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MrCheeze | Ocarina of Time beaten with only 2 items! (low% LOTAD) @MrCheeze | Uploaded August 2022 | Updated October 2024, 3 days ago.
Using some discoveries made in the last year, it is now possible to beat Ocarina of Time with only two items to escape the forest, achieve SRM, and use that SRM to run some ACE code that beats the game.

Reducing low% below this item count seems difficult or impossible, because:
1) SRM cannot be achieved while trapped in the forest using only one item from the forest.
2) All known methods of forest escape require obtaining at least one item (fairy ocarina/shield/sword/stick)
3) There is no known way to SRM using only one of the items from 2).


Setup is for japanese NTSC 1.0 on the N64.

Uses the following tricks:

Shield-only aqua forest escape, by Jolin: youtube.com/watch?v=fzNgPknkguI
Cucco dive with pots
Itemless well chus using Skullula elevator, also by Jolin: youtube.com/watch?v=ISKHAF_RSQ0
Dodongo's cavern eyes with bombchus: youtube.com/watch?v=LY1cg-85r_c
Dodongo's cavern shield+bombchu ACE setup by me.
Routing and other nonsense by nataliahasdied because I didn't know those first two things were even possible.

All of this should be possible RTA, although some of it is tricky, and it does require an exact joystick position.

Extra notes on the ACE setup:
12:03 Heap manip begins on exiting the boss door
12:39 The third bombchu is dropped on an exact frame, and from a somewhat precise position, in order for its final XY coordinates to form a jump instruction in memory ("jr t3") at address 801EFB24. For example in the video, The X and Y coordinates make 01770088 which is such an instruction. (In fact anything of the form 01[67]XXX[048C]8 will work).
13:14 Angle setup for FB24, and then load the other room again. This corrupts the draw pointer of a pot in the other room, so that when the pot is visible, the code at 801EFB24 will run. The code there is "jr t3", which very conveniently jumps to controller 3. On controller 3, we hold Dpad up, cdown, and (105, 125) to form 0804697D, which is a jump to filename. And finally, in our filename, we have code to increment a "cutscene value" which determines what cutscene will play on the next scene load.
13:22 Turn around a few times like I do (while holding the controller 3 stuff) in order to run the code described in the previous step for exactly 6 frames. This makes it so that on the next scene load, cutscene FFF5 will play. On Hyrule Field, this is a credits cutscene, and we can load hyrule field by dying and returning to title.
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Ocarina of Time beaten with only 2 items! (low% LOTAD) @MrCheeze

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