Uploaded February 2022 | Updated September 2026, 1 week ago
The Ledge Clip is a very old trick that usually only works as adult, because child Link's body is too short and always clips back up to the floor when he lets go of the ledge. But now I found a way to push Link further beneath the ground using a death, so that he doesn't pop back up as child.
Technical Explanation:
While Link is hanging from a ledge, his position is on top of the ledge, but his body model is entirely beneath it. The game has to fix this discrepancy when Link lets go of the ledge:
1. If the player presses A, he quits out of the hanging state and he teleports downwards, so that he visually appears in the same location when he starts falling.
2. If he takes damage, the same as above applies.
3. If he loses all health (e.g. via heat timer) his position doesn't change at all, so he appears to visually teleport on top of the floor and then die.
By abusing all 3 mechanics, it is possible to stack the downwards offset from #1 and #2 together. Usually those two events can't overlap, because if one of them takes Link out of the hanging state, the other can't trigger anymore.
But oddly enough, if Link dies from the hit then he doesn't quit the hanging state immediately; instead, he will visually appear hanging in midair below the ledge (because of effect #2), and on the next frame he will pop back up to the correct location (because of #3) and start falling.
So, if you press A on the same frame Link takes a hit and dies, he will still be in the hanging state when the button press is processed, and he'll receive the double offset.
This technique can be used pretty much anywhere you can do the normal adult ledge clip. Of course it has the limitation of being dead while falling, so it normally requires a fairy and a floor to land on. As shown at the end of the video, you can also use a recovery heart to replenish health in midair, even if it's on the other side of the wall. In OoT3D, you could also use the 4 HP glitch to get a heart container in midair.
Timestamps:
00:00 DLC
00:24 Technical Explanation
01:44 DLC 3D
02:23 Timing notes
03:08 Floor Clip as Adult
03:44 Without Bombs/Bottle
The Ledge Clip is a very old trick that usually only works as adult, because child Link's body is too short and always clips back up to the floor when he lets go of the ledge. But now I found a way to push Link further beneath the ground using a death, so that he doesn't pop back up as child.
Technical Explanation:
While Link is hanging from a ledge, his position is on top of the ledge, but his body model is entirely beneath it. The game has to fix this discrepancy when Link lets go of the ledge:
1. If the player presses A, he quits out of the hanging state and he teleports downwards, so that he visually appears in the same location when he starts falling.
2. If he takes damage, the same as above applies.
3. If he loses all health (e.g. via heat timer) his position doesn't change at all, so he appears to visually teleport on top of the floor and then die.
By abusing all 3 mechanics, it is possible to stack the downwards offset from #1 and #2 together. Usually those two events can't overlap, because if one of them takes Link out of the hanging state, the other can't trigger anymore.
But oddly enough, if Link dies from the hit then he doesn't quit the hanging state immediately; instead, he will visually appear hanging in midair below the ledge (because of effect #2), and on the next frame he will pop back up to the correct location (because of #3) and start falling.
So, if you press A on the same frame Link takes a hit and dies, he will still be in the hanging state when the button press is processed, and he'll receive the double offset.
This technique can be used pretty much anywhere you can do the normal adult ledge clip. Of course it has the limitation of being dead while falling, so it normally requires a fairy and a floor to land on. As shown at the end of the video, you can also use a recovery heart to replenish health in midair, even if it's on the other side of the wall. In OoT3D, you could also use the 4 HP glitch to get a heart container in midair.
Timestamps:
00:00 DLC
00:24 Technical Explanation
01:44 DLC 3D
02:23 Timing notes
03:08 Floor Clip as Adult
03:44 Without Bombs/Bottle


![OoT3D DoT Skip without ZL/FW & Double Defense as Child
Using the new Child Ledge Clip, its finally possible to enter the Kakariko Shooting Gallery as child, without FW. This is significant because a DHWW with the Kakariko from Gallery entrance goes to Inside Ganons Castle.
In the video I show two cool things this allows us to do. Both of them require having explosives before meeting Zelda: they can be obtained either with SRM in GtG (https://youtu.be/gSBBhH6F6uA), or with GIM in BotW, which for now requires Iron Boots NG+.
[Edit: I forgot 2 other methods to get explosives:
Bombs can be obtained from source using a series of glitches, like ISG to enter DC, QPA to break the first wall, and waiting 36 minutes with a Deku Spear to lower the staircase (https://youtu.be/AuBN-0G9bEM).
And another place to get bombchus is Spirit Temple, which requires a TAS-only L-Slide over the river of sand]
The first thing is DoT Skip without Zeldas Lullaby/Farores Wind, by exiting Ganons Castle after the wrong warp and going to the market. The only method to skip the guards during DHWW is with a Ledge Cancel to make the camera pan out enough to cull the guards. After doing this trick, you could get the Odd Poultice as adult, RBA ZL and get FW. This would let you do a cutscene #07 Wrong Warp from Zeldas Courtyard using FW.
The second thing is Double Defense as Child. By reaching the castle with the wrong warp, you can go to Zelda without clearing the Hyrule Castle entrance cutscene. If you then trigger that entrance during DHWW, you will warp to Outside Ganons Castle and cutscene #00 will play. I assume this happens because the game tries to play the HC entrance cutscene by indexing cutscene data with a segment offset, but the scene loaded is different and so stuff is in the wrong place (heres some more info about this: https://wiki.cloudmodding.com/oot/Entrance_Cutscenes
https://wiki.cloudmodding.com/oot/Addresses#Segment_Addresses).
Anyway, once the cutscene ends you can just enter the Fairy Fountain normally. OoT3D DoT Skip without ZL/FW & Double Defense as Child](https://i.ytimg.com/vi/C5_5N7J7zJg/mqdefault.jpg)



![OoT3D Songs Oddities
I show a couple of oddities related to the Song of Storms and the Suns Song.
This time I wrote captions on the video instead of explaining everything in the description. Heres some additional information.
Both of these things work the same in vanilla OoT.
Stealing SoS:
I have no idea what causes the text box thing [edit: heres the explanation https://youtu.be/-hBYC7xm9Nw], but it doesnt work as child in vanilla, so I assume it doesnt in 3D either (it wouldve been so cool if you could do this for Max% Child)
The trick only works if you havent learned SoS normally yet, and you can re-do it infinite times as long as you dont watch the cutscene that starts after the auto-play (but you need to reload the room every time). This makes SoS the fourth song you can learn infinite times I think, the others being Suns Song, Sarias Song and Eponas Song (because you can learn those ones every time you dont have them in the inventory).
Suns Song Storage:
I mentioned this in the video, this trick only works if you play the song in the corridor and then go to Twinrovas room; it doesnt work if you play the song in the first room and then go to Twinrova because opening the door to the corridor somehow cancels the effect. Every other thing I tried (using spells, dying with a fairy, ...) does not cancel it.
Other than Spirit Temple Boss, the only area where the dungeon/overworld state is room dependent is Dampés grave: the windmill room is considered overworld, the other rooms are considered dungeon. In spite of this, the trick does not work there, probably because it requires a door between the rooms. OoT3D Songs Oddities](https://i.ytimg.com/vi/JCSIFqjlNzk/mqdefault.jpg)



