store jumpslash damage, blow up the bombable wall, get ISG
1) target the small wall segment in the corner to the right of the GS
2) while shielding backflip twice, forward sidehop
3) release shield, backflip and start holding shield again during the backflip
4) forward sidehop to collect the token
Explanation for step 3): After the forward sidehop hover, the GS takes some time again until it does damage. You need to be roughly in the first half of a damage cycle to avoid getting pushed away by the GS (which can still work in some cases but isn't consistent). If you realize that you're late, stay in place and shield the GS once more and repeat step 3).
By releasing the shield during the 4th hover, you kill the GS right away thus making the token easy to grab. In doing so, you also eliminate the issue of getting a megasidehop instead of a forward sidehop during the final hover (that happens if you have a bad hover timing in Makko's setup).
Setup:
0) get ISG, target the dark, vertical line on the wall next to the log
1) backflip - neutral roll, backflip - neutral roll - retarget, ESS turn left for two frames
2) while holding Z, initiate ESS shuffling (by holding slightly right for example), sideflip hover (buffer down-right for one frame, then left+A, drop chu three frames later)
3) sideflip hover to the left (requires holding down-down-right ESS), drop chu on third sideflip frame, unlock the camera by targeting the chu
4) sideflip to the left - shield GS damage, change the hover angle to up-right on the control stick (that's more than 45 degrees compared to Link's facing direction because of the changed camera)
5) backflip hover twice off the GS to kill it (took three hovers in the video but two are usually enough)
6) backflip to collect the token
The slope on the log should automatically turn a movement attempt into Link's ESSing animation. Sometimes a bad wall alignment will result in normal movement (or a roll to the left after the first backflip for example).
I haven't tested every input but everything before changing the hover angle is rather precise. There's probably an adjustment for the final hover if your chu hovers had different timings but some straight up won't work without using an extra bombchu.
The final angle allows you to gain height without taking damage. Other angles like straight right only work with precise backflip timing to shield damage without getting knocked off (not that consistent).
Edit: Venick has already uploaded a setup for this GS hover with 2 chus (youtu.be/6YkxNa_7if4). His version looks easier so make sure to check it out.
0) store at least Master Sword slash damage, get ISG (either damage ISG or move close to the Octorok for Navi ISG), target the left wall at the corner near the chest
1) sidehop left, sidehop left - neutral roll - retarget, roll
2) turn around, backflip hover off the GS - equip Hover Boots - backflip hover off the Octorok projectile
3) sidehop hover to the left (I let go of shield to avoid contact with the GS, then sidehop while shielding)
4) equip Kokiri Boots, sidehop left (add a jumpslash if you need to stay on the upper area)
This strat also works on NTSC but you should do an extra sidehop hover due to different spacing. In case the GS isn't killed during the hover, you can just roll in place without shielding to spawn the token.
If you have Hover Boots, you can just hover boost to Amy, backtrack to the balcony room and kill the GS from above to collect the token. This is just a version which skips explosives and Hookshot/Longshot altogether (i.e. pretty much useless since you'd have to BA hammer and WW from Fire to even enter the temple).
Original strat (without Hover Boots) from NatalyaHasDied: youtube.com/watch?v=9DYXxqrN61E
That video also includes the Octorok hover onto the upper area (with the chest).
Due to popular demand: here's my hover strat to the upper area: youtube.com/watch?v=kC5OTzl7Sdo
Setup starting at 1:10
- It's required to beat the Stalfos below in order to fight the Bow room ones thus being able to leave that room again.
- I shot the eye switch in advance but you can also perform SoT block skip and go through the Map room to reach the area (you need to collect the keys, anyway).
Edit: It's probably faster and saves explosives if you just enter the room with the falling ceiling by going through the Amy puzzle room in reverse instead of the first hover.
- It takes one small key to reach the Beth room but you can fight Joelle to get an extra one so you'll still have 4 unused keys.
- If you hover too far back, you'll end up over a void but you can unlock the camera with a chu and turn around to prevent a crash.
29 chus and 10 bombs should be a safe amount for the whole temple.
- The first hover can be done with a normal sideflip hover (drop chu within the first three frames). If you drop it on the third frame (shown in the video), you can equip Hover Boots and still get enough distance to make it with 6 hovers.
Your height of the second hover is determined by the initial hover. I watch out for Link's feet being aligned with the ceiling for when to switch to bomb hovers (otherwise the chu will crawl along the wall). That's usually the case after 17 - 18 chu hovers.
My setup isn't very elaborate but maybe one of the pros could use some inspiration.
1) backflip twice, turn around, ESS turn left for 5 frames
2) pull out the Hookshot, aim directly up and charge the Hookshot
3) release once the red dot becomes invisible
This strat was originally discovered by Acryte: youtube.com/watch?v=KO8Oo36xnsQ
1) walk forward to the Silver Gauntlets chest (make sure the owl is gone)
2) sidehop right, sidehop right - neutral roll - retarget
3) roll, turn right, backwalk until Link stays in place
4) hold ESS down-down-right to roll to the far right, sideflip hover
5) do three more sideflip hovers
6) four angled chu hovers (hold up-rightish as much as possible without sidewalking), do an angled backflip to land next to the
Mirror Shield
Useful for Silver Gauntlets and Mirror Shield as child or for the bingo goal "Defeat 4 Iron Knuckles".
To get ISG you can either use a chu for damage ISG or die to respawn with Navi (chances are you'll lose her when going through the temple). ISG from the Silver Gauntlets chest will get cancelled by the following cutscene so don't waste your time.
The hover timing isn't very precise but you want to aim for first frame chu drops during the sideflips to avoid getting stuck on slippery slopes. The angled chu hovers don't matter too much but I prefer the early backflip timing.
The setup is a trade-off between a lenient, consistent and easy to remember strat. Requires 8 chus but can probably done with 7 as well with a better angle/position.
How far can we get?
top-left: 'doomflip'
top-right: megaflip
bottom-right: megasidehop
bottom-left: hoverslide (with a jumpslash at the end)
Results:
Megaflips and dying during a megaflip cover the same distance, megasidehops the least and they all get beaten by a hoverslide which requires Hover Boots.
PAL-50 OoT running suffers from less roll invincibility than NTSC and PAL-60 which can make an explosion deal damage to Link after you initialize a megaflip thus cancelling the megaflip. By dying the loss of speed is negated which makes you keep the velocity until Link hits the ground. The inputs are identical to a normal (i.e. distance) megaflip on PAL but you have to roll earlier.
I haven't tested it myself but it has been confirmed to happen on NTSC as well (I've only heard about child Link, though).
The backflip position for the cutscene dive isn't important at all. I find it easier to adjust from a somewhat central spot, though.
It's 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).
It's 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.
1) target the right wall at the corner, sidehop right, backflip - neutral roll - retarget
2) get Link stuck in the corner by moving between up-right and down-right
3) do one sideflip hover left, alternate left and right sideflip hovers 3 times
4) do an angled chu hover (hold up-up-left for the chu drop), backflip
Bakeneko figured out a bombchu weirdslide clip through the first block which allows skipping strength. Go watch the video here: youtu.be/auB4swgTibs
You can also do two extra sideflip hover at the end if you don't like angled chu hovers. The sideflip hovers don't need to be perfect but if you lose too much height, you have to squeeze in an extra hover (make sure the chu won't crawl along the wall).
For Forest BK as child you only need Fairy Slingshot. It's easy to grab the entrance key and the Stalfos key, then just open the door legit and make your way up the ladder. For Fairy Bow, you can either hover over the area where the Floormaster key is to avoid using one or open the door legit again, megasidehop to the door leading to the upper area next to the Floormaster room and grab that key, too.
The first backflip is done to avoid the Navi text but you can also megaflip from the spot after climbing up the ladder.
1) sidehop left - sideroll, turn around
2) hold up and Z to jump off the ledge and climb up on the tree (keep holding Z throughout)
3) roll once to clip up due to weird collision
4) force the in-place ESS animation (hold ESS right and target immediately afterwards; it doesn't matter if Link turns for one frame, either)
5) buffer down-right for one frame, then up and A for the forward sidehop on the next frame
6) jumpslash in midair to clip onto the fence
The jumpslash is quite precise but the visual cue depends on the facing angle. There's definitely a consistent way of buffering it as well.
That makes getting ISG off them very easy and can help in some scenarios where damage ISG off a chu might be a pain.
Keep in mind that a Deku Stick jumpslash and basically any other attack will break these items but it's still possible to get ISG off them without the trick demonstrated here. Link will recoil off of rocks and some other objects which makes getting ISG really difficult (I'd rather look for signs or some other option to get ISG in that case).
0) blow up the wall with a bombflower or bombchu
1) target the left wall, slash it once, turn left, backwalk off the ledge
2) release Z and start holding it again, switch controller direction to up
3) when you climb up on the other side, release all inputs and ESS turn left for two frames
4) hold up and switch to up-right once Link is airborne to grab the final ledge
inputs for the second part of slingshot skip: 0:50
1) target the right wall, backflip, turn right, backwalk off the ledge
2) release Z and start holding it again, switch controller direction to up
3) when you climb up on the other side, release all inputs and ESS turn left for seven frames (aim at the centre of the eye switch hole)
4) hold up to jump off, climb up on the other side, walk a bit away from the ledge, turn around, sidehop left or move against the left wall
5) hold up to jump off, switch the control stick direction to up-left for a short time (flicking it should work as well but you can really take your time), climb up on the other side
6) turn right, backwalk off the ledge, release Z and start holding it again, switch controller direction to up
7) when you climb up on the other side, release all inputs and ESS turn left for two frames
8) hold up and switch to up-right once Link is airborne to grab the final ledge
I didn't come up with this setup and it is not the fastest method to skip Slingshot in glitchless any%. It's fairly easy to execute when you're comfortable with ESS turns, though. If you don't like ESS turning, you can align the bottom end of the sword hilt with the left end of the stones surrounding the corridor in C-up mode.
If you need a safe strat to grab the ledge after the eye switch area: target the right wall at the eye switch after climbing up, backflip - neutral roll - retarget, make your way into the corner behind you, hold up until you grab the ledge, then proceed with step 6).
This setup has a very easy timing for the midair B input and is quite fast.
There is a very slim chance, however, that all three of the bugs will head straight left into the water which will make them disappear and thus impossible to finish the 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 didn't come up with the strat on the right. The left strat doesn't work on PAL.
1) climb right twice, climb up (wait for Link to "pop" onto the wooden post)
2) turn around, shield scoot three times up, turn left, shield scoot once
3) turn left, pull out the Hookshot, hookshot turn-around trick (hold down on the control stick, press A, press the C button corresponding to the Hookshot one frame later)
4) aim down until you notice the red dot on the opposite side, aim a bit to the right and slightly down if necessary, release Hookshot
This setup also works on the PAL version (it was originally designed to replace the horrible PAL bridge megaflip setup). Aiming might be a slight pain on VC but you can get it fairly consistently when you take your time.
The average aiming is roughly 2 seconds off a two-pause bridge megaflip so it doesn't really waste time to go for this strat. It's definitely faster to use Hover Boots to get across.
Update:
Superguerrer has found a faster setup without shieldscoots and it doesn't need vertical aiming. I recommend everyone to check it out: youtu.be/i-YDnS1YVqo
There is another setup without ESS turns by Bakeneko but it requires a sword and a shield: youtu.be/jymxtZW2w3U
Useful for At least 1 GS from each Adult Dungeon.
0) get ISG, target the wall near the torch on the adult side
1) walk all the way left, backflip - neutral roll - retarget
2) sidehop left, sidehop right - neutral roll - retarget, turn right
3) roll, backflip, shielddrop a bomb, sidehop right, shielddrop a bomb
4) keep holding Z and move in front of the torch (try to be at the centre or slightly left of it)
5) equip Hover Boots and backflip twice while shielding to hover
6) shoot an arrow to light the first torch, cancel ISG and jump down to light the second torch
You have roughly 10 seconds after lighting the first torch to light the second one. This saves almost a minute compared to pushing the statue on the child side.
The trickiest part about this setup is moving to the torch in time (it isn't too precise).
My first hover was somewhat early. You'll get more height and less distance if you backflip later which makes aiming a bit easier. First explosion is one of the latest frames that still work.
1) target the wooden fence in the corner, sidehop left twice
2) backflip - neutral roll - retarget
3) sidehop right, sidehop left - neutral roll - retarget
4) ESS turn left for 1 frame, sidehop left, sidehop right - neutral roll
5) backflip, shieldflick, roll twice (this step is optional since you can reach the same position by backwalking a bit)
6) shielddrop a bombchu, start holding ESS down and roll right before the chu is about to explode, mash A to get a superslide
7) let go of everything except R (retargeting will only change your facing direction)
8) when you reach the top of the grave, release R (I held up-right before targeting again, then sidehopped onto the seam; a backflip is easier, though)
It's necessary to have no strength upgrade in order to get placed over the grass again. In all other cases, Link will pick it up on top of the grave.
PAL really needed more chuslide setups because noone uses them in runs. This setup is as easy as counting 1,2,4.
1) sidehop right - neutral roll - retarget
2) move into the corner behind the bombflower, shielddrop a bomb
3) backflip, shieldflick, roll into the bombflower once the bomb is about to explode and mash A to get a superslide
4) hold right and equip Iron Boots to clip into the Goron Shop loading zone
That clip is ancient (video by MrGrunz: youtube.com/watch?v=l5xJBLJiLbc)
I was trying to make a setup for bingos but couldn't figure out clipping angles/inputs to not clip back in bounds without Iron Boots.
Any help is highly appreciated :)
1) target the wall right of the entrance to Lon Lon Ranch, sideroll into the corner (make sure you aligned properly)
2) sidehop left, shieldflick, roll 4 times
3) shielddrop a bomb, roll twice, backflip on first explosion frame
4) ESS turn right for 18? frames (align Link's head with the left side of the tower)
5) equip Hover Boots, do 9 chu hovers (backflip on first frame of the chu drop)
6) equip Kokiri Boots, backflip onto the seam
7) pressing the C button for FW will automatically trigger the FW dive into the loading zone (but you still need to time the warp confirmation)
This setup is consistent and pretty fast. All of the hovers are frame perfect unless you come up with weird adjustments. However, the chu drop and backflip muscle memory of Spirit hover helped me a lot to do it bufferless but you might want to buffer it for consistency (getting down A again takes really long).
It was originally designed for our submission of BrianMp16's puzzle but if people are crazy enough to run this goal as a category, they might as well put it to good use.
The big blue and big red frame of the bomb for the initial hover might not be visible on console but the flash of the first explosion frame is easy to buffer to.
My jumpslash execution was slower than climbing up the ledge after the jump but it can technically save a few frames although you need to wait for the chu to activate the switch either way.
1) sidehop right - neutral roll, sidehop right - neutral roll
2) crouch stab (let go of shield during the stab before Link gets recoil)
3) equip Hover Boots and press A to get entrance point glitch
4) unequip Hover Boots, draw the Hookshot/Longshot
5) ESS turn left for 8 frames (turning left all the way and then turning right for one frame won't give the same result), sidehop left, turn left, target the wall
6) do the "Hookshot turnaround trick" but hold up instead of down on the control stick (be in first person view and hold up, press A to cancel it, press the C button for Hookshot/Longshot one frame later)
7) while holding the C button to keep it "charged", align the upper right part of the Longshot with the edge of the lower area when the breathing animation reaches its peak
(this part is not that precise, I just use it as a general alignment)
8) release the C button to get back into normal view, aim a couple of pixels left until you see the red dot
9) pull yourself towards it and walk through the door (you have to tap the Longshot button this time)
This is an easy and fast method on NTSC (watch youtube.com/watch?v=ecUmYrepOb8 for the PAL strat). I wanted to show the different ESS turning angles during the video. Don't mind the weird camera during the sidehop; it isn't necessary for the setup.
The position from this setup provides a lot of pixels so the aiming part is really easy.
Although I started from scratch, it turned out pretty similar to a mixture of ikswozol's (youtube.com/watch?v=A5hHfAjlPzs) and Tsundere's (youtube.com/watch?v=4cFyoFM4IgU) setups.
1) turn right
2) do 4 sideflip hovers, sideflip onto the upper railing
3) shoot the painting on the wall and push the blocks
You can ESS turn right for 1 frame additionally to allow a late sideflip timing once and still make it with 4 hovers.
The general strat for pushing the blocks is okay (it has the minimal amount of pushes/pulls and the movement in between is decent) but my execution was just horrible.
P.S.: Don't get crushed by the blocks.
0) target after entering the area (the angle is the same without the cutscene or after voiding)
1) jump down to the lowest level, ESS turn left for 3 frames
2) turn around, align with the dark vertical texture on the wall at the end of the stairs (not precise)
3) megasidehop and equip Hover Boots before you clip
4) release all inputs
This angle also works for the superslide clip (and the megasidehop strat works with non-initial angles as well).
Iron Boots and the need for Blue Fire became obsoleted which means Ice Cavern is skipped in the new route thanks to a clip discovered by Tsundere (youtube.com/watch?v=LaevULLlLBk). The new Water Temple segment can be watched here: youtube.com/watch?v=SSE83Z030bg.
Since the English version loses a lot of time because of longer text boxes, this record might not stand for very long but it was the first time in recent OoT history that a language besides Japanese and Chinese held the fastest time for an OoT category.
The run itself has a few bad segments, most noticably the child section and can be improved by roughly 2 minutes on the same version. Sub 50 is easily doable on Japanese.
Most of Water Temple is identical to the previous route although some strats were replaced.
The major difference is the small key setup in the central tower. Tsundere discovered a clip to get into oob water using explosions which skip the fight and the need for Iron Boots(youtube.com/watch?v=LaevULLlLBk).
The fastest route (http://pastebin.com/HkGjjVVc) skips Zora Tunic/Fairy, Iron Boots, Hover Boots and Goron Tunic (some of them weren't used before but aid in obtaining certain keys).
You can weirdshot to the key in the whirlpool room with the dragon head instead of activating the switch. There's also a weirdshot strat to get out of the room with a small key next to the temple entrance which utilizes hookshot collision at the walls.
This segment can go below 10 minutes with better aiming and unbuffered weirdshots.
1) roll, sidehop left - neutral roll - retarget
2) sidehop left - neutral roll - retarget
3) sidehop right 3 times, hold up and roll
(shieldflick is useful when you roll to the right instead)
It requires slightly less frames than the NTSC setup but you have to wait for the boulder, anyway.
1) ESS turn right for 1 frame, sidehop left
2) hold ESS down and perform a sideroll, switch the control stick position to straight right during the roll and shift it to up-right in midair to climb up
3) activate the switch with the Hookshot, a Bomb, etc.
(the Hookshot alignment is kind of lenient but the roll timing might vary - generally aim for the vertical seam above the right edge of the crystal switch)
Basically ported Enu's strat to PAL. You can also ESS turn 2 frames to get an angle that's closer to the Hookshot/C-up alignment.
My recommendation is testing various angles and techniques... some of them might be more consistent for you after a bit of practice but this strat is one of the most difficult tricks for glitchless PAL.
The alternative method to turn right and jump up with a forward roll works on PAL as well:
0) target the block in the corner next to the switch
1) sidehop right, hold left and crouch stab, backflip
2) aim a bit right (C-up flick is possible, I use a small gap between the right side of the block and the left side of the Hookshot as my visual cue)
3) hold up and roll, switch to up-left in midair to climb up
1) sidehop right, neutral roll, turn/tap up
2) shielddrop a bomb, sidehop left, shielddrop a bomb
3) backflip, shieldflick, roll
4) when the bomb is about to explode, hold up and mash A (no need to hold up on NTSC)
5) equip Hover Boots once you have superslide speed
6) unequip them before you slide off the stone structure (the angle on NTSC is more likely to land on the Heart Piece)
The setup works from the Silver Gauntlets chest as well. You only need to invert the directions/positions. If you don't want to open the chest, slash the sword once after step 0) and put away the sword.
You can reach the Heart Piece using a megaflip which also works as child.
This recording was performed on PAL but the setup works on NTSC, too. The PAL roll timing for the superslide might be frame perfect with these inputs but this is still way easier than doing a megaflip on the extended finger of the hand.
1) hook to the target, press Z then A to align and drop down with the right angle
(if you aim too far right like me, you won't be able to target it and have to manually move towards it and align)
2) sidehop right - neutral roll - retarget, roll, backflip
3) pull out the Hookshot/Longshot, aim up until the ledge left of Link's arm disappears
(pausing will remove the black bars from first person view so don't align during (un-)pausing)
4) move left and release the hook when the red dot passes the centre of the target
5) mash through Darunia's text, ledge clip on the wall to the left
6) hold Z after the clip, press A to release the grab and hold up
This setup is derived from Chain's but he used Master Sword on B which isn't handy for BA purposes (youtube.com/watch?v=Nh711_bSzoA). You can find a good explanation of everything there as well (his setup requires a different visual cue for releasing the Hookshot because of different positions).
Jumpslashing like I did in the video might be faster because you reach the loading zone earlier but it slightly delays the descent.
1) climb up on the railing at the corner closest to the Gold Skulltula
2) shoot an arrow to kill it
3) align the lowest part of the B button (right side of the hilt) with the corner left of the GS
4) turn right, pull out a bomb
5) equip Hover Boots on the first frame Link is airborne
6) hold Z to target, hold up during the megajump and jumpslash (roughly one second window) to collect the token
killing the GS with a chu:
0) get into the corner of the railing facing the wall of the GS
1) sidehop left - neutral roll - let go of Z, crouch stab, sidehop right
2) hold up until Link is climbing up, ESS turn left for 2 frames
3) shielddrop a chu to kill the Gold Skulltula
4) turn right, target, ESS turn right for 4 frames, roll
5) hold Z while climbing up, turn right, ESS turn left for 1 frame, pull out a bomb
6) equip Hover Boots on the first frame Link is airborne
7) hold Z to target, hold up during the megajump and jumpslash (roughly one second window) to collect the token
Might be useful in restriction races or 100 GS no Boomerang/Hookshot/Longshot.
You can replace the bomb for the megajump with a bombchu as well.
petrie also has a video of a chu damage boost to get onto the GS area ( youtube.com/watch?v=RcfWuPX-KOs , roughly 40 seconds in) but you still need to hover up to it in that case ( youtube.com/watch?v=9DYXxqrN61E ).


